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Author Topic: [0.6.2a] Bounty Hunts 1.11  (Read 38742 times)

Nanao-kun

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Re: [0.6.2a] Bounty Hunts 1.1
« Reply #30 on: February 03, 2014, 06:21:34 PM »

Hm, okay- the former is because I've overlooked the fact that bounty hunters aren't labelled with their mission, whilst bounty targets are. That's an easy fix. The mothballing seems to be the same bug as before, where the Most Wanted ships you auto-salvage are still slightly attached to their old fleet and this occasionally causes problems. I think I introduced this by altering how the Salvage script works to make them show up better in the post-battle fleet displays- I'm just testing a fix for it.
Alright, thanks for the response. For now I'll just pretend that missed bounties are gone for good, and that Most Wanted targets don't exist.

EDIT: Just took an escort mission. The problem? It's at a pirate base, and I can't interact with it.

EDIT 2: Tried another. Took an Easy mission and then realized the destination was a Pirate Base, defended by Pirate Armadas. Looks like meshing this with Uomoz's isn't exactly working for now.
« Last Edit: February 03, 2014, 07:52:02 PM by Nanao-kun »
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Talkie Toaster

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #31 on: February 04, 2014, 11:50:58 AM »

Hm, okay- the former is because I've overlooked the fact that bounty hunters aren't labelled with their mission, whilst bounty targets are. That's an easy fix. The mothballing seems to be the same bug as before, where the Most Wanted ships you auto-salvage are still slightly attached to their old fleet and this occasionally causes problems. I think I introduced this by altering how the Salvage script works to make them show up better in the post-battle fleet displays- I'm just testing a fix for it.
Alright, thanks for the response. For now I'll just pretend that missed bounties are gone for good, and that Most Wanted targets don't exist.

EDIT: Just took an escort mission. The problem? It's at a pirate base, and I can't interact with it.

EDIT 2: Tried another. Took an Easy mission and then realized the destination was a Pirate Base, defended by Pirate Armadas. Looks like meshing this with Uomoz's isn't exactly working for now.
You don't actually have to interact with the escort origin to spawn the escort- they should set off when you get close enough (though a few seconds of waiting near the planet may be necessary) but yeah, the Escort missions should probably not start or end at a location that's hostile to the transport faction. I'll have to figure out some way of taking the stations orbiting a planet into account when figuring this out too, as Escort selects planets as well (which have no faction).

There's no penalty, per se, for failing an escort- the mod keeps track of the # of missions attempted and # succeeded, but doesn't use that for anything. So anyone asking to be driven into the mouth of hell can just be ignored for a month until their request times out (or you can trigger their trip by approaching their start point, then leave them to their idiot fate).

---

I've patched the salvage bug and the killing bounty hunters bug- version 1.11 is here. Hope there's no more bugs introduced!

For the next version, I'll tweak Escort mission start and target locations too.
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xenoargh

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #32 on: February 04, 2014, 11:55:39 AM »

Hi.  Took a look at this a couple of weeks ago, before I got really wrapped up in the AI stuff. 

I'm interested in porting it into Vacuum, as it would certainly add a lot more things for players to do besides conquering the Sector, but it looks like the chief issue would be making it operate generically for each Station, so that the missions would be auto-generated anywhere in the game.  Any thoughts on how I'd go about getting this set up more as a framework and less specifically would be appreciated :)
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Talkie Toaster

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #33 on: February 04, 2014, 03:31:42 PM »

Hi.  Took a look at this a couple of weeks ago, before I got really wrapped up in the AI stuff.  

I'm interested in porting it into Vacuum, as it would certainly add a lot more things for players to do besides conquering the Sector, but it looks like the chief issue would be making it operate generically for each Station, so that the missions would be auto-generated anywhere in the game.  Any thoughts on how I'd go about getting this set up more as a framework and less specifically would be appreciated :)
It's currently in the process of being revamped into a more generic system- the back-end is now split into Mission Handlers and Missions which are registered with the handler, and the missions have a set of default evaluations (after X time, on fleet combat, on NPC fleet combat) that lead to conclusions.

Calling these evaluations is done by plugins, and I'm currently working on being able to store the required plugins in a mission and have a fleet call its mission to find an appropriate plugin when required- but I'm running into problems with the Janino stack size or something. Planning on posting a thread about the bug sometime soon.

How it currently works:
-You create a handler SectorHandler
-You create a mission MissionA
-MissionA's constructor runs (e.g. creates FleetA)
-You register MissionA with SectorHandler, and it runs its initialisation (e.g. spawns FleetA)
-Every X time, SectorHandler evaluates MissionA (e.g. MissionA checks if FleetA is dead)
-FleetA gets into combat
-PluginPicker checks FleetA, sees it's from MissionA
-PluginPicker checks MissionA, pulls appropriate plugin from it <- this bit doesn't work yet
-Plugin processes combat
-Plugin calls MissionA to evaluate if it is now complete (e.g. MissionA checks if FleetA is dead)
-If so, MissionA does whatever you've written for it
-Next X, SectorHandler evaluates MissionA, finds it's finished, unlists it, it goes to garbage

It should be easy to create a framework- basically you'd just define an extension of my MissionFleet class, with constructor arguments for the faction & location & whatever as appropriate, fill in the required functions like encounterDialog and encounterFleet with straightforward things (e.g. if(!FleetA.isAlive)finish(success=true)), and finish to whatever (e.g. GivePlayerPilesOfCash()), and have your station dialogs create & register those on your mission handler. However, given the fact that my current version is incomplete, and bodges the plugin selection I'd hold off for now.

(Actually I've just realised in writing this that it should also contain an option to completely replace the InteractionDialogPlugin, rather than just wrapping it in an evaluation after returning from combat)

I'm planning on writing a guide to how to use the framework once it's complete (I've done so for other frameworky things I've made for my mods), so it may be worth waiting for that. Trying to work from the current BountyMissions is not really a good idea as it's a very specific implementation of a greater framework, and hammering it into a new shape will probably take more work than just building a new implementation of a MissionFleet that does what you want.
Equally my Java knowledge is still not great so the guide may just be teaching grandmothers to suck eggs! It depends how much effort you want to put into understanding my current poorly-documented code :/.

Edit: To be open about it, I'm a bit of a perfectionist and would really rather it not be copied until I'm happy with how it works.
I'll be happy for you to use it when it's finished but still full of bugs(!), but I'm not happy with the underlying framework itself yet.
« Last Edit: February 04, 2014, 03:34:29 PM by Talkie Toaster »
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Nanao-kun

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #34 on: February 04, 2014, 05:07:25 PM »

If this does wind up in Vacuum and/or Uomoz's, having there be faction specific bounties would be amazing. You could hunt down ships from one faction's enemy and such, improving your relationship with the issuer, but losing some with the target faction.

Playing this with Uomoz's does tend to make things a bit frustrating, since if I join a certain faction their enemies will be my enemies, making easy missions difficult by being in an enemy factions territory. And using only ships from the Independent stations is a bit... dull.
« Last Edit: February 04, 2014, 05:09:46 PM by Nanao-kun »
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xenoargh

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #35 on: February 04, 2014, 05:27:36 PM »

@Talkie Toaster:  That's making sense.  I was staring at the various components, trying to figure out how I'd un-couple it from the specifics of the Dialog changes and make it more generic, as right now it's not feeling terribly portable and it just seems like it's going to take a lot of work to move it. 

If you feel like it's not really there yet, I guess I'll have to take a stab at this; it seems to me that there should be a much simpler structure that can get this job done, since you basically just need:

1.  A Dialog string generated indicating that <Mission> is available and an Option allowing it to be assigned.
2.  A singleton somewhere storing the current Mission state of <Missions> currently undertaken by the Player, including the days left before it fails, the Objective Fleet, if any, Destinations, if any, time left if applicable, etc., in one relatively small storage package.  Probably it's best to not allow the player to have more than, say, three Missions at once.
3.  A Dialog triggered when <Mission> conditions have been met, paying the player.  I don't think that should be coupled to Stations at all, simply because it makes things more complicated but doesn't add to the gameplay.

I have an interesting idea to make it more generic and more portable, though: a weekly Bounty Hunter "show" that starts up automatically every Friday, say.  It could cutely reference Cowboy Bebop and offer a single, generic interface for getting and accepting Missions. 

Payoff could be generated through a simple timer check, seeing whether the player has taken out the Bounty target, also resulting in Reputation gains.  I think that the only really tricky part is determining what "taken out" means without having to introduce new code to the FleetInteractionDialogPlugin; perhaps something in the Battle mission code could check that out.  In Vacuum, given what I've been doing lately, this presents less of a problem than in Vanilla.
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Nanao-kun

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #36 on: February 04, 2014, 05:51:56 PM »

A quick note for the current version. The auto salvage works, but I'd also gotten an option to board/neutralize the ship in question. The result was a disabled ship in my fleet - this ended with me being unable to retreat from a separate battle because the disabled ship was still on the map, except it was not since there was no sprite and nothing happened. Had to quit the game at that point.
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Midnight Kitsune

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #37 on: February 22, 2014, 04:54:57 PM »

OK, I have been trying everything I know to make a Most Wanted mission using another mod's ships (Hiigaran Decedents) and I can't seem to make it show up in the list! And yes I have it in the CSV

Here is the code for the wanted file:
Spoiler
Code
{
"wantedId" : "bounty_sajuukkhar",
"title" : "The Angry God ",
"fleetName" : "The Khar",
"difficulty" : "Very Dangerous",
"reward" : "750000",
"location" : {
"system" : "Corvus",
"token" : "Corvus III",
},
"captain" : {
"aptitudes" : {
"technology" : "10",
"leadership" : "10",
"combat" : "10",
},
"skills" : {
"missile_specialization" : "10",
"ordnance_expert" : "10",
"damage_control" : "10",
"target_analysis" : "10",
"evasive_action" : "10",
"helmsmanship" : "10",
"flux_modulation" : "10",
"advanced_tactics" : "10",
"command_experience" : "10",
"fleet_logistics" : "10",
"gunnery_implants" : "10",
"applied_physics" : "10",
"flux_dynamics" : "10",
"computer_systems" : "10",
"construction" : "10",
"mechanical_engineering" : "10",
"field_repairs" : "10",
"navigation" : "10",
},
},
#The description is shown when the player views the wanted poster. To include line breaks in it, use \n.
"description" : "Two months ago, the pirates somehow disabled and stole the Khar, our prized flagship and have been terrorising the Corvus System. As much as it pains us, we are offering a seven hundred and fifty thousand credit bounty to whoever destroys the Khar. We can NOT allow these pirates to dirty our name and the name of our flagship!",
#The congratulation is shown when the player kills the bounty. To include line breaks in it, use \n. Optional.
"congratulation" : "The Khar is no longer in pirate hands and our name has been cleared. Thank you and may the Goddess smile upon you.",
"fleetShips" : [
{
"variantId" : "hii_sajuukkhar_Elite",
"name" : "Khar",
"crewRating" : "ELITE",
"salvage" : "TRUE",
},
],
}
[close]
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senor

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #38 on: June 04, 2014, 03:07:43 AM »

A quick note for the current version. The auto salvage works, but I'd also gotten an option to board/neutralize the ship in question. The result was a disabled ship in my fleet - this ended with me being unable to retreat from a separate battle because the disabled ship was still on the map, except it was not since there was no sprite and nothing happened. Had to quit the game at that point.

I think I have just run into an error similar to this.  I accepted and completed a most wanted mission, the target ship was a Medusa.  The after-combat report said "your fleet claims the still-functional ship etc..." which i assume is generated by the mod.  The game also stated the vanilla game message about a ship powering up with life-signs aboard, and gave me the option of boarding, killing, or letting it go.  As the Medusa was the only enemy ship in the combat i was curious what would happen depending on what option i chose.

I ended up letting it go, and consequently i see it fly away from me on the strategic/system view, as it should.  I then go to my fleet page and see i have a new but very damaged Medusa hull added to my fleet, again as I should, technically.  I go to the refit screen and arm my new Medusa with some new weapons.  I then chase down the other, fleeing Medusa and bring my new Medusa into combat with me.  Immediately at the start of combat my other ship, a Venture, starts firing on a hostile Medusa that flew in right next to me, and there's still another hostile Medusa out in the map.

would have been interesting to see what the game would do if i had decided to put myself in control of the Medusa i had picked up, but that was still hostile.

hope that's enough detail, any questions?  anyone else run into this?
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senor

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #39 on: June 04, 2014, 03:11:16 AM »

Just got a java crash related to my above post.  in the combat i described at the end of that post I tried to assign some ships to attack what should have been the real enemy Medusa (not the traitor in my fleet) and very shortly after, possibly when i exited the tactical map, i got a java crash that says:

"
Fatal: No valid task for medusa_Attack ISS Pwyll III
Check starsector.log for more info.
"

Pwyll III i think is the name of Medusa that i attempted to attack, and i think it's the name of the one in my fleet also.
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senor

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #40 on: June 04, 2014, 03:54:06 AM »

I was able to try this again.  all the same setup, except a different most wanted mission, and different type target ship.  this time i set myself as the captain of the copy of the ship in my fleet before entering combat.  once i got into combat instead of having control of the ship like i was supposed to, i just put me in the tiny shuttle as if i had not chosen any ship to start in.

I didnt give any attack orders in order to avoid the crash i had the previous time, and instead let everything auto-attack.  the battle completed once both ships, the one "from my fleet" and the actual enemy ship, but before i got back to the strategic map view the game crashed with a null error.  there was no after-combat report.
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The Sage

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #41 on: June 04, 2014, 03:13:12 PM »

What an interesting idea.
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Cully117

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #42 on: September 17, 2015, 06:33:06 PM »

Does this still work in the current version of the game?
When I activate it in the mods list the game crashes on launch.
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The Soldier

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Re: [0.6.2a] Bounty Hunts 1.11
« Reply #43 on: September 17, 2015, 06:40:27 PM »

The title of the thread has a [0.6.2a] in it.  Which isn't the version of the vanilla base game.  It also crashed when you started it.  Is that not enough to tell you it isn't updated? :/ Sorry about being rude to a first-time poster, but some of the more obvious things are listed and I feel like I should point those out.
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