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More details in this thread.
More details in this thread.
Search found 545 matches
- Tue Nov 13, 2018 3:27 pm
- Forum: Expansion Pack
- Topic: [WIP] Diplomancy OXP
- Replies: 109
- Views: 129879
Re: [WIP] Diplomacy OXP
The oxz is available again into the game package manager. It's currently the same as the 0.11 version from july 2017. It's now hosted on sourceforge, so hopefully it won't stop again to be available because of my own servers. I will have another look at your documentation and code again, last time i...
- Tue Nov 13, 2018 1:54 pm
- Forum: Expansion Pack
- Topic: [WIP] Diplomancy OXP
- Replies: 109
- Views: 129879
Re: [WIP] Diplomacy OXP
I finally need to give it a test try, I guess there are plenty of opportunities to implement the System Guard Navy. Totally :D That was one of my goals, to have system flotillas warring :mrgreen: You might want to check the doc in the oxz, in particular the roadmap, which is admittedly dense, but e...
- Tue Nov 13, 2018 10:53 am
- Forum: Expansion Pack
- Topic: [WIP] Diplomancy OXP
- Replies: 109
- Views: 129879
Re: [WIP] Diplomacy OXP
Oxp code uploaded to sourceforge: https://sourceforge.net/p/oolitediplomacy/
- Tue Aug 08, 2017 3:04 pm
- Forum: Expansion Pack
- Topic: JB WIP thread: several ships
- Replies: 96
- Views: 93861
Re: JB WIP thread: several ships
Would it be possible to have a space elevator, pretty please :-) ? https://bb.oolite.space/viewtopic.php?f=6&t=18876 technically it is possible with some kind of tether to a satellite in geosynchronous orbit, and probably would not be difficult to model at all, but at the same token it might be...
- Mon Jul 31, 2017 4:09 pm
- Forum: Expansion Pack
- Topic: [Split] Convoys OXP
- Replies: 65
- Views: 95881
- Mon Jul 31, 2017 3:21 pm
- Forum: Expansion Pack
- Topic: [Split] Convoys OXP
- Replies: 65
- Views: 95881
Re: [Split] Convoys OXP
Hi Norby,
nice oxp
Would it be possible to generate an "army convoy" from another oxp?
I'm thinking about generating defensive and offensive armadas in warring systems
I had this on my TODO list, but if I can reuse your oxp, it's better
nice oxp
Would it be possible to generate an "army convoy" from another oxp?
I'm thinking about generating defensive and offensive armadas in warring systems
I had this on my TODO list, but if I can reuse your oxp, it's better
- Thu Jul 27, 2017 3:14 pm
- Forum: Expansion Pack
- Topic: [WIP] Diplomancy OXP
- Replies: 109
- Views: 129879
Re: [WIP] Diplomacy OXP
The 0.11 version is in the manager. Improvement, flavor: added a F4 Alliances Map, showing alliances between systems. Improvement, flavor: having only news for the player current system. Improvement, flavor: fixed Diziet Sma citation Improvement, code consistency: the tax script becomes the economy ...
- Tue Jul 25, 2017 1:32 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 799
- Views: 400299
Re: Split: Re-scaling experiment
This project is yet another time quite impressive in what work it generates !
Bravo!
Bravo!
- Fri Jul 21, 2017 9:25 pm
- Forum: Suggestion Box
- Topic: Variable jump times
- Replies: 22
- Views: 16494
Re: Variable jump times
I like these ideas :P I propose the travel would depend on the total mass of ships. Which means the hole initiator could be late through some other fault. Which could spark interactions :P And a hole sharer could not be sure of the time lost in the jump; free-riding should have incertitude, and this...
- Fri Jul 21, 2017 9:15 pm
- Forum: Discussion
- Topic: How Does Avoiding the Spacelanes Break Gameplay?
- Replies: 50
- Views: 26651
Re: How Does Avoiding the Spacelanes Break Gameplay?
The Thargoids could conceivably have advanced long-range scanners, allowing them to dry-gulch ships who venture off-lane. Even with a relatively low (10%? 5%?) chance of being caught, having a couple of Bug warships warp in on you when you're all alone would make people think twice … I like it! And...
- Fri Jul 21, 2017 12:29 pm
- Forum: Expansion Pack
- Topic: OXP Development Best Practices
- Replies: 62
- Views: 156773
- Fri Jul 21, 2017 8:50 am
- Forum: Discussion
- Topic: How Does Avoiding the Spacelanes Break Gameplay?
- Replies: 50
- Views: 26651
Re: How Does Avoiding the Spacelanes Break Gameplay?
This thread is quite excellent. Space is big. But the space we are interested in is the space around planetary systems :) What about ships localization detection and declaration? On our old earth, we have transponders onto every (naval) ship and plane. We even have control towers. We have radars too...
- Thu Jul 20, 2017 4:33 pm
- Forum: Discussion
- Topic: How Does Avoiding the Spacelanes Break Gameplay?
- Replies: 50
- Views: 26651
Re: How Does Avoiding the Spacelanes Break Gameplay?
The beaten track would be the most perilous route. This is totally counter-intuitive to me. As commerce is essential to systems economies, they have to secure the commercial roads around them. This is done through pseudo-military means: army and police. The least costly / most efficient way to secu...
- Thu Jul 20, 2017 12:37 pm
- Forum: Discussion
- Topic: How Does Avoiding the Spacelanes Break Gameplay?
- Replies: 50
- Views: 26651
Re: How Does Avoiding the Spacelanes Break Gameplay?
The beaten track would be the most perilous route. This is totally counter-intuitive to me. As commerce is essential to systems economies, they have to secure the commercial roads around them. This is done through pseudo-military means: army and police. The least costly / most efficient way to secu...
- Wed Jul 19, 2017 4:13 pm
- Forum: Discussion
- Topic: How Does Avoiding the Spacelanes Break Gameplay?
- Replies: 50
- Views: 26651
Re: How Does Avoiding the Spacelanes Break Gameplay?
For me the concept of lanes and the concept of torus drive have been a total game/immersion killer. I just can't get around the conflict in my mind about a non-player centric Ooniverse where I can drive around in god mode while everyone else drives sluggishly in nice lines just waiting to be butche...