you KNOW I love to see STK take a hit for the home team.......
And I was reminded of this last night: i had forgotten.
Rogue Command takes the system and turns it more .."dynamic" ?
anyway, the traffic code does not allow for the possibility that the arcology will take a hit.
So if anyone attempts to redress the system, you must edit the traffic code for the Arcology so if it does take a hit it's traffic will not dock at a dead Arcology ( the code does allow for other stations to take a hit, just not the Arcology )
STK traffic keeps on comming
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Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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its a known bug http://wiki.neurohack.com/transcendence/trac/ticket/513




"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"
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Actually I never felt it was a bug: i simply edit the code to add an "A" so it reads "TA" and if i take out half the Arcology the ships ignore the damaged areas : so it is more like an ' oversight based on the game design that it was not meant to be taken out ' the Arcology is the only "safe" station in the entire game.sdw195 wrote:its a known bug http://wiki.neurohack.com/transcendence/trac/ticket/513
this goes back to my "problem" in an old shipping code I was using where the station would sent out shipments even to destroyed station because it was assumed at the time that the stations would not get destroyed with any frequency in the levels it was to operate that it did not "matter" ( i was taking the code in a company that operated at levels past Korolov which is why it was an issue at the time )......George informed me to simply add the "A" and everything has worked fine since.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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....hmm.
Can you do the same with Eridani as well?
Can you do the same with Eridani as well?

.....cry without weeping......
.....talk without speaking......
.....scream without raising your voice......
.....talk without speaking......
.....scream without raising your voice......
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Agreed about " issues".Ttech wrote:There would probably be bugs and issues as well I'd think.
In some of my stuff, like Rogue Command and Corporate Contracts I tamper with traffic laws

one thing I learned is that if I can not set my traffic separate from the regular, I am asking for troubles deep if it conflicts with system designs..
(( in an extension ))
in STK I tried to have a station call a traffic code but it flooded out the system gates trying to call the traffic that was not allowed in stk ( no reinforcements , no random encounters come in the gates) so I had to ummm..play with the globals to get my action and change Sovs of stations so I can simply use the STK traffic.
(( I have since remade STK and tested it under different conditions, but it is only advisable in adventures, extensions that tamper with systems tends to create problems with the Huari Empire))
In Eridani: I can do just about anything ; but still , it can make the system jerky and hesitant . so I have had to learn to adjust frequencies of ships , watch my station numbers so I am not calling too much .
traffic codes, weapon fire are the easiest ways to mess up a game : I have to pull trails off rockets, count my ships and sit here for HOURS watching ( solar armor is yummy stuff ). I watch for not exactly what they are doing: but the random generations of system placements that could create a problem: like my Repair Ship.....I made this .xml awhile ago but it was not until tonight that It fought the Patrolling ships......something I never meant for it to do and it never met up with them before...I THOUGHT I had the timing right so they miss each other.
now the repair ship shows up later and from the opposite direction, if they do meet you must be working on commerce or mining because the ships' speed makes it take awhile to reach the patrols ( if it does ).
but thanx to George telling me the obvious

Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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- Joined: Tue Mar 22, 2011 8:43 pm
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- Contact:
latest result of adding the A to the code : there are still alot of wrecks but as things take hits the traffic diverts to active stations or sections .
yes: the Rogues actually loose if they met the CommonWealth carriers at the Arcology..they get outgunned and refuse to retreat.
i am going to try adding 3 friendly TerraFormers to try to help the traffic tidy up the wrecks, if nothing else the big ships will be great to hide behind if they make it to the Arcology during the action.
yes: the Rogues actually loose if they met the CommonWealth carriers at the Arcology..they get outgunned and refuse to retreat.
i am going to try adding 3 friendly TerraFormers to try to help the traffic tidy up the wrecks, if nothing else the big ships will be great to hide behind if they make it to the Arcology during the action.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..