Search found 19 matches

by kaypy
Sat Apr 01, 2006 3:29 pm
Forum: Discussion
Topic: About Escape Pods and Crew Members ...
Replies: 14
Views: 9636

Maybe it is possible to add a kind of "pay day" for wages if you fly a bigger ship having more than one crew man.
Nah, you just let back-pay accumulate until the next time you have to use the escape pod thats no bigger for an anaconda than it was for a cobra...
by kaypy
Tue Mar 28, 2006 4:06 pm
Forum: Discussion
Topic: Behemoth energy level
Replies: 10
Views: 7158

You get lots of scrap metal and the special attention of every viper in 50ly?
by kaypy
Tue Mar 28, 2006 12:38 pm
Forum: Discussion
Topic: Behemoth energy level
Replies: 10
Views: 7158

...wanders off to 'experiment'... 3 and a bit. Here Im talking starting with 3 cool mililasers and overheating them in succession. It starts smoking as the 3rd overheats. Swapping back to one of the now cooler lasers and you can finish it off pretty easily. It takes a bit longer with 2 lasers due to...
by kaypy
Tue Mar 28, 2006 11:39 am
Forum: Discussion
Topic: Behemoth energy level
Replies: 10
Views: 7158

If I recall correctly, burning out about 3 military lasers into it will do to job (unless its been beefed up since I last tried).

I used to be able to take em out with a sufficiently fast cargo cannister, too, but that was a few versions ago...
by kaypy
Tue Mar 14, 2006 12:11 pm
Forum: Oolite-PC
Topic: Oolite Update (rev: 334)
Replies: 33
Views: 25279

You know, I was thinking about allowing the player to script their own actions... take off, fly 14 kms, jump, take the dog-leg route to the station, quick-dock, refuel. I spent a long time over the last couple of days doing this to get my new commander equipped. I guess you'd not go for that? ;) Wh...
by kaypy
Fri Mar 03, 2006 11:54 pm
Forum: Discussion
Topic: i am a fugitive...
Replies: 17
Views: 12682

This probably unnecessary. I would guess that the code for the wormholes already has a "find planets within 7 ly" routine (otherwise how do they avoid jumping clear across the galaxy?). So if that was exposed it could be used a few times to get a planet a couple of jumps away. Hmm. If you ...
by kaypy
Sun Feb 19, 2006 2:32 am
Forum: Suggestion Box
Topic: missiles
Replies: 7
Views: 6927

It would be nice if you could *see* missiles at more than about 30cm range...

They have an exaust plume you ought to be able to see clear across the system, but they go invisible at an absurdly small distance.
by kaypy
Sun Jan 29, 2006 12:57 pm
Forum: Suggestion Box
Topic: Military Energy Unit
Replies: 20
Views: 18257

The thargoid warship carries 5 "missiles", but when it tries to fire one, the fireMissile command notices that it is role="thargoid" and launches a tharglet instead (via the fireTharglet command).
by kaypy
Sat Jan 28, 2006 12:50 pm
Forum: Suggestion Box
Topic: Military Energy Unit
Replies: 20
Views: 18257

Is there any way to create a ship and its escorts from a script? Everything I put in seems to wind up friendless...
by kaypy
Sat Jan 28, 2006 12:48 pm
Forum: Suggestion Box
Topic: Military Energy Unit
Replies: 20
Views: 18257

I didnt think that was the case, but just to be sure, I added fireMissile into the default thargoidAI...

For them, it worked as I expected: they now launch drones immediately rather than waiting until it is too late to do any good (pretty much what I was aiming for)
by kaypy
Sat Jan 28, 2006 11:18 am
Forum: Suggestion Box
Topic: Military Energy Unit
Replies: 20
Views: 18257

you must include a ballturret.dat with turretskin.png Wink (or was this included in previous Oolites until yesterday?) Oops. Have had behemoth.oxp installed for so long Id forgotten it isnt always there... the regular missiles keep coming, because the AI tells it to do so in a few cases. My problem...
by kaypy
Sat Jan 28, 2006 2:47 am
Forum: Suggestion Box
Topic: Military Energy Unit
Replies: 20
Views: 18257

oh, I almost forgot 5) get the textures down to a reasonable size. Theres enough repetition there that it ought be be reusing about 6 panels over and over, but I havent the faintest idea how to organise it... Ive put up what I have here in case anyone wants to have a fiddle... Its kinda big (700k) b...
by kaypy
Sat Jan 28, 2006 2:28 am
Forum: Suggestion Box
Topic: Military Energy Unit
Replies: 20
Views: 18257

Had a nasty surprise while playing with this...

I had originally set the defense_ship_role to 'thargoid', so when I gave the carrier itself a thargoid role, it started creating more of itself...

"Augh! Trumbles! Trumbles with GUNS!"
by kaypy
Sat Jan 28, 2006 2:25 am
Forum: Suggestion Box
Topic: Military Energy Unit
Replies: 20
Views: 18257

how isn't it behaving right? Several areas of concern at the moment. The main one used to be it tended to attack its minons, but that may have been fixed by the role(number) trick. Digging through the source code, it looks like I dont actually need to mark it 'thargoid' to prevent that, anything be...
by kaypy
Fri Jan 27, 2006 1:02 pm
Forum: Testing and Bug reports
Topic: Fugitives are supposed to be baddies... Or not?
Replies: 11
Views: 10907

Just to 'blip' this, still happening on 1.62.1r3 linux

Kris