Jack08 wrote:The reason there is no "Stop Trade" command at the moment is because unfortunate simply telling the ship to stop is not enough, the trade request also has to be removed in some way, or it will never trade again. I havent yet figured out how to remove this trade request.
I figured this was the reason you can't cancel order lines, if I queue a buy and then a sale order, then cancel the buy order it will leave ship's state inconsistent. But that does make me wonder, what happens when you have trade "orders" queued and you issue a 'wait here'? Do the trade orders take precedence (like they do with the default "follow" behavior?)
im going to guess "strengths" is a german way of saying "weights", weight targets and attack by priority?
This was my first thought as well, but then I read this line:
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<get_attackstrength object="this.ship" target="$target" result="$result" />
...
<do_if value="$result gt $target.hull*0.2 or $target.hull lt $target.maxhull*0.3">
...
</do_if>
The gotten strength is compared to the target's hull, or the target's current hull is compared to the max hull.
And then in the final debug
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<debug_text text="'%1 OOS. Apply strength of %2 against %3 is: %4(%5|%6). Is killed: %7'.[player.age,this.ship.knownname,$target.knownname,$result,$target.hull,$target.shield,$isdead]" chance="$debugoutputchance" />
That line also seems to be comparing the $result (the found strength) to the target's hull/shields. Not sure what is being weighed here.