plyChangeship - new ship doesn't use power
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
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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.
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.
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- Militia Captain
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an idea i had was to have autopilot="true/false" in the player settings,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.
which would give a use for the autopilot rom we have




"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"
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?

Of course, that could be added to a station as a service, install autopilot, maybe targetting too?
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 speedloaderDoes that mean you can run absolutely *anything* on it, or does it just not upgrade?

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!
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!
- alterecco
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FYI, in case you missed it, this issue is fixed in 1.03
http://wiki.neurohack.com/transcendence/trac/ticket/409
http://wiki.neurohack.com/transcendence/trac/ticket/409
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Though I do like the idea of adding an attribute on the player ship to control whether the autopilot is installed.alterecco wrote:FYI, in case you missed it, this issue is fixed in 1.03
http://wiki.neurohack.com/transcendence/trac/ticket/409
[But I still think it would be annoying for the player not to have an autopilot.]
- alterecco
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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
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what about a function to remove the autopilot like (shpUninstallAutopilot ship)




"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"
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.