Crew.

Pioneer is an open-ended space adventure game. Explore the galaxy, make your fortune trading between systems, or work for the various factions fighting for power, freedom or self-determination.
Homepage: http://pioneerspacesim.net/
IRC: http://pioneerspacesim.net/irc
Downloads: https://pioneerspacesim.net/page/download/
celticfang
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RE: Crew.

Post by celticfang »

It's worked fine in the 20 minutes I played, is there a table that's easily readable of what ship has what min/max crew? I tried reading the lua but on my small screen it just winds up giving me a headache, I'll try again on my bigger screen
robn
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RE: Crew.

Post by robn »

Open the console (with the backtick (`) key) and type:ShipType.GetShipTypes("SHIP", function (s) print(string.format("%s min %d max %d",s.name,s.minCrew,s.maxCrew)) end)The output will probably roll off your screen, but it will also go to stdout.txt.
Vuzz
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RE: Crew.

Post by Vuzz »

[url]http://spacesimcentral.com/ssc/topic/3354-crew/page-2#entry36164[/url]
fluffyfreak
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RE: Crew.

Post by fluffyfreak »

Ah ok. Figured I was doing something wrong somehow. Out of curiosity, what is the problem with putting pioneer-thirdparty in the main folder? It's worked for me everytime I've done it. Not disputing that it is the wrong way to do it just wondering what's the reasoning behind it and potential problems. If you're just downloading the sourcecode as a zip/tar then it's probably ok, not as convenient as you have to copy it into each copy of the pioneer sourcecode you ever grab, but it should work. However if you've actually using GitHub to fetch the source then you've got two repositories on top of each other, which means that each one can see the others files but they're not checked in. So if you clean one of the repositories to get rid of unused files, it will actually remove ones that are supposed to be in the other. Then of course you might also have conflicts with similarly named files in the same folders, or changes in on repository breaking the other etc. Also my example of having two copies of pioneer checked out is only what i'm down too at the moment, on my main development PC I have 6! :)
fluffyfreak
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RE: Crew.

Post by fluffyfreak »

i have a question about integrating some news ships, in these case i must just def max and min crew in ships lua ? i mean there is nothing must added in src for an added ship ? You don' need to change any source to add a new ship. it's all done through Lua. That's how we support mods with other ships etc.
Vuzz
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RE: Crew.

Post by Vuzz »

thanks for the answer fluffy. that's fine , going to test that
celticfang
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RE: Crew.

Post by celticfang »

I like the fact my 65 piloting crew (after 14 hours) can fly and land anywhere at all. Oh and attack anything that is a target.However, I can't find a decent engineer or navigator
Brianetta
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RE: Crew.

Post by Brianetta »

No, no source code changes are needed for new ships.
celticfang
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RE: Crew.

Post by celticfang »

Either I'm gaming the system or getting very lucky with the crew randomizing.Started at Earth, got a 60 pilotWent to Mars, 65 engineerTo the Moon, 60 navigationThen to the stationa round Earth, 65 sensors.I like this crew a lot, I like it. Yeah, they may cost a lot, but they are worth it. And all that in a Caribou I'm slowly turning into a spacebound fortress
Brianetta
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RE: Crew.

Post by Brianetta »

You got quite lucky. Then again, you probably know how to look for crew properly.Sol has so many crew going that you can generally find everybody you'd ever need. A combination of very high population and an extraordinary number of starports (22 in total) gives you 330 potential crew members to choose from. More, if you game the system by hiring and then promptly firing unskilled crew.
celticfang
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RE: Crew.

Post by celticfang »

Which I was doing (which I don't consider gaming, it happens in the real world too with turnover in any job) Trying it again now and landed a 45 engineer, 60 navigation, 50 sensors and 50 piloting within 40 mins of starting (real time)
Brianetta
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RE: Crew.

Post by Brianetta »

Clearly there's a balance issue to address here....if you game the system by hiring and then promptly firing unskilled crew.By promptly, I mean within seconds. There's a limit of 15 crew adverts at a time, and once you hire some of them others can show up, in very busy systems. The lowest aspirants (with $10 weekly wage) won't show up there again if you fire them. Too traumatised by you.
sapog662
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RE: Crew.

Post by sapog662 »

A very good idea. But I have this script killed the game. When hiring a crew member, for payment of money, the game killed - red Windows error.(
walterar
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RE: Crew.

Post by walterar »

Try this Crew.zip (Pioneer System Mod.) only with this [url]http://sourceforge.net/projects/pioneerspacesim/files/nightly/pioneer-e587dea-win32.7z/download[/url] (Or equivalent version in other OS)
Brianetta
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RE: Crew.

Post by Brianetta »

Interesting. What did the error say?
celticfang
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RE: Crew.

Post by celticfang »

Clearly there's a balance issue to address here.By promptly, I mean within seconds. There's a limit of 15 crew adverts at a time, and once you hire some of them others can show up, in very busy systems. The lowest aspirants (with $10 weekly wage) won't show up there again if you fire them. Too traumatised by you. There is.Oh and saving the game breaks it with an LUA error.
Brianetta
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RE: Crew.

Post by Brianetta »

I need more than that. What does the error say?
Brianetta
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RE: Crew.

Post by Brianetta »

OK, the first error looks like you saved the game but a ship had ceased to exist. Clearly, I need to explicitly check for that. That was useful, thanks.The second error is probably something stupid that I did, although (obviously) I don't know what, yet...
Brianetta
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RE: Crew.

Post by Brianetta »

I'm having trouble with the second error (the hyperspace one). Can you check something for me - in your F3 screen, in the crew tab, try to give your crew an order. If it crashes there, then I suspect you don't have all the scripts in the right place.Good news, though - the latest nightly has Crew in it, ready to play.
Brianetta
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RE: Crew.

Post by Brianetta »

That third error is from some other script, not one that we wrote. Pioneer does not come with a script named "ChangeOfEnrolls.lua".The number of crew you have doesn't matter. You can still give orders to your crew; they just won't get carried out. The additional tab does not appear or disappear when you hire people, it's always there. If you don't have it, it's because you have an old version of the UI script.I don't think you have all of the Crew scripts installed properly.
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