Stranger things in Oolite... Or "too difficult at start"
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Re: Stranger things in Oolite... Or "too difficult at start"
ARQUEBUS, which ship are you using? I made a few tests and it appears there are different outcomes depending of the ship. When i stayed with the Cobra 3 I had a lot thougher scenarios... maybe this is something tagged in the non-modded base programming that changes the scenarios and difficulty not based on your rep but on the ship you have....
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Re: Stranger things in Oolite... Or "too difficult at start"
AlbanLusitanae, are you sure?albanlusitanae wrote: ↑Sun Nov 28, 2021 12:06 pmARQUEBUS, which ship are you using? I made a few tests and it appears there are different outcomes depending of the ship. When I stayed with the Cobra 3 I had a lot tougher scenarios... maybe this is something tagged in the non-modded base programming that changes the scenarios and difficulty not based on your rep but on the ship you have....
A constant theme running through the earlier BB threads is that the Oolite vanilla game (unlike Elite) is non-player-centric.
The only exceptions I've found mentioned are the increased speed of the player Cobra Mk.3, the Torus Drive and the existence of shields rather than just energy banks. Some of the oxp's (inevitably) are much more player-centric (Deep Space Pirates creates pirates just along your route in Deep Space, not randomly - and I have a sneaky suspicion that Deep Space Dredgers does the same - I suppose that I should check with Okti's "Long Range Scanner").
Edited to add:
The increased speed was to allow players to escape MassLock
The lack of NPC energy banks was supposed to counterbalance their lack of damageable equipment
One presumes that the lack of the Torus Drive makes little difference in combat (but I saw a note here in the BB that a player had used Torus to help defeat the Constrictor which attacked and continually ran away).
Last edited by Cholmondely on Sun Apr 30, 2023 11:44 am, edited 1 time in total.
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?
•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?
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Re: Stranger things in Oolite... Or "too difficult at start"
You do have the function threatAssessment: http://wiki.alioth.net/index.php/Oolite ... Assessment which in AI's is pretty similar: http://wiki.alioth.net/index.php/Oolite ... Assessment, Furthermore the Ai offer you the method fightOrFleeHostiles:http://wiki.alioth.net/index.php/OXP_howto_AI.
Yes, the kind of ship and the quality of your equipment (mainly the weapons) could make a difference.
Yes, the kind of ship and the quality of your equipment (mainly the weapons) could make a difference.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Stranger things in Oolite... Or "too difficult at start"
I had followed your advice about checking the save file to make sure the telescope thargoids entry was FALSE, and it was. Maybe I missed something or misunderstood...?Cholmondely wrote: ↑Sun Nov 28, 2021 7:53 amI got exactly that with cag's wonderful Station Options. Really scary with my lousy combat skills.
If you are running it - just upgrade to his whizzy new Telescope 2.0 with his new station options with extra-added options! That should fix it. The extra-added options give the bugs a massive attack of the galloping heeby-jeebies and they leg it (mandible it?/claw it?)!
I don't think that this version needs "Telescope Options" any more.cag wrote: ↑Fri Nov 26, 2021 4:15 amnew telescope: https://www.dropbox.com/s/swfwx5klha3dn ... e.oxz?dl=0 (27/11/2021)
new station options: https://www.dropbox.com/s/dzz9ayq1e0jhv ... s.oxz?dl=0 (27/11/2021)
Oh! And there is a new Telescope Extender too (3/5/2018)
Here is my YouTube channel, where I play poorly: Arquebus X
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Re: Stranger things in Oolite... Or "too difficult at start"
Aah - when I fiddled it had no effect until I removed the Station Options/Telescope Options (it did seem to be better after I'd bought a Telescope - no sales pressure, guv, honest!). But with the new Telescope/options I have had no problems at all.arquebus wrote: ↑Sun Nov 28, 2021 4:06 pmI had followed your advice about checking the save file to make sure the telescope thargoids entry was FALSE, and it was. Maybe I missed something or misunderstood...?Cholmondely wrote: ↑Sun Nov 28, 2021 7:53 amI got exactly that with cag's wonderful Station Options. Really scary with my lousy combat skills.
If you are running it - just upgrade to his whizzy new Telescope 2.0 with his new station options with extra-added options! That should fix it. The extra-added options give the bugs a massive attack of the galloping heeby-jeebies and they leg it (mandible it?/claw it?)!
I don't think that this version needs "Telescope Options" any more.cag wrote: ↑Fri Nov 26, 2021 4:15 amnew telescope: https://www.dropbox.com/s/swfwx5klha3dn ... e.oxz?dl=0 (27/11/2021)
new station options: https://www.dropbox.com/s/dzz9ayq1e0jhv ... s.oxz?dl=0 (27/11/2021)
Oh! And there is a new Telescope Extender too (3/5/2018)
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?
•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?
Re: Stranger things in Oolite... Or "too difficult at start"
I've put in the updated oxp's and haven't had any problems on my current (new again) save.
Here is my YouTube channel, where I play poorly: Arquebus X
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Re: Stranger things in Oolite... Or "too difficult at start"
Something tells me I will keep my Cobra 1 until i have enough money to buy mostly everything when I get the Cobra 3.
However, on that...
How do I repair the hull of my ship? I dont see options anywhere...
Does it only pop up after a certain amount of degradation? Mine is at half value of hull already, i want to do it, but no offer...
Maybe a shipyards shop mod somewhere?
My first successful passenger ferry across the galaxy (literally to the right up corner) took its toll on the Cobri...
However, on that...
How do I repair the hull of my ship? I dont see options anywhere...
Does it only pop up after a certain amount of degradation? Mine is at half value of hull already, i want to do it, but no offer...
Maybe a shipyards shop mod somewhere?
My first successful passenger ferry across the galaxy (literally to the right up corner) took its toll on the Cobri...
Re: Stranger things in Oolite... Or "too difficult at start"
On a station you should be able to do it from the Outfitter (F3), though it probably needs the system to be of a certain tech level.
Here is my YouTube channel, where I play poorly: Arquebus X
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Re: Stranger things in Oolite... Or "too difficult at start"
Elite was a BBC game writen by Bell and Braben. Other version were re implementations of varying accuracy, for example acording to wiki
According to the lead programmer of the 16 bit Amiga/Atari ST and the MSX conversions Rob Nicholson, he did not have access to the source code because of contractual issues and had to write them "blind". All he had were the ship shapes and the procedural generation code for the galaxies
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Re: Stranger things in Oolite... Or "too difficult at start"
Well normally people had the first entry to elite through ZX Spectrum or Amiga, such as myself.Cmdr James wrote: ↑Sun Nov 28, 2021 8:25 pmElite was a BBC game writen by Bell and Braben. Other version were re implementations of varying accuracy, for example acording to wiki
According to the lead programmer of the 16 bit Amiga/Atari ST and the MSX conversions Rob Nicholson, he did not have access to the source code because of contractual issues and had to write them "blind". All he had were the ship shapes and the procedural generation code for the galaxies
I believe we can be forgiven for being way too young back then to be playing SpaceTrade Sims...
Thank you for the clarification. So basically BBC Proper meaning it is the original. Makes sense. Did anyone emulate it?
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Re: Stranger things in Oolite... Or "too difficult at start"
Christian Pinder reverse engineered the original BBC Elite as Elite - TNK.
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: Stranger things in Oolite... Or "too difficult at start"
So what do you think about the changes? Do you prefer the new version to the old? Did you try adding any of the new textures (Normal and Specular+Gloss Maps for Oolite v1.88+)? Which oxp's did you most like?albanlusitanae wrote: ↑Wed Nov 24, 2021 8:26 pmHI to all
Returning player to the game, was surprised at the evolution.
Will be posting questions and maybe venture in making changes
Cheers to all
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?
•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?