Fractal Softworks Forum
March 23, 2019, 04:40:39 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
   Home   Help Search Login Register  
Pages: [1]
Author Topic: [0.8.1a] Issue with procurement mission pirate fleet  (Read 350 times)
Posts: 2081

View Profile WWW Email
« on: August 03, 2018, 08:41:20 PM »

Encountered by at least one person on the Discord channel:

The check for pirate fleet spawning in the procurement mission runs in advance() rather than something like reportFleetJumped(). One effect of this is that if the player doesn't initially have the needed commodities to complete the mission, but picks them up while in hyperspace, the pirates will materialize out of thin air fairly close to the player. This has an obviously "gamey"/immersion-breaking impression.
A couple of mods add ways to acquire commodities while in hyperspace, but in principle it could happen simply from post-battle salvage.

This could be fixed by trying to make sure the pirate fleet spawns somewhere outside of the player's scanner coverage (taking into account terrain modifiers like deep hyper), although doing so might make it start too far away for the normal encounter case (ambush when leaving a star system). Or perhaps the pirate spawn check should only happen on entering hyperspace, rather than at periodic intervals?

Posts: 13317

View Profile
« Reply #1 on: August 03, 2018, 09:05:57 PM »

Thanks for the report! I'd actually removed the pirate fleet bit from the procurement mission, so that ought to fix it entirely Smiley
Pages: [1]
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!