54 Commits

Author SHA1 Message Date
cim
45289bb4a7 Fix populator for missing roles
Temporarily increase level of logging of missing roles
2013-11-11 23:07:53 +00:00
cim
259fbeb87d Remove debug statement. 2013-11-06 21:34:58 +00:00
cim
1ac5406f07 Set allegiance for stations rather than relying on automatic calc.
Rock hermits allegiance varies (consistently per hermit) per system.
2013-11-03 13:36:23 +00:00
cim
834080805f No Viper patrols in Feudal/Anarchy - weaker bounty hunters instead. 2013-09-24 21:29:20 +01:00
cim
84d6e28541 Police reactions to suspicious characters
Fix a few bugs
2013-09-19 18:45:25 +01:00
cim
37a0644d1c Make assassins clean (so they can hang around stations)
...but make the behaviour of police when they spot a clean vs clean fight be a little more dependent on the reputation of the combatants.
2013-09-18 21:14:16 +01:00
cim
c19476ac8e Various adjustments and bugfixes to assassination, parcel contracts 2013-09-15 16:00:26 +01:00
cim
4c733916f2 Variable risk parcel contracts; fix a few bugs elsewhere
Pricing, assassin effects, availability, etc. will need rebalancing
2013-09-14 22:41:27 +01:00
cim
86505d4356 Initial implementation of assassin NPCs 2013-09-14 13:50:49 +01:00
cim
3360843aae While there's still time, put the new AIs into the right nameprefix 2013-09-13 20:45:48 +01:00
cim
ea8c9c7b8e Make it possible to translate the Moray Med's name without breaking cargo 2013-09-07 11:09:31 +01:00
cim
35da08ae64 ship.damageAssessment() to check damage levels (will do more when NPCs can be damaged)
Also: adjust independent pirate role odds to be more towards small ships, and adjust missile loads of ships to reflect prior action or high value
2013-09-04 22:25:54 +01:00
cim
09c85be7bd Make interceptors need a higher tech level, make cargo ejection faster 2013-09-03 18:22:49 +01:00
cim
a2334ba5f4 Add basic aegis raiders, some bug fixes in station/defense ship AI 2013-09-01 19:25:45 +01:00
cim
fa7673722e Reduce frequency of trader variants, logging in _addShips 2013-08-31 22:52:53 +01:00
cim
a710d2f746 End patrols when supplies are low. Pirate interceptors will avoid fights then. 2013-08-31 19:33:56 +01:00
cim
8cf615c168 Adjust populator settings and related AI a bit.
Main changes: more independent pirates in Feudal/Anarchy; repopulator has a cap on the number of ships it can accumulate in-system; certain ships have tendency towards awful or non-awful accuracy settings; independent pirate packs are slightly bigger; tharglets share accuracy of controller. Overall effect should be to make the difficulty slope between Corp and Anarchy larger, but Corp safer.
2013-08-27 22:08:35 +01:00
cim
b54ec84e71 Add opportunist AI 2013-08-26 17:08:05 +01:00
cim
273b58b9a5 Adjust nova mission to new populator (and future ones) 2013-08-26 14:09:06 +01:00
cim
baf2efceea Merge branch 'javascript-ai' into steady-state-ecosystem
Conflicts:
	Resources/Scripts/oolite-populator.js
	src/Core/Universe.h
2013-08-26 13:59:45 +01:00
cim
172f66c4c5 Merge branch 'master' into javascript-ai
Conflicts:
	src/Core/Entities/PlayerEntityLoadSave.m
2013-08-26 13:41:16 +01:00
cim
e6fb14ffbf Adjust cargo generation, especially for smugglers, medical.
Increase likely_cargo levels on pirate ships quite a bit (PIRATE_GOODS already reduces it once; no need to do so again in shipdata)
2013-08-25 13:14:02 +01:00
cim
6393b99fca Allow fleeing to witchspace in certain situations 2013-08-17 14:39:16 +01:00
cim
ba71ac58b2 Adjust pirate interceptor AI to assist nearby pirates in trouble 2013-08-16 18:00:46 +01:00
cim
c190ceea44 For consistency, auto_weapons should apply to populator-awarded equipment 2013-08-15 21:59:51 +01:00
cim
894d3d683b Add auto_weapons (ship.autoWeapons) parameter to shipdata.
If set (default 0), then populator has discretion to change ship weapons and other items to fit the ship's role. So far just does fore and aft lasers.
2013-08-15 21:53:17 +01:00
cim
ce2d77557d Make sure pirate escorts have a bounty, fix initial pirate cargo 2013-08-14 21:10:29 +01:00
cim
02d6dd2dca Use correct message class for populator debug logs 2013-08-13 21:18:44 +01:00
cim
b829eef4a2 Police witchpoint patrols AI adjustments 2013-08-12 18:45:09 +01:00
cim
2ad55255f1 System repopulation 2013-08-11 22:56:53 +01:00
cim
03f7fb174b Adjust populator functions to allow easy launching from station or planet
Fix pirate lurk calculations, tune a few other AI behaviours
2013-08-11 20:51:46 +01:00
cim
2da8ada948 Adjust populator functions for bounty hunters 2013-08-11 13:01:31 +01:00
cim
9edbe45d63 Add pirate interceptor AI, fix some bugs in pirate freighter AI 2013-08-09 18:00:18 +01:00
cim
b00b1bb550 First go at pirateFreighter/Fighter AIs
Fix bug with launching ships with escorts, tidy up functions
New: ship.notifyGroupOfWormhole()
Introduce AI template blocks to compact AI writing even further.
2013-08-09 13:09:54 +01:00
cim
bcc93120d7 Add smugglers to pirate targets, give m/h hunters a pack 2013-08-08 16:21:21 +01:00
cim
14d4bb555a Adjust AIs
traderAI for courier and smuggler variants
bountyHunterAI to limit patrol length
2013-08-08 16:00:20 +01:00
cim
4018ab2b73 Tune populator numbers a little more 2013-08-08 12:53:49 +01:00
cim
6508a52e08 Position ships for pirate freighter remote, correct role name 2013-08-07 22:19:05 +01:00
cim
ab0e7db465 Add new roles to shipdata 2013-08-07 21:08:09 +01:00
cim
0642f0468c Tune the numbers a little bit. 2013-08-06 21:27:59 +01:00
cim
677fed54f4 Start: Redo populator with planned ecosystem groups
Doesn't have new roles yet
Population numbers, etc. are way off what they need to be
Several AIs missing
2013-08-06 18:40:15 +01:00
cim
d169c64312 Adjust nova mission to use populator
Removes normal traffic from the system when player enters, making it less likely they will escape by following a wormhole.
2013-08-01 17:53:40 +01:00
cim
d3ab9e05d7 Modify mission scripts to use populator to add mission ships 2013-07-31 21:29:29 +01:00
cim
a4ae37c849 Change autoAIs for more testing what we have so far.
Set trader, pirate, escort, hunter, police AIs to JS by default
2013-07-19 22:51:43 +01:00
cim
99a1fac41e More work on the pirate AI
There's still a subtle bug in the logic somewhere that makes them sometimes return to attacking the player after having been paid off but before picking up all the cargo they've been given.
2013-07-16 22:33:42 +01:00
cim
8372845a9f More pirate AI work
Still not finished...
2013-07-15 23:14:47 +01:00
cim
be589dbc47 Correct variable name in script 2013-07-04 17:02:24 +01:00
cim
d04eba66de Make system.populatorSettings work, cleanup and document 2013-07-03 18:30:57 +01:00
cim
6d12aa177e Make navigation buoys rotate again 2013-07-03 17:43:49 +01:00
cim
2b224685f3 Nova system population
Changes default populator for system, for easiest compatibility with old save games, OXPs with novas, etc.
2013-07-03 17:11:47 +01:00