cim
45289bb4a7
Fix populator for missing roles
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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.
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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
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Fix a few bugs
2013-09-19 18:45:25 +01:00
cim
37a0644d1c
Make assassins clean (so they can hang around stations)
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...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
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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)
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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.
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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
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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
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Conflicts:
src/Core/Entities/PlayerEntityLoadSave.m
2013-08-26 13:41:16 +01:00
cim
e6fb14ffbf
Adjust cargo generation, especially for smugglers, medical.
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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.
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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Changes default populator for system, for easiest compatibility with old save games, OXPs with novas, etc.
2013-07-03 17:11:47 +01:00