wanderer wrote: ↑Tue, 11. Jan 22, 19:00
wanderer wrote: ↑Tue, 11. Jan 22, 08:41
...Flying in the Segaris sector ...After touch down (landing) the game freezes....
ATD: not installed/not used
HSRAL: v4.2.073, 5 Jan 2022 - tested first, but was not responsible. Now still using it.
MPT: v4.2.071, 3 Jan 2022
NPCR: v4.2.073, 4 Jan 2022
RAP: not installed/not used
ok. it've narrowed it down to an incompatibility with one of the mods. it's not the docking process that freezes the game. it's the actual impound process.
i've already spent all of today (12 hrs on and off?) loading a game and forcing the bug to freeze the computer, checking the logs, changing the code, repeat.
and decided just now to check CHC on its own. and it worked.
i'm on to adding my mods back in batches. so, i'm not done yet.
Mycu wrote: ↑Fri, 21. Jan 22, 12:25
I finally managed to play the SaD mission. According to the "recommendations" - I chose a mission where the final sightings were a little later - 13min.
https://i.imgur.com/k4Yvu1z.png
I also chose SCA Minotaur Raider, because I wanted to check if forcing it to bail will also count to finish the mission
Everything went smoothly - after talk I received directions to the beacon. Upon arrival I found the information that SCA Minotaur Raider was last seen 24 minutes ago.
So I set the global alert on its ID and after two minutes I received info that the ship I'm looking for is in next sector - at the gates.
I flew there, managed to force the captain to abandon ship, but as expected it did not completed the mission.
So I destroyed the ship and received the promised reward.
I really like how these missions adds sense that the target is the actual villain for my employer and that it does not spawn any ships.
nice! thanks heaps for the report. ships that's survived past their attacks tend to live long enough for you to hunt them down.
weird that the npc abandoning the ship didn't move the mission forward.
the condition is there: "event_object_abandoned". mind searching for it in the kuertee_emergent_missions.XML?
i may be using it incorrectly, so i'll check. i've not been able to coerce them to jump ship, so couldn't check properly.
re: sense that the target is the actual villain ...
yah, i find the same in my play-tests.
i think the underlying system of reporting all attacks back to the faction, generating bounties from all kills, and then tracking the perpetrator's history of new attacks and sector movements lend heaps to the illusion.
also, because the targets are real-world entities, they have a much-integrated effect in the game and your actions than, say, the bounty generic missions.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.