1154 Commits

Author SHA1 Message Date
cim
786a136bd0 Assassin AI needs an odds assessment before engaging 2013-10-11 22:01:55 +01:00
cim
1945574fb1 Police protection should extend to escape capsules 2013-10-06 17:01:15 +01:00
cim
91309ed90f Fix places where ship scanner_range not used.
Large scanner ranges will still have odd effects because of how checkScanner works, but it should be okay used sparingly.
2013-10-03 20:50:46 +01:00
cim
91cc1f2806 Re-enable shaders for sufficiently recent versions of this driver
Closes #54
2013-10-03 18:45:17 +01:00
cim
57944ba4a3 Merge pull request #52 from OoliteProject/steady-state-ecosystem
Steady state ecosystem
Still plenty of testing and balancing to do, and I've left the test comms messages in for now, but the remaining work can be done on master as and when.
2013-09-28 01:21:19 -07:00
cim
606667229c Adjust explosions a little more
Put old explosions back for tiny objects (cargo, missile and mines being destroyed before detonation)
Add explosion effect to dealEnergyDamage
2013-09-25 23:22:07 +01:00
cim
834080805f No Viper patrols in Feudal/Anarchy - weaker bounty hunters instead. 2013-09-24 21:29:20 +01:00
cim
fb5734dba5 New explosion effect 2013-09-22 19:55:42 +01:00
cim
ba09d5ad96 Clean up logging settings 2013-09-22 14:35:16 +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
eb7c006230 Risk levels for passenger contracts 2013-09-17 21:24:23 +01:00
cim
f155222ee2 Add assassin-player role.
Adjust cargo demands for player pirate and NPC pirates a little.
A few other minor adjustments.
2013-09-16 21:27:13 +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
d7b187db22 Merge branch 'master' of github.com:OoliteProject/oolite into steady-state-ecosystem 2013-09-14 17:43:52 +01:00
cim
661af5d9ef Basic comms message for assassins 2013-09-14 17:39:37 +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
4c6f352736 Allow autospread for missiles (but not the default missiles) 2013-09-13 18:54:14 +01:00
cim
218253d7b0 Some more friendly fire considerations 2013-09-11 18:29:08 +01:00
cim
f51d9a0dac Fix bugs in trader[-smuggler] player role assignment, and tidy up a bit 2013-09-09 20:55:48 +01:00
cim
a3acea0ab3 Now roles are working, pirates can just check if ship can carry cargo, not if it does. 2013-09-08 21:23:00 +01:00
cim
f97bdb7667 Use roles for pirate victims, pirate enemies, friendly fire checks 2013-09-08 17:20:28 +01:00
cim
34e6675693 Allow more flexible role grouping than before
pirate-victim-roles.plist deprecated but still read for OXPs; functionality now in role-categories.plist
Ship.roleIsInCategory(role,category) to determine if a role is in a category
2013-09-08 12:42:12 +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
1bcee4b7b7 Police ships anti-theft mechanism; traders have slightly better combat response 2013-09-05 20:12:41 +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
59a906b992 Improve trader response to piracy. 2013-09-02 22:23:06 +01:00
cim
eef920f9d3 Give Vipers escape pods; give low energy ships some practical chance to use pods; adjust default pilots 2013-09-02 20:30:47 +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
ce8c9b5b10 Remove debug lines 2013-08-31 21:16:25 +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
062c3ee1c7 Fix bug in sun_color parameter, set Lave sun to white for ship parade 2013-08-31 18:48:11 +01:00
cim
1d750d8432 Fix error with interstellar space 2013-08-31 18:16:30 +01:00
cim
fd5fcfeeb3 Search for wormholes if insufficient fuel to leave a bad system 2013-08-31 18:07:17 +01:00
cim
90cab901ee As suggested, give AI object a more accurate name 2013-08-31 16:21:07 +01:00
cim
c7e7e2f75f Improve distress message handling 2013-08-30 21:14:55 +01:00
Jens Ayton
053097bb7b Remove unused temporary log class 2013-08-30 16:48:07 +02:00
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
028fa0c8aa Merge branch 'master' into steady-state-ecosystem
Conflicts:
	src/Core/Scripting/OOJSEntity.m
2013-08-27 13:15:33 +01:00
cim
7db8688052 Update version from 1.77.1 to 1.79 2013-08-27 12:51:53 +01:00
cim
b54ec84e71 Add opportunist AI 2013-08-26 17:08:05 +01:00
cim
3fa10abb5c Adjust comms messages, avoid over-filling pirates with cargo 2013-08-26 16:17:59 +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
Jens Ayton
6cb032d509 Copy edit registration interface 2013-08-26 08:01:21 +02:00