I don't want to use 1.05 I do like 1.07 it does what it says it does for getting away from the bad guys. However, it does alert before it even gets to the bad guys in the first place that is all. It's something I can deal with I'm just letting you know.DrBullwinkle wrote:OK, then you're not thinking it through then.
There should *not* be any enemies in the ship's sector after the alert. Why not? Because the ship already emergency jumped.
Use v1.05 if you want to try to rescue ships being attacked. If it is a TS, though, you'd better better be quick about it.
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As I said, you are over-thinking it. Or under-thinking it. Or sideways thinking it. 
The enemies have to be present *before* the jump. They are there, I promise.
But the whole point of Signal Targeted is that it reacts *before* the actual attack. That is what the script does -- it scans for ships that *intend* to attack.

The enemies have to be present *before* the jump. They are there, I promise.
But the whole point of Signal Targeted is that it reacts *before* the actual attack. That is what the script does -- it scans for ships that *intend* to attack.
Peace through superior firepower
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Hey DrB, sad to say but the noodge was right.. there is a problem with 2 missing inventory spaces which was noticeable with a #deca.cefaDrBullwinkle wrote:cryptonite1 wrote:[constant pestering]...
@Cryptonite1: Try to be less of a Noodge, please. You made your report and I accepted it. I will try to reproduce the behavior when I get a chance, but there are higher-priority issues in the queue. If I can reproduce the behavior that you report, then I will fix it, obviously.
- (And I already gave you a valid workaround.)
I also tested by creating 2 new ships so they wouldn't have pre-existing scripts running (except for bounce which i didn't disable).
I'm not a scripter so bear with me while I muddle my way through this explanation.. No problems with the plugin.deliver.jd.getlists that I could see
I managed to trace the problem down to 2 scripts: plugin.deliver.jd.install and plugin.deliver.jd.fillup
the kit installer script has these lines in a few places, this one from line 150
Code: Select all
if $pl.cash >= $g
$text = sprintf: pageid=8822 textid=34, $g1, $g2, $g, null, null
add custom menu item to array $list: text=$text returnvalue='close'
$text = sprintf: pageid=8822 textid=17, $g, null, null, null, null
add custom menu item to array $list: text=$text returnvalue='a.b'
however it appends the 2 options to the ware array $list as nested arrays
These arrays when added as wares to the ship appear to take up 1 unit of cargo each and do not show up in ware list. Confirmed by creating blank array and adding it to new ship as ware.
One other small bug which will affect a quick fix:
plugin.deliver.jd.install line 180+
Under "basic extensions" no upgrade cost is shown, code is in wrong place
Code: Select all
if $pl.cash >= $g
$text = sprintf: pageid=8822 textid=17, $g, null, null, null, null
add custom menu item to array $list: text=$text returnvalue='b.b'
else if $pl.cash < $g
$text = sprintf: pageid=8822 textid=34, $g1, $g2, $g, null, null
add custom menu item to array $list: text=$text returnvalue='close'
$text = sprintf: pageid=8822 textid=18, $g, null, null, null, null
add custom menu item to array $list: text=$text returnvalue='close'
Code: Select all
if $pl.cash >= $g
$text = sprintf: pageid=8822 textid=17, $g, null, null, null, null
add custom menu item to array $list: text=$text returnvalue='b.b'
$text = sprintf: pageid=8822 textid=34, $g1, $g2, $g, null, null
add custom menu item to array $list: text=$text returnvalue='close'
else if $pl.cash < $g
$text = sprintf: pageid=8822 textid=18, $g, null, null, null, null
add custom menu item to array $list: text=$text
Code: Select all
$as = size of array $arar
$as = $as - 2
Apologies for wall of text
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Already removed in my version.
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Well, *some* passengers will cause rep loss when you kill or enslave them, and that includes converting them to marines. It is part of vanilla game and is not caused by Passenger to Marine.
I do not know all of the possible causes for that behavior, but it does not happen often in my game. It is more likely to happen if you try to conscript (convert) passengers from missions. Also, I suspect that some races are more sensitive about being enslaved or conscripted, but I do not know the specific rules.
I do not know all of the possible causes for that behavior, but it does not happen often in my game. It is more likely to happen if you try to conscript (convert) passengers from missions. Also, I suspect that some races are more sensitive about being enslaved or conscripted, but I do not know the specific rules.
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I'm glad you like Pandora Tuning Ejector, Firestorm.
Yeah, it makes Pandora tunings more useful, especially during your first play-through, when you don't know what your favorite ship will be yet.
Yeah, it makes Pandora tunings more useful, especially during your first play-through, when you don't know what your favorite ship will be yet.
Peace through superior firepower
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Pardon?
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I have no idea what you are talking about birdtable.
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Marines flying around in circles is a problem with spacewalk boarding in general. It is caused by collision detection in the vanilla game. Scripts cannot solve the problem entirely, although I have attempted to reduce the problem with several tricks.
If you have not already done so, please try the experimental version 1.24a. That is my best effort so far at improving spacewalk boarding.
The true cure for boarding problems is pod boarding or the Boarding Transporter. The only time that spacewalk boarding is really necessary is early in the game -- before you have stolen your first M7M.
If you are using Improved Boarding v1.24a and the marines fly in circles, the best thing to do is to recall them and try again. If you try a few times, they will usually "catch up" with the target ship eventually. Teleporter is the easy way to recall your marines.
If you have not already done so, please try the experimental version 1.24a. That is my best effort so far at improving spacewalk boarding.
The true cure for boarding problems is pod boarding or the Boarding Transporter. The only time that spacewalk boarding is really necessary is early in the game -- before you have stolen your first M7M.
Spoiler
Show
Luckily, M7M's are very easy to steal. 

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New
Salvage Cleaner
Salvage Cleaner v1
Artificial Life Plugin (ALP)
Description
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Cleans up (removes) floating ware salvage and ejected astronauts. Makes salvage game more challenging. (Does not remove marines or Pandora crates (engine tunings and rudder optimization).)
Customization
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The ALP runs on a 15-second timer. If you want slower removal of salvage and/or astronauts, then you can modify the timer multipliers in the language file (t\8565-L0xx.xml).
If you want to disable cleanup of either salvage or astronauts, then set the appropriate timer multiplier very high (like 99 or 999). For example, if we want to clean up astronauts but leave salvage, then set:
<t id="302">99</t> <!-- Salvage timer multiplier. Default = 1. Higher values = slower cleanup. -->
<t id="303">1</t> <!-- Astronaut timer multiplier. Default = 1. Higher values = slower cleanup. -->
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WARNING: Salvage Cleaner will remove *all* astronauts, including plot astronauts. Turn off the ALP in Gameplay/Artificial Life Settings before doing plot missions involving astronauts.
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Installation
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Install and turn on the plugin in Gameplay/Artificial Life Settings.
(Thanks to CoSm1c RaVeR for suggesting the ALP)
Discussion Thread: Bullwinkle's List
Salvage Cleaner
Salvage Cleaner v1
Artificial Life Plugin (ALP)
Description
------------
Cleans up (removes) floating ware salvage and ejected astronauts. Makes salvage game more challenging. (Does not remove marines or Pandora crates (engine tunings and rudder optimization).)
Customization
----------------
The ALP runs on a 15-second timer. If you want slower removal of salvage and/or astronauts, then you can modify the timer multipliers in the language file (t\8565-L0xx.xml).
If you want to disable cleanup of either salvage or astronauts, then set the appropriate timer multiplier very high (like 99 or 999). For example, if we want to clean up astronauts but leave salvage, then set:
<t id="302">99</t> <!-- Salvage timer multiplier. Default = 1. Higher values = slower cleanup. -->
<t id="303">1</t> <!-- Astronaut timer multiplier. Default = 1. Higher values = slower cleanup. -->
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
WARNING: Salvage Cleaner will remove *all* astronauts, including plot astronauts. Turn off the ALP in Gameplay/Artificial Life Settings before doing plot missions involving astronauts.
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Installation
------------
Install and turn on the plugin in Gameplay/Artificial Life Settings.
(Thanks to CoSm1c RaVeR for suggesting the ALP)
Discussion Thread: Bullwinkle's List
Last edited by DrBullwinkle on Tue, 10. Dec 13, 20:24, edited 2 times in total.
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Hmm, I might actually be interested in the salvage cleaner myself, especially to remove the annoying astronauts that often make my automated salvagers waste time (the ones from the Salvage Commands: if they have CBLS they go after them too, but I have to give them life support so they can take advantage from marine repairs
).
Would it affect hidden crates too, though? Wouldn't want to miss on a pandora tuning crate.

Would it affect hidden crates too, though? Wouldn't want to miss on a pandora tuning crate.