probs editing oxps
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probs editing oxps
I would like to make my own OXPs. So Im thinking start small. change some numbers in a OXP something like the price on a ship. So I opened cober3njx.oxp/config/shipyard.PLIST with notepad++ changed the line <real>0.4</real> to <real>1</real> this as I understand will make it 100% to come up at the ship yard. Then the price of the ship <integer>274000</integer> to <integer>4000</integer> . This will make the ship 4000 credits and always available at a ship yard of the appropriate tech level. So I saved the file and launched the game only to find that there is no change?? Where am I going wrong?? Do I need to do some sort of encoding??
- Cody
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Hi bagman and welcome.
When you restarted the game, did you hold 'shift' down until the spinning Cobra appears?
If you edit a plist, you need to do this to clear the cache.
When you restarted the game, did you hold 'shift' down until the spinning Cobra appears?
If you edit a plist, you need to do this to clear the cache.
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And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: probs editing oxps
There's another thing that might go wrong, how many ship oxps do you have installed?bagman wrote:... I opened cober3njx.oxp/config/shipyard.PLIST with notepad++ changed the line <real>0.4</real> to <real>1</real> this as I understand will make it 100% to come up at the ship yard. ... So I saved the file and launched the game only to find that there is no change?? Where am I going wrong?? ...
Because if you have lots of them, the "<real>1</real>" part does not automatically translate into "100% to come up at the ship yard"!
After which method the game then chooses which ships to offer and which not and how/where it stops offering is something probably only one of the devs can answer.
Hope that helps.