[RELEASE] HardShips OXP v0.89

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

Moderators: winston, another_commander

User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: [RELEASE] HardShips OXP v0.87

Post by cim »

SirArian wrote:
I saw a post by cim about doing choices, but I lost it...
[wiki]Scenarios.plist[/wiki] is what you may be thinking of
V12
Dangerous
Dangerous
Posts: 64
Joined: Thu Sep 19, 2013 12:25 pm

Re: [RELEASE] HardShips OXP v0.87

Post by V12 »

In my opinion, Sunracer is better choice - small and fast.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] HardShips OXP v0.87

Post by Norby »

SirArian wrote:
getting the Hardships in the startup choices again?
Just select the "Normal Start" and you will see the Hardships menu in the next screen.

Note if you install both Start choices and Hardships, then the last will take over all other starts (like hauler) also. The old fix of this problem is these starts are copied into the Hardships menu. Now the scenarios can solve this using a better way so will be implemented in the next version.
User avatar
SirArian
Dangerous
Dangerous
Posts: 104
Joined: Fri Feb 28, 2014 3:18 am
Location: Diqudi in chart 3

Re: [RELEASE] HardShips OXP v0.87

Post by SirArian »

Thanks for clearing that up! I had Start Choices installed before I installed Hardships, and didn't realize that it would cause problems. You should probably put Start Choices as a conflicting OXP. Or, since it only partly breaks it, just put a note in the description that the start choices part is broken by the Start Choices OXP.
cim wrote:
[wiki]Scenarios.plist[/wiki] is what you may be thinking of
I don't know if that's what I saw, but that looks like it would work! :)

EDIT: One more thing. I always play with trunk, unless I am checking to see if something is a problem in trunk only, or with an OXP. With trunk, the Beam laser damage and heat has been halved, to help to balance the game. That does pose a problem with this OXP though, because now the beam laser only does 6 units of damage, and the hard armor deflects 10, meaning that no matter how long you shoot at a Hardship with a beam laser, you will never do any damage. I'm not sure how you want to deal with it, and you can probably wait till trunk becomes stable, (though you could also do a v0.87.1 for trunk, and leave 0.87 for 1.80,) but I thought I would let you know. :D
"May Duralium ever stand between you and the Vacuum."
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] HardShips OXP v0.88

Post by Norby »

HardShips v0.88 is available in the manager:
-Hard Armor made less hard, following reduced laser power in Oolite 1.81.
-Allow selection of extra ships with Start Choices OXP.
-Sholud send less emails with Email System OXP.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] HardShips OXP v0.89

Post by Norby »

V0.89 fix Hard Boa Mk2 to allow fitting Military Shields, thanks to javirodriguez.
User avatar
javirodriguez
Competent
Competent
Posts: 63
Joined: Mon Nov 14, 2016 10:16 am
Location: Canary Islands (spain)

"HARDSHIPS OXP" sometimes creates some ship impossible to destroy

Post by javirodriguez »

Hi!
i've been playing "hardships oxp" for weeks (around twenty hours) and i have also installed "skilled NPC oxp", that makes the game really difficult, but sometimes i've come up against some standard ship which seems to be impossible to kill.
I installed DETECTORS OXP (it also have some minor issue that i will write in another post) in order to test what was happening to ship's energy and i was able to check out that however much i shoot at it, the ship never loses power. it always remain intact/constant.
Much to my regret i had to uninstall "hardships oxp". i've played for hours and there are no longer any "immortal ships".
Things got back to normal.
I would like to know if anyone has come across such a situation and any solution for it.
Sorry again for my bad english.
Thanks!!!!!!!
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: "HARDSHIPS OXP" sometimes creates some ship impossible to destroy

Post by Norby »

Yes, this is an undocumented fact in current [wiki]HardShips[/wiki]. I simply could not solve it when I tried anno, so I left in as a feature, making the game a bit harder via there are a few ships what you must leave alone. Only the few user of [wiki]Detectors[/wiki] can discover that there is a bug in the background so after more retry I decided to give up the fixing.

This is a competition for anybody who think that has good skills in Oolite js: please try to fix it in hardships.js. If we will have a winner then we will have a solution. :)
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: "HARDSHIPS OXP" sometimes creates some ship impossible to destroy

Post by Cody »

javirodriguez wrote:
... i have also installed "skilled NPC oxp", that makes the game really difficult
I like that OXP a lot - my eyes light-up when I get a top-rated assassin in an Asp on my six!
javirodriguez wrote:
Sorry again for my bad english.
No need to apologise - your English is fine.
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!
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: [RELEASE] HardShips OXP v0.89

Post by another_commander »

javirodriguez's bug report and subsequent posts moved to the relevant Hardships.oxp thread.
cag
Deadly
Deadly
Posts: 202
Joined: Fri Mar 17, 2017 1:49 am

Re: [RELEASE] HardShips OXP v0.89

Post by cag »

Hi, I need your advice again, this time for a test for detecting drones from HardShips OXP

In Telescope, you're using

Code: Select all

( entity.isPiloted || entity.forwardWeapon )

but I just discovered that navigation buoys also pass that test! It has:

Code: Select all

forwardWeapon: [EquipmentInfo EQ_WEAPON_NONE "Remove Laser"],
That's why, when near a station, the navigation buoy is listed near the top of Telescope list, an excellent feature IMO :wink:
I think the buoys should stay where they are on the list (I'm aiming to get have no outward changes in behavior)
but I could use a better test for drones. Thanks
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] HardShips OXP v0.89

Post by Norby »

When I wrote HardShips the remove laser "weapon" was not in the game, it is added later. For a better test I do no know another general way but you can check against all used dataKeys or roles.
cag
Deadly
Deadly
Posts: 202
Joined: Fri Mar 17, 2017 1:49 am

Re: [RELEASE] HardShips OXP v0.89

Post by cag »

Ah, the joys of coding in a fluid environment!

I think I'll stick w/ testing for 'drone' in dataKey; dataKey's don't change as often as role's can :D
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.
User avatar
Josef
Competent
Competent
Posts: 60
Joined: Sat May 29, 2021 6:20 pm
Location: Wien

Re: [RELEASE] HardShips OXP v0.89

Post by Josef »

Hi everybody,
here I got the information

http://wiki.alioth.net/index.php/Sniper ... _Equipment

that there is an equipment called 'Sapper Nullifier'. It shall be possible to buy at stations with TL 15.

Does anybody know the price?
Josef
User avatar
Cholmondely
Archivist
Archivist
Posts: 5365
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: [RELEASE] HardShips OXP v0.89

Post by Cholmondely »

Josef wrote: Sun Jun 27, 2021 5:17 pm
Hi everybody,
here I got the information

http://wiki.alioth.net/index.php/Sniper ... _Equipment

that there is an equipment called 'Sapper Nullifier'. It shall be possible to buy at stations with TL 15.

Does anybody know the price?
Cost 300000 deci-credits (divide by 10 to get credits)
Tech Level 14 (available on 15+)

Not too sure that the last is supposed to mean, I'm afraid!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Post Reply