Top 10 OXPs

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

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mcarans
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Thanks

Post by mcarans »

Thanks for making things clear.
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Post by caracal »

Thargoid wrote:
The other way is to use a hugely high weighting, but also set conditions in the shipdata.plist entry that limits the station to a given galaxy and system ID.
Thanks, Thargoid, that makes sense. I went a little ways down that road when playing with the Nuit, but I guess I never assembled all the pieces. I'll give in another go, if I can ever get these Kraits off my ass. ;)
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Post by ADCK »

I came into this thread expecting a lame-yet-slightly-funny David Letterman style Top 10, so disapointed :(
mcarans
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Maybe u can suggest such a top 10?

Post by mcarans »

Maybe you could suggest such a Letterman style top 10? Would get the ball rolling.
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Post by caracal »

ADCK wrote:
I came into this thread expecting a lame-yet-slightly-funny David Letterman style Top 10, so disapointed :(
How's this?

10. Bunny Rabbit OXP: Lets your ship witchjump directly from inside one station to inside another, so you never have to worry about getting your ass shot off. Especially popular among traders.

9. Magic Laser OXP: With the Scanner Targeting Enhancement installed, allows you to instantly destroy any object you have locked your scanner on. For those who find the current game too challenging.

8. Arrrgh My Eyes OXP: Paints all stations neon pink, and decals a flashing photo of a trumble onto all ships. Requires full shaders.

7. CTD OXP: Waits until you've had a particularly successful run, then crashes oolite just as you're docking. Compatible with all releases 1.65 and newer.

6. Random Hits Back OXP: Whenever your ship is hit by a laser or missile, there is a 1 in 3 chance that this OXP will route your system's power supply to your keyboard, mouse, or joystick, delivering a nasty shock. For those who find the current game too enjoyable.

5. Super Duper Cobra OXP: Adds the deadly Cobra Mk. VIII, with 850 TC, speed .999LM, roll 6, pitch 3, 12 energy banks, a recharge rate of 24, 4 plasma cannons mounted for and aft, and 16 missile slots. Comes standard with a Naval Energy Unit and a forward-mounted pulse laser. For those to whom "uber" means nothing.

4. Stalker OXP: Adds a new ship that launches right after you from the station, follows you into witchspace, and makes sure you are always mass-locked. Some say the ship cannot be killed, but the author says they merely haven't tried hard enough.

3. Mission: Impossible OXP: Sends you to the farthest point in the galaxy from where you are, at which point you must fight 12 GalCops flying iron-assed NeoCaduceus interceptors, pick up a special cargo that constantly drains your energy, then jump through every Anarchy system on the map before flying to the previous galaxy and doing it all again. Twice. Deemed "too easy" by some players.

2. Multiplayer OXP: With a properly configured network connection, allows two or more people to play oolite at the same time. Not in the same universe, of course ... what are you, nuts?

1. MNSR OXP: Causes the oolite version to increment to 2.0, and allows the developers to take a year's vacation.
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Post by another_commander »

I particularly like the AnacondaEscort.oxp, which is basically a mission where you are one of the pilots hired to escort an Anaconda carrying a very valuable cargo from Lave to Zaatxe in G1. To be successful, you must always dock after the Anaconda on every stop of the trip. Guaranteed to drive you insane before the first half of the mission.
Disclaimer - Completely fictional oxp, but you are welcome to attempt to make it and - if you dare - play it.
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Post by caracal »

another_commander wrote:
I particularly like the AnacondaEscort.oxp, which is basically a mission where you are one of the pilots hired to escort an Anaconda carrying a very valuable cargo from Lave to Zaatxe in G1. To be successful, you must always dock after the Anaconda on every stop of the trip.
Oh, now that's fiendish! :shock: I bow to the master.
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Post by Commander McLane »

caracal wrote:
ADCK wrote:
I came into this thread expecting a lame-yet-slightly-funny David Letterman style Top 10, so disapointed :(
How's this?
I hope you will be delighted that at least two from your list already exist in the real world. :wink:
caracal wrote:
9. Magic Laser OXP: With the Scanner Targeting Enhancement installed, allows you to instantly destroy any object you have locked your scanner on. For those who find the current game too challenging.
The only difference to your idea is that it works with Magic Missiles instead.
caracal wrote:
5. Super Duper Cobra OXP: Adds the deadly Cobra Mk. VIII, with 850 TC, speed .999LM, roll 6, pitch 3, 12 energy banks, a recharge rate of 24, 4 plasma cannons mounted for and aft, and 16 missile slots. Comes standard with a Naval Energy Unit and a forward-mounted pulse laser. For those to whom "uber" means nothing.
This is a little harder to know, because it's not on the Wiki. But there is uber.oxp, which adds exactly what you are looking for, only that it is based on an Adder, of all ships, for added ridiculousness. :shock:
mcarans
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Installing Griff and Neolite together ok?

Post by mcarans »

Is there any problem installing Griff's Normalmapped Ships OXP along with Neolite's core, companion and wolfies OXPs?

Can both the above work happily with Old_Ships_2010 OXP?
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Re: Installing Griff and Neolite together ok?

Post by Zieman »

mcarans wrote:
Is there any problem installing Griff's Normalmapped Ships OXP along with Neolite's core, companion and wolfies OXPs?

Can both the above work happily with Old_Ships_2010 OXP?
To both questions the answer is yes, only little tweaking is needed.

I have all 5 happy together in my Ooniverse, along with Shady Sung's and m-pack (rusties).
...and keep it under lightspeed!

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Post by Smivs »

How about a BOorg Cube OXP, where if you're captured you get assimilated and every time you start the game you're stuck in a little alcove re-charging. And that's it. Nothing else happens. :twisted:
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Post by tonyhippy »

Smivs wrote:
How about a BOorg Cube OXP, where if you're captured you get assimilated and every time you start the game you're stuck in a little alcove re-charging. And that's it. Nothing else happens. :twisted:
A good suggestion...waaay ahead of you there!
https://bb.oolite.space/viewtopic.php?t= ... g&start=15
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Post by Smivs »

tonyhippy wrote:
Smivs wrote:
How about a BOorg Cube OXP, where if you're captured you get assimilated and every time you start the game you're stuck in a little alcove re-charging. And that's it. Nothing else happens. :twisted:
A good suggestion...waaay ahead of you there!
https://bb.oolite.space/viewtopic.php?t= ... g&start=15
Tonyhippy, Nice One! Prior Art wins. Perhaps as it's such a popular idea someone should actually do it. Can we do Tractor Beams in Oolite?
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Re: Installing Griff and Neolite together ok?

Post by mcarans »

Zieman wrote:

To both questions the answer is yes, only little tweaking is needed.
What tweaking?
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Post by Zieman »

Hmmm, let me rack up my memory a bit...

Oldships 2010 should reside with all aforementioned OXPs nicely without tweaking.

Add Griff's ships there - no probs.

Add Neolite Wolfies & Neolite Companion - no probs.

If you want to have Griff's ships and Neolite ships together, you need to delete the shipdata_overrides.plist and shipyard_overrides.plist files from Griff's OXPs Config -folder.
...and keep it under lightspeed!

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