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Master of the Blade
Joined: 06 Feb 2009 Posts: 1861 on topic Location: the Next Level

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Posted: Sun, 7. Feb 10, 19:18 Post subject: |
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didn't do the questionnaire. I'm SORRY! PLEASE DON'T KILL ME!
Anyway, the plugin's mostly working- I get the shuttle messages every so often, and the station stocks seem to work as they should. One little niggle:
Any idea what's happened here? I'm guessing the station got destroyed, since I got a message about its replacement, but the entry in the 'find stations' menu still says unknown object.
Oh yeah, and an interesting clash with a mod I'm running: There were ~8 ' Argon Thanatos' ships(from Axeface's Lusca and Thanatos ship mod) floating around next to the Midnight Star support station with no guns or shields. Quite apart from them being Paranid-built ships flown by Argons, whatever are they doing there in the first place?
_________________ If you want to prove a point, the Vidar will provide a perfectly acceptable alternative to the average fleet. and it's practically free.
If at first you don't succeed, delegate the job to a minion.
*point* HAAAX! *CRT throw* I'm not immature at all... |
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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Master of the Blade
Joined: 06 Feb 2009 Posts: 1861 on topic Location: the Next Level

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Posted: Sun, 7. Feb 10, 19:43 Post subject: |
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| Quote: |
| 2. No idea. Maybe a problem with the Lasertowers turning into ships? |
Don't blame 'em one bit- it must be boring to sit around only able to spin. Certainly, they must get dizzy. Wierdly enough, when I gave them guns using one of my scripts, they flew off. I tried to follow them, but their top speed's about 250m/s and I was flying a H.Hydra.
But the fact that they showed no interest in the station is a bit wierd, since they're meant to be lasertowers. (I think you're right- there weren't any actual lastowers there- just the ships. What a bizarre clash )
_________________ If you want to prove a point, the Vidar will provide a perfectly acceptable alternative to the average fleet. and it's practically free.
If at first you don't succeed, delegate the job to a minion.
*point* HAAAX! *CRT throw* I'm not immature at all... |
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mark_a_condren

Joined: 03 Aug 2005 Posts: 1384 on topic Location: Newcastle - Australia

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Posted: Sun, 7. Feb 10, 19:43 Post subject: |
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Master of the Blade
If you got a message saying the station had been replace, the yes the station must have been destroyed as the only time that message will run is if it is a relacement for one that is missing from its list of deployed stations. Every 3 hours it will check if all the stations in its list are there, if not, it will deploy a replacement one. It will also deploy another 9 LT's around it, it will ignore any LT's that are left from last time and deploy 9 more anyway.
LT's, Adv Sats and Jump Beacons are the only ships (at the moment ) that this script creates.
If it was another mod conficting with PSS all of that type would be change that are deployed, not just the ones in 1 sector.
Are there any LT's around the PSS in Midnight Star ?
MarCon
_________________ MarCon Ind - S.O.C.S.I : | Game Start Sector Reveal : | Asteroid Fusion : | TC Stock Exchange | MarCon Utilities / Demos | Universal Banking | Ingame DevChat GUI |
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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MH-Neugierig
Joined: 08 Sep 2009 Posts: 130 on topic Location: Amberg / Oberpfalz / Bayern

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Posted: Sun, 7. Feb 10, 19:56 Post subject: Question for Translation in German |
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Hallo, EmperorJon
I have a Question.
Sorry, you know, my bad English (MH-Neugierig)
I see your Plugin in the Forum, and i think, it´s good, (?) very GOOD !
Exist the Possibility to translate Your Plugin to German in nearly time ?
with Thanks and big Greetings
MH
_________________ "Wer nicht mindestens einmal am Tag gelacht hat, der hat einen vergeudeten Tag gehabt!" (-unbekannt-)
ETNO-Chroniken MOD "SEHR GUT" / "Very Good" sagt ein Team-Mitglied (say a Team-Member) |
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lamoyja
Joined: 09 Dec 2009 Posts: 121 on topic

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Posted: Sun, 7. Feb 10, 20:13 Post subject: |
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Was wondering if the yaki stations were supposed to be yaki 
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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mark_a_condren

Joined: 03 Aug 2005 Posts: 1384 on topic Location: Newcastle - Australia

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Posted: Sun, 7. Feb 10, 20:35 Post subject: |
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Master of the Blade
Thats for the feedback,
I've been able to reproduct the problem you have with the menu. You will also find that the station in Nopileos' Memorial, the one that was replaced in your menu, will not be there, even though you got the message saying it was replaced.
Working on a fix now.
I still have no idea about your other problem yet, and the fact that the ships flew away after you gave them shields and guns, call the cops, you been robbed. If they were replacement LT's they should have sat there, The LT's do not have any fly commands attached to them. Strange.
Again, thanks for the feedback, will keep you updated as to a fix.
MarCon
_________________ MarCon Ind - S.O.C.S.I : | Game Start Sector Reveal : | Asteroid Fusion : | TC Stock Exchange | MarCon Utilities / Demos | Universal Banking | Ingame DevChat GUI |
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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Posted: Sun, 7. Feb 10, 22:02 Post subject: |
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Just got this through from my website:
| Quote: |
--------------- Form Response ---------------
01 - Will you download the PSS and Economic Booster? = Yes, definitely!
02 - Explain the above = Downloaded last night and played for a few hours.
03 - What do you think should be done in the future = Add this (comment in box below)
04 - If you selected the last answer in the last question, comment what here = An idea:
It would be nice to be able to pay the company to set up an NPC station of your choice.This would allow the player to place stations that they normally could not purchase due to low race relations or would not want to place or run themselves (aka, in my most recent game I'm playing as a privateer/pirate with good relations with the argon. Part of my house rules are no station building.). Perhaps price it at half the credits for the player to build the station ("an anonymous donor has offered credit-for-credit matching funds for the construction of the station...") because the player would not be receiving any income from sales. This would allow the player to fix holes in the economy or help increase the production of end goods they may need (like lasers or shields) without having to wait for a script (and this is in no way an attack on the station placement portion of your work) to decide (if it ever does, no script can read the players mind) that the station is needed.
05 - If you have any more comments, add them here = So far I really like the booster and will definitely keep it was one of my base script list. My one complaint is that it would be nice to have a confirmation dialogue when purchasing the licenses. I accidentally spent all of my money on one when exploring the menu after installing the script. |
1. Thanks!
2. Thanks!
3. Erm. Thanks!
4. You. Are. A. Genius.
5. I was going to add a confirmation menu, indeed.
_________________ _______________________________
The Trade Plugin - Finally out of Beta.
STFUnit - Military Plugin
Find All Crates/Ships!
I Feel Like Killing GoD. |
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Tahlmorra
Joined: 19 Feb 2004 Posts: 66 on topic

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Posted: Mon, 8. Feb 10, 02:59 Post subject: |
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Glad you liked my idea
A couple more:
1.) Remove a station: The opposite of my previous idea. Pay the center to convince the faction government to revoke a station's operating license (i.e. removes it from the game or possibly disrupt production for a period of time). Uses would be removing a competing station or one which for some reason is a drag on the economy (i.e. a glut of weapons forges in an area of few resources where one of the forges produces a product the player wants but is running out of resources because demand is so large). Prices would be extremely high (high enough to make credit outlay vs potential profits a serious consideration), possibly scaling vs station type, and not guaranteed successful.
2.) Lobbyist Division: Pay a large sum of credits to a center to improve relations with one of the two races linked to that station. The basic idea being once a player has a large income they (like any modern corporation) may be willing to pay an substantial price to improve race relations rather than having to take the time to actually help the race. Prices would be high and success would not be guaranteed.
Both of these ideas could also incorporate a small chance of decreased race relations as a result of the attempt (public discovers that player is bribing the government).
The goal of the idea I sent with the form and the first one above is to allow the player to emulate the station placement and removal functions of the GOD engine, for an appropriate fee, of course.
Thanks for taking the time to listen to my ideas and to make this really nice script. 
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lamoyja
Joined: 09 Dec 2009 Posts: 121 on topic

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Posted: Mon, 8. Feb 10, 03:21 Post subject: |
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What I meant, was you said that there was a bug where the sector owner was spawning as the owner of the stations, rather than the correct owner.
So when I was playing, I saw some stations that were owned by the Yaki. This confused me, as they were basically unuseable. (couldn't dock with yaki)
Can npc's use the yaki stations? Or are they supposed to be a neutral race, and not belonging to the yaki?
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mark_a_condren

Joined: 03 Aug 2005 Posts: 1384 on topic Location: Newcastle - Australia

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Posted: Mon, 8. Feb 10, 08:43 Post subject: |
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lamoyja
Apparently EmperorJon wanted the spawned stations to belong to the original owner race for that type of station, however, when i was coding it i set them as belonging to the race that owned the sector. The interdepartmental communication got fubar'd.
So at present they belong to the sector owner and come with all the restricions of the vanilla stations in that sector, as to who can trade with them and who can't. So if you can dock with that races station you can't dock at these stations. (humm .. ar .. don't forget you don't need to dock to use the ATDI to trade with a station, at the moment it has no race relation restrictions .. which i think EmperorJon will have changed in upcoming releases)
This has however led to the possability of who owns the station (original owner or sector owner) becoming a settable option, so the player can set it to suit thier prefered game style. Each of these possabilities i foresee having different long term effects on the game.
A second possable user setting is as to if the use of the Adv Transport Devicel to trade with stations takes into account your relation to the station owner, and in the case of a spawned ECon Boost Station, be it sector owner or original station type owner.
Ok, seems i've rambled on long enough.
Hope this answered some of your questions ...
MarCon
_________________ MarCon Ind - S.O.C.S.I : | Game Start Sector Reveal : | Asteroid Fusion : | TC Stock Exchange | MarCon Utilities / Demos | Universal Banking | Ingame DevChat GUI |
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lamoyja
Joined: 09 Dec 2009 Posts: 121 on topic

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Posted: Tue, 9. Feb 10, 02:28 Post subject: |
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Ah, good point on using the transporter to trade with the station. Forgot about that option... I like to squeeze out as much trading experience as I can .
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