[1.3] Kills by player after death do not count toward score.

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If the playership fires a weapon, dies, but the shots kill an enemy (or more) after the playership's death, the player does not get credit for it. Neither score is increased nor relevant game statistics (ship type kills) are updated. This anomaly occurs regardless if player has insurance or not.

I only noticed this in the Star Castle Arcade adventure mod, but I think this bug is present in the base game too.

UPDATE: After a brief test, this occurs in the standard game too. I fired a Warhammer at a base, self-destructed my ship before missile impact, and the Warhammer explosion wiped out the base and defenders. No score or credit for kills were given.
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Other playable mods from 1.8 and 1.7, waiting to be updated...
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Song
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Well....this does make sense. The score is what you got before you died. At that point, the game is "over" (unless you have insurance/use domina to revive yourself) and it wouldn't make sense to keep adding to the score.
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This occurs even if player has insurance. The player should get credit (to score, statistics, whatever) because he did kill them, even if it occurs after his death.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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The game seems to look for an active playership to assign score, credit, blame, stat updates, and whatever else when the player kills something.

It is possible for the player to avoid the consequences of destroying a friendly station if the player is dead when the station is destroyed. First, player needs insurance and missiles that can destroy a station very quickly. Warhammers are ideal for this purpose. Next, fire Warhammers or equivalent at station. Quickly after firing missiles, self-destruct. Wait until the missiles destroy their target. Once target is destroyed, the player can push Space to claim insurance and respawn. Then he can loot the dead station for valuables, which may be worth more than the cost of insurance.

If the player respawns before the missiles hit and cause damage, he can be blamed for any stations his missiles destroy.

In mods that feature highly explosive playerships on death, one with vtThermoExplosion4, the player can skip the missiles and simply self-destruct. The explosion might be enough to obliterate a station. In this case, it is understandable that player does not take blame (if he did not self-destruct), because the enemy might kill him near a station, and getting blacklisted after respawning through no fault of your own is aggravating.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
TVR
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This bug is reasonably tolerable - the exploit potential is very low compared to the double crate bomb.
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TVR wrote:This bug is reasonably tolerable - the exploit potential is very low compared to the double crate bomb.
In addition, a fix would mean that dying next to a plot important station can result in being locked out of it when you respawn. Not really worth patching.
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