[Release (sort of)] Extra Thargoids OXP

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

Moderators: winston, another_commander

UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

Milo,

We boom all your fried batons!

(Which is Thargorn for: oh no, an error.)

I have fixed the problem. I wonder whether it stopped a turret appearing. (I did not investigate that.) Fixing the problem reminds me (see my other reply to you) that uploading stuff to be available via the OXZ manager is indeed rather involved and arcane.
User avatar
Milo
---- E L I T E ----
---- E L I T E ----
Posts: 462
Joined: Mon Sep 17, 2018 5:01 pm

Re: [Release (sort of)] Extra Thargoids OXP

Post by Milo »

O frabjous day! Callooh! Callay! I mean, thanks for the update!
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

A person of culture, I see!

(We'll still boom all your bases, though. . . Uh-oh, I'm turning into Mr Thargoid. I've worked with the bugglies too long and gone native.)

There might be some substantive but small changes in there. For, there are signs I was tinkering with the OXP (/OXZ), some time ago, after releasing version 6.65. I can't remember what the changes are though. Still, just now I did increase the accuracy of the Uberbuggly a tiny bit, though I don't know whether that will make any difference.
User avatar
Milo
---- E L I T E ----
---- E L I T E ----
Posts: 462
Joined: Mon Sep 17, 2018 5:01 pm

Re: [Release (sort of)] Extra Thargoids OXP

Post by Milo »

If its accuracy was below 5 and is now equal or higher, it will make a difference.
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

Er, it was 7 and it is now . . 7.2!
User avatar
Milo
---- E L I T E ----
---- E L I T E ----
Posts: 462
Joined: Mon Sep 17, 2018 5:01 pm

Re: [Release (sort of)] Extra Thargoids OXP

Post by Milo »

From 7.0 to 7.2 will improve its pitch and aim tolerance a bit (linear improvement). There is a threshold at 7.5 that activates much higher precision (non-linear improvement).
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

Right. Thanks. Actually, I cannot remember whether I tried out a range of these values before for the Uberbuggly. I seem to remember that with some settings it wobbles around in a very silly fashion. I should have tested the change. I will try to do so within the next few days!
User avatar
Milo
---- E L I T E ----
---- E L I T E ----
Posts: 462
Joined: Mon Sep 17, 2018 5:01 pm

Re: [Release (sort of)] Extra Thargoids OXP

Post by Milo »

What is new in version 6.69?
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

> What is new in version 6.69?

I am away at the moment but, from what I remember, what is new in this and indeed in other recent versions of the OXP is the following. I have cleaned up the code. So doing has resulted in a few optimisations and also the removal of a few bugs (of the programming rather than Thargoid variety).
User avatar
Milo
---- E L I T E ----
---- E L I T E ----
Posts: 462
Joined: Mon Sep 17, 2018 5:01 pm

Re: [Release (sort of)] Extra Thargoids OXP

Post by Milo »

Can you assure us that no Oresrians were harmed in the making of this update?
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

I cannot! Yet, I can impart the following. Due to a - er . . - bug fix, so-called 'Thargoid rebels' should be slightly more visible in this release - except, ah, no, wrong OXP. Rather: those rebels are provided - and should be more visible in a recent version of - my InterstellarTweaks OXP (even though the rebels are Thargoids and indeed 'extra' Thargoids).
User avatar
Cholmondely
Archivist
Archivist
Posts: 5368
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: [Release (sort of)] Extra Thargoids OXP

Post by Cholmondely »

UK_Eliter wrote: Sat Aug 07, 2021 11:56 pm
I cannot! Yet, I can impart the following. Due to a - er . . - bug fix, so-called 'Thargoid rebels' should be slightly more visible in this release - except, ah, no, wrong OXP. Rather: those rebels are provided - and should be more visible in a recent version of - my InterstellarTweaks OXP (even though the rebels are Thargoids and indeed 'extra' Thargoids).
"Rebel" refers to rebel Oresrians?
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?
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

> "Rebel" refers to rebel Oresrians?

No. Or at least the following is the case. InsterstellarTweaks creates some ships each of which appears on the HUD as 'Thargoid Warship (rebel)'. Each such ship:
  • is a Thargoid ship (at least in its main shiply properties);
  • has a . . distinctive paint-job;
  • attacks other Thargoid ships and do not (unless very much provoked) attack the player or the police or the military or anyone else.
Tell me if you spot any of these ships!
User avatar
Cholmondely
Archivist
Archivist
Posts: 5368
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: [Release (sort of)] Extra Thargoids OXP

Post by Cholmondely »

UK_Eliter wrote: Sun Aug 08, 2021 12:21 am
> "Rebel" refers to rebel Oresrians?

No. Or at least the following is the case. InsterstellarTweaks creates some ships each of which appears on the HUD as 'Thargoid Warship (rebel)'. Each such ship:
  • is a Thargoid ship (at least in its main shiply properties);
  • has a . . distinctive paint-job;
  • attacks other Thargoid ships and do not (unless very much provoked) attack the player or the police or the military or anyone else.
Tell me if you spot any of these ships!
Umm...

I refer the honourable gentleman to the answer I gave a few moments ago:
Cholmondely wrote: Wed Aug 04, 2021 1:54 pm
Cody wrote: Wed Aug 04, 2021 1:42 pm
Cholmondely wrote: Wed Aug 04, 2021 1:37 pm
I doubt I'll be much a beta-tester though... I can't see myself surviving the missions...
For testing purposes, you fork a commander and make him almost invincible.
My dear, dear chap... just because I can manage to dock at an Orbital does not mean that I can do anything much else. I can be as irresistibly invincible as I like, but when I can't even hit an unarmed worm with an OMGLaser at a distance of three Cavezzi... Araminta does better than I do with her peashooters and catapults... and Benedict just sniffs and brews another pot of tea...
Am hoping to spend some time with the tutorial package this week, in the hope that if I can survive the asteroids and the unarmed krait, that I might burnish the combat skills a little.
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?
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Re: [Release (sort of)] Extra Thargoids OXP

Post by UK_Eliter »

Cholmondely,

You could always repeat the following procedure until you see a rebel Thargoid - although, admittedly, it will take a while (and indeed the chances will be affected by where one is and where one is witchspacing too). EDIT: and when I say 'a while', I mean: ages, i.e. many repetitions.

- Load the game and a commander.
- Force a misjump.
- Look around for a strange looking Thargoid (strange even by Thargoid standards), which might be fighting other Thargoids.
- If there are indeed any other Thargoids there, or other nasties present: die.
Post Reply