plyChangeship - new ship doesn't use power

Post ideas & suggestions you have pertaining to the game here.
Post Reply
User avatar
Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

After changing ships with plyChangeShip, the new ship doesn't use power (or fuel) Upgrading the reactor had no effect. This bug has been reported on the Trac http://wiki.neurohack.com/transcendence/trac/ticket/409
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2831
Joined: Mon Aug 17, 2009 4:27 am

Does that mean you can run absolutely *anything* on it, or does it just not upgrade?
Mischievous local moderator. She/Her pronouns.
george moromisato
Developer
Developer
Posts: 2998
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

Good catch!

In debugging I also noticed that the new ship doesn't get an autopilot by default (which could be annoying). I'll probably fix that too.

Note that none of the other computer enhancements carry over (targeting ROM, etc.) so those have to be applied to the new ship manually.
sdw195
Militia Captain
Militia Captain
Posts: 779
Joined: Wed Nov 18, 2009 1:01 am
Location: Still looking for the csc Antarctica
Contact:

george moromisato wrote: In debugging I also noticed that the new ship doesn't get an autopilot by default (which could be annoying). I'll probably fix that too.
an idea i had was to have autopilot="true/false" in the player settings,
which would give a use for the autopilot rom we have
Image
Image
Image
Image
"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
User avatar
Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

I kinda like the fact that the autopilot wasn't carried over, making the autopilot rom useful for the first time!!
Of course, that could be added to a station as a service, install autopilot, maybe targetting too?
Does that mean you can run absolutely *anything* on it, or does it just not upgrade?
I was still limited to the max output, but it wasn't cumulative. I could run 8 devices that all required 25mW on a 25mW reactor. It was kinda nice until I ran across some Ventari that damaged my Bushido enhancer and the howitzer speedloader :(
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

FYI, in case you missed it, this issue is fixed in 1.03

http://wiki.neurohack.com/transcendence/trac/ticket/409
george moromisato
Developer
Developer
Posts: 2998
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

alterecco wrote:FYI, in case you missed it, this issue is fixed in 1.03

http://wiki.neurohack.com/transcendence/trac/ticket/409
Though I do like the idea of adding an attribute on the player ship to control whether the autopilot is installed.

[But I still think it would be annoying for the player not to have an autopilot.]
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

Having an autopilot attribute is a good idea. Just make it easier to get when you don't have one, not by making the item more common, but by having it as a standard option for installing in some stations, eg. Dry Docks
sdw195
Militia Captain
Militia Captain
Posts: 779
Joined: Wed Nov 18, 2009 1:01 am
Location: Still looking for the csc Antarctica
Contact:

what about a function to remove the autopilot like (shpUninstallAutopilot ship)
Image
Image
Image
Image
"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
User avatar
SparcMan
Militia Lieutenant
Militia Lieutenant
Posts: 194
Joined: Tue Mar 07, 2006 3:17 am

I think there should be an open when buying another ship to pay extra to have an autopilot (targeting, visual enhancement, ect) installed for more money. If changing ship some other way (salvage, etc), there should be a warning or an easy way to change back if there is no autopilot. Players would probably think twice about changing to a ship with no autopilot after trying it once.
Post Reply