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- Tue Oct 13, 2015 1:12 am
- Forum: Discussion
- Topic: Caduceus Alpha
- Replies: 26
- Views: 26538
Re: Caduceus Alpha
I don't have towbar OXP installed. The vortex is meant to not needing maintenance overhauls, it contains player.ship.awardEquipment("EQ_RENOVATION"); It's just that that doesn't seem to work and the effect is instead granted by its turret toggler. If you (Lone_Wolf) think they should need ...
- Mon Oct 12, 2015 7:59 pm
- Forum: Discussion
- Topic: Squeaky clean assassins.
- Replies: 57
- Views: 26632
Re: Squeaky clean assassins.
Assassins that spawn with a bounty also will attack the player while he's still in the aegis of the previous system. Just happened with a few that came from random hits shipset it seems. The criminal underworld also wishes to see me dead. Well I would have attacked them myself anyway upon realizing ...
- Mon Oct 12, 2015 2:25 pm
- Forum: Discussion
- Topic: Caduceus Alpha
- Replies: 26
- Views: 26538
Re: Caduceus Alpha
I have seen Caducei Omega or Alpha sold at main stations multiple times. Keep looking in Tech 12+ systems. Space bars (from Random Hits) also sell them. The Omega version also has more cargo and missile slots. What the wiki says is wrong or outdated (that it puts different priorities). It is better ...
- Mon Oct 12, 2015 1:31 pm
- Forum: Discussion
- Topic: Squeaky clean assassins.
- Replies: 57
- Views: 26632
Re: Squeaky clean assassins.
What are the tactical implications of some of the assassins of a pack having a bounty ? It should mean that hunters attack them unprovoked, right ? And in that case, the clean assassins in the same pack should attack that hunter (pack). Same for police maybe, depending on the bounty. And it makes th...
- Sat Oct 10, 2015 4:02 pm
- Forum: Expansion Pack
- Topic: System Redux
- Replies: 38
- Views: 22325
Re: System Redux
must be Additional Planets then - installed using the managerspara wrote:Are you using SR from wiki or Additional Planets from the manager?
- Sat Oct 10, 2015 2:44 pm
- Forum: Expansion Pack
- Topic: [Release] Asteroid Tweaks
- Replies: 13
- Views: 16074
Re: [Release] Asteroid Tweaks
It said somewhere that the menu would be always available at rock hermits, even if disabled at main stations. That's not true, the menu is completely gone. I have pirate cove installed, but ordinary hermits are affected as well. I installed this because the miners near to hermits tend to consume eve...
- Sat Oct 10, 2015 2:28 pm
- Forum: Expansion Pack
- Topic: System Redux
- Replies: 38
- Views: 22325
Re: System Redux
The number of planets/moons set with OXP config is not kept for me over saveloads. (Maybe a program restart is required in order to make it "forget" about the setting as opposed to going to the main screen only.)
- Fri Oct 09, 2015 7:35 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6856
- Views: 2059453
- Fri Oct 09, 2015 7:23 pm
- Forum: Discussion
- Topic: Imperial courier
- Replies: 19
- Views: 10454
Re: Imperial courier
I have blown up once IIRC. That's enough. Harmless (0) at Lave!Cody wrote:Is it? In that case, I'll have to stop docking on Torus!Anonymissimus wrote:Cobra 3 (width) at a rock hermit is also dangerous.
4 metres free on each side according to the wiki. More than with the heighth and a Boa cruiser at a main dock still.
- Fri Oct 09, 2015 7:17 pm
- Forum: Discussion
- Topic: Imperial courier
- Replies: 19
- Views: 10454
Re: Imperial courier
Up to Oolite 1.77 this mean knock-knock and some reduction in shields, but since 1.80 mean BOOM and press space 8) Perfectly said. Another good reason to fly a smaller ship or at least a ship with not such a large front/rear profile. Cobra 3 (width) at a rock hermit is also dangerous. I don't suppo...
- Thu Oct 08, 2015 8:27 pm
- Forum: Expansion Pack
- Topic: Death Comms OXP
- Replies: 30
- Views: 26475
Re: Death Comms OXP
The probability of a death message appearing seems a little too high. Make it dependant on the player's kills perhaps. In the beginning fighting is too dangerous and rare, that is, you flee much more rather than kill. Once you're so far too kill several assassins/pirates every few jumps there are se...
- Thu Oct 08, 2015 2:40 pm
- Forum: Expansion Pack
- Topic: MFD - primable equipment ?
- Replies: 2
- Views: 2714
Re: MFD - primable equipment ?
Thanks. Almost as good, though "hardcoded"; makes the HUD dependant on the number of primable equipments. Now I have this in hudselector-extralarge.plist to replace MFD #7 by the list of primable equipments, takes about the same space: { // primed equipment, x and y give the location, the ...
- Wed Oct 07, 2015 3:15 pm
- Forum: Expansion Pack
- Topic: New version of my Fer-de-Lance 3G
- Replies: 53
- Views: 76402
Re: New version of my Fer-de-Lance 3G
Supposed noob question here. I noticed that my turrets don't fire when fighting a Fer-de-Lance 3G+(t) (ex-police) pirate albeit I seem to be locked onto it, but only as a "secondary target lock", and the directory indicator around the crosshairs doesn't show either. The turrets are the mai...
- Wed Oct 07, 2015 2:14 pm
- Forum: Expansion Pack
- Topic: MFD - primable equipment ?
- Replies: 2
- Views: 2714
MFD - primable equipment ?
After various changes to existing OXPs I was wondering about making an own one. I would like to have an MFD that displays all of that equipment that is primable and which equipment currently is primed and how many times you need to press key_prime_equipment in order to prime that equipment that you ...
- Wed Oct 07, 2015 1:50 pm
- Forum: Discussion
- Topic: Shield Booster doesn't increase shield recharge rates ?
- Replies: 10
- Views: 6956
Re: Shield Booster doesn't increase shield recharge rates ?
Thanks. So in the core game there is a single way to improve or modify shield recharge for a player ship (mil shields) and it doesn't depend on energy recharge at all, or more generally, the properties of a ship ? As far as OXPs go, the shield equalizer should effectively also increase recharge, as ...