Search found 86 matches

by Rimbaud
Mon Jul 13, 2009 6:40 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 291
Views: 124535

Thargoid wrote:
If you want it to become more of a challenge, install Second Wave. Then not all of the Thargoid warships and Thargons will be quite such a push-over or will act like that ;) :twisted:
I do have Second Wave and yes some are a lot tougher :-)
by Rimbaud
Mon Jul 13, 2009 12:21 am
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 291
Views: 124535

Most of these can likely be dealt with through the AI. I've also noticed that the Thargoid fleet goes up quite nicely if you Q-bomb them. You need Witchfuel Injectors and plenty of fuel to pull this off, of course, but if you can, the results are spectacular. I think that this is too easy. The Thar...
by Rimbaud
Sun Jul 12, 2009 11:52 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 291
Views: 124535

strange behaviour of thargoids

Hello When I do the (awesome) Galactic Navy mission where the Navy fights a big Thargoid fleet, the Thargoids kept getting pasted and I investigated more closely. As well as the usual problems they have like waiting until they are on fire to launch their Thargons (too late!) and that Thargons seem t...
by Rimbaud
Mon Jun 22, 2009 11:13 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 291
Views: 124535

Unfortunately I am having Olite crash when I am trying to buy victory bonds or get a mission at a Navy station. Here is the log: ********** Host Name: Jon-Powerbook-2 Date/Time: 2009-06-23 00:09:10.544 +0100 OS Version: 10.4.11 (Build 8S165) Report Version: 4 Command: Oolite Path: /Applications/Ooli...
by Rimbaud
Sun Jun 21, 2009 6:07 pm
Forum: Discussion
Topic: Side Weapons
Replies: 10
Views: 3580

Davidtq wrote:
Ive often thought it would be usefull to be able to fire your side lasers without switching view, a 90 degree roll and a broadside as you pass under neath them would be really usefull :D but I cant be bothered to switch views to do it.
Agreed.
by Rimbaud
Sun Jun 21, 2009 6:06 pm
Forum: Expansion Pack
Topic: Galactic Navy JS OXP
Replies: 43
Views: 17936

OK found the problem, everybody stop worrying. I'm not that familiar with Macs (more a Linux guy) and when I copied over the folder it wipes the old folder and makes the new folder with only the three AIs in. It doesn't merge the folders! Is this how Finder is supposed to work? It's retarded. Sorry ...
by Rimbaud
Sun Jun 21, 2009 12:52 pm
Forum: Discussion
Topic: Side Weapons
Replies: 10
Views: 3580

They are much easier to use if you use a joystick as one can just turn it around...
by Rimbaud
Sat Jun 20, 2009 11:59 pm
Forum: Expansion Pack
Topic: Galactic Navy JS OXP
Replies: 43
Views: 17936

Hello I reinstalled Galactic Navy 4 from the Wiki, installed the Behemoth patch and then put Galactic Navy JS over the top. I am running 1.72.1 I still had some frozen frigates and thargoids. Here's the data from a Thargoid: ===== Sunday, June 21, 2009 00:56:11 Europe/London ===== [dumpState]: State...
by Rimbaud
Sat Jun 20, 2009 11:08 pm
Forum: Expansion Pack
Topic: Galactic Navy JS OXP
Replies: 43
Views: 17936

Hello This is what the frigate had (after I shot at it a bit: ===== Sunday, June 21, 2009 00:06:06 Europe/London ===== [dumpState]: State for <ShipEntity 0x1fbca00>{"Navy Frigate" ID: 274 position: (7602.26, -3662.2, -2482.77) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT}: [dumpState.e...
by Rimbaud
Wed Jun 17, 2009 10:03 pm
Forum: Expansion Pack
Topic: Galactic Navy JS OXP
Replies: 43
Views: 17936

Ships not doing anything

Hello I installed the JS beta of Galactic Navy and a weird effect is that some of the Thargoids and some of the Navy cruisers no longer move or fire in Witch Space! The thargoids will launch Thargons, but beyond that, nothing. Behemoths and some othe Thargoids work fine. Please find below my log: [l...
by Rimbaud
Thu Jan 22, 2009 9:08 pm
Forum: Expansion Pack
Topic: Thargoid Carrier
Replies: 58
Views: 13682

Does anyone know: is it possible to make the Thargoids send their Thargons out when they are first attacked, through config files, or is this a core code thing? As discussed previously, they wait far too long and are usually blown up as they produce them. The Thargons then go inactive, even if there...
by Rimbaud
Sun Jan 18, 2009 10:38 pm
Forum: Discussion
Topic: How many kills do you have!!!
Replies: 47
Views: 10521

Jeez, don't you guys backup? :-)

I have about 3300. I still think that someone's idea of becoming oolite after Elite and then ooolite, oooolite etc was a genous idea.
by Rimbaud
Sun Jan 04, 2009 11:55 pm
Forum: Outworld
Topic: Blu-ray disks make my eyes hurt
Replies: 2
Views: 3365

Blu-ray disks make my eyes hurt

Hello all. I thought some of the Oolite techies might have some knowledge of this. I was thinking of upgrading to a new LCD telly and blu-ray player, and was checking out the SONY demo installation in HMW, complete with large LCD telly and blu-ray of one of the Narnia films. It looked so awesome and...
by Rimbaud
Tue Dec 30, 2008 1:28 am
Forum: Testing and Bug reports
Topic: Thargoid robots
Replies: 4
Views: 2555

Re: Thargoid robots

I noticed a bug with the thargoids As soon the robots launch from the mother ships, they become inactive (white on the radar) even if the mother ship keeps alive. This makes the thargoids not challenging at all. Hmm, can't say this is a problem I've ever had and I spend a LOT of time in Witchspace....
by Rimbaud
Sun Nov 23, 2008 12:40 pm
Forum: Expansion Pack
Topic: Thargorn Threat.oxp
Replies: 22
Views: 11170

Hmm, I just had one of the new big Thargoid warships attacking a Terroriser Frigate.