Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED (0 viewing)
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TOPIC: Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED
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Re: Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED 14 Years, 9 Months ago
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Karma: 0
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1)Yes i have autohotkey installed, and I can confirm it has worked with other custom algorithms.
2) Yes I ran the first run wizard and I can confirm that PnP and Local are both expanded.
I can't really follow what all of the random text in the log file means. But at first glance I notice that the CheckLocal function is saying that an avoid is required.
For background, I am trying this in HighSec. I am set local avoid options to be reds. If I understand this correctly that means nuetrals should not cause an avoid. At the time of this run, there were only neutrals in local.
I tried to attach the log file but it seems to be way too big. I'm not sure which portion of it is really the relevant one. I had it running for 2 hours last night and the log file is 35 MB.
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Re: Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED 14 Years, 9 Months ago
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Karma: 23
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upload it to megaupload or rapid share and post link here mate.
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Re: Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED 14 Years, 9 Months ago
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Karma: 846
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CanisLupus518 wrote:
For background, I am trying this in HighSec. I am set local avoid options to be reds. If I understand this correctly that means nuetrals should not cause an avoid. At the time of this run, there were only neutrals in local. Check local function will avoid if the number of characters in local does not fit into height of a character's list. Usual thing in high sec.
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Re: Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED 14 Years, 8 Months ago
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Here is a smaller log file that I think also illustrates the issue.
I guess the issue could be the number in local. I will look again.
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Re: Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED 14 Years, 8 Months ago
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Karma: 0
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Looks like it was the number in local that was the problem. Tried it tonight in a less populated system, and it seems to work great.
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Re: Paladin Mod V4.2 - ALL OTHER VERSIONS OUTDATED 14 Years, 8 Months ago
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Karma: 0
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One potential bug:
Scenario:
-My fleet booster has pretty good leadership skills
-My miners are using the jetcanning script
-My miners are set to join fleet
-My miners are at a POS when they login, this is due to the fact that the jetcan script doesnt appear to like being docked.
Issue:
-Because of the decent leadership skills, when a miner joins the fleet, the shield bonus makes the shield look like it took damage. In this case the Fighter Module seems to interrupt the fleet joining process and it does not finish correctly.
More Info:
My miners are running active tanks, and the active tank module is set to activate at 90%
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