TG 2 OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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TG 2 OXP

Post by Smivs »

This is an old thread. The current version of this OXP is discussed here.

Hi all,
Some of you will have noticed a few references to this project dotted around the Board, so I thought it was time to 'come clean'. :)
This is the sequel to ToughGuys, and takes the concept much further. Without spoiling too much it will consist of three levels of difficulty, with the 2nd and 3rd levels also adding pirate versions of the Boa and Boa 2 (Class Cruiser). As per the original it is aimed at experienced Commanders wanting a greater challenge, but which is optionally a background against which you can, using imagination and immersion in the game, experience the collapse of law and order in the Ooniverse. :shock:
Development is well advanced, but a couple of problems (now largely resolved) have held things back a bit. However the final format has now been decided upon and work is in hand to complete the project. There will be three editions, a universal one which will work with the default core game, and (as far as I know) all the various ship sets. A special Griff edition which is recommended for Commanders who exclusively use Griff's Normalmapped Ships, and a Smivs'Shipset edition which will add special textures for the new pirate Boas, and make the most of some of the 'extra' default ships (such as the FerDeLance Hunter) which Smivs'Shipset features.
The development team (er, that's me and crack test-pilot El Viejo) are working round the clock to get this ready, so I hope the wait won't be too long.
<Guess>Another couple of weeks or so </guess>
Last edited by Smivs on Tue May 14, 2013 9:57 am, edited 6 times in total.
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Re: WIP - ToughGuys 2

Post by Fatleaf »

Smivs wrote:
The development team (er, that's me and my crack test-pilot El Viejo) are working round the clock to get this ready, so I hope the wait won't be too long.
[Guess] Another couple of weeks or so [/guess].
Take your time, you are giving us something of value out of the sure enjoyment of it. So it is a great big thank you for your hard work. :D
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Re: WIP - ToughGuys 2

Post by Switeck »

Makes sense for (your) Boa 2 Clipper NPC ships to also fall into the ToughGuys category.
Who'd buy such a ship...and then not also buy beam/military lasers and shield boosters?
What's the odds of them in space-lanes as traders or pirates?
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Re: WIP - ToughGuys 2

Post by Cody »

Cry ‘Havoc!’… and let slip the dogs of war!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: WIP - ToughGuys 2

Post by Smivs »

Switeck wrote:
Makes sense for (your) Boa 2 Clipper NPC ships to also fall into the ToughGuys category.
Who'd buy such a ship...and then not also buy beam/military lasers and shield boosters?
What's the odds of them in space-lanes as traders or pirates?
Nice idea and very tempting, but ToughGuys is designed to work with default ship types only. I'm trying to avoid requiring users to have to install other OXPs to make it all work. If I did add Boa Clippers, the temptation would be there to include pirate Contractors as well, and so it goes on.....
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Re: WIP - ToughGuys 2

Post by Switeck »

My idea was for the Boa Clipper OXP itself, for the standard NPC version of that ship rather than special tough guy versions. It should already be an uncommon and powerful ship. If pirates have one, even MORE so!
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Re: WIP - ToughGuys 2

Post by Smivs »

Ah, I see what you mean. It's a good point. When I released the Clipper there was no history of Pirates using anything bigger than the odd Python, so it seemed un-reasonable that they would suddenly upgrade several stages to something like the Clipper. I therefore deliberately didn't do a pirate version.
Maybe after TG2 is released I'll have to have a re-think :D
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Re: WIP - ToughGuys 2

Post by Fatleaf »

If you think of the powerful ships the bad guys have got in [wiki]Random_Hits[/wiki]. That shows the more successful pirates are upgrading and are also in gangs. Just like the gangs in todays cities, some are more successful than others.
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Re: WIP - ToughGuys 2

Post by Smivs »

Test Pilots Wanted

Smivs and El Viejo have been busy testing this for a while, and it seems to be coming together nicely. However a bit more input would be useful at this stage, so I'm asking for one or two volunteers to take this OXP for a test-fly.
As you will be required to test at all levels, this is a job for Top Gun Commanders only...or certifiable psychos :)
If you could cope with up to a dozen bandits at a time, all packing Military lasers, shields and more, and are interested in a short but glorious career, could you PM me and I'll tell you more and give the successful candidates a download link.

Cheers,
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Re: WIP - ToughGuys 2

Post by Cody »

Image
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: WIP - ToughGuys 2

Post by Smivs »

I need some help!
I'm trying to get a group of pirates to be waiting at the witchpoint when you exit Witchspace. As far as I know the only way to do this is with a bit of script and you all know how (not) good I am at that.
After hours searching the BB I found a script that looked promising, and some advice on another thread, and eventually came up with this, which basically doesn't work. :(

Code: Select all

// Configuration -- customize here 
this.role = "pirate"; 
this.count = 5; 

// Standard attributes 
this.name           = "Spawn-" + this.role; 
this.author         = "Jens Ayton"; 
this.copyright      = "This script is hereby placed in the public domain."; 
this.version        = "1.0.1"; 
this.description    = "Script to make several ships of a given role appear at the witchpoint after every jump." 


this.shipWillExitWitchspace = function() 
{    
    system.addShips(this.role, this.count, player.ship.position, 10000);
}
I believed this would give me five pirates within 10 000m of the player as the player exits WS, but there are no pirates at the witchpoints. :| Nothing in the log either.
What have I done wrong?

On another point, if you want to 'like_ship' to a ship which has a script attached, how can you dis-able the script. Can you use something like

Code: Select all

script = "no";
in the 'like_ship' shipdata.plist?

Thanks for any help.
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Re: WIP - ToughGuys 2

Post by JensAyton »

Smivs wrote:
On another point, if you want to 'like_ship' to a ship which has a script attached, how can you dis-able the script. Can you use something like

Code: Select all

script = "no";
in the 'like_ship' shipdata.plist?

Thanks for any help.
Smivs.
Use script = "oolite-default-ship-script.js".
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Re: WIP - ToughGuys 2

Post by Smivs »

Thanks, Ahruman.
Any thoughts on my witchpoint pirates, anyone?
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Re: WIP - ToughGuys 2

Post by another_commander »

Smivs wrote:
Any thoughts on my witchpoint pirates, anyone?
What exactly do you do with the script posted earlier? How exactly do you apply it in the game?
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Re: WIP - ToughGuys 2

Post by Smivs »

another_commander wrote:
Smivs wrote:
Any thoughts on my witchpoint pirates, anyone?
What exactly do you do with the script posted earlier? How exactly do you apply it in the game?
It's in a folder called 'Scripts' in the .oxp folder.
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