Military Fiasco
Moderators: winston, another_commander
OK, I recall seeing a newsflash about a colony ship being spotted in system (something). I went to look and nothing was there. I flew around the area and local systems and found nothing either. Are you supposed to run into a colony ship?Commander McLane wrote:As soon as you see the linesNosmoKing wrote:The big question is, when is the damn Deposed mission DONE?in your save-file (or you get an iNews-flash about an Albatross colony ship on your screen, if you don't want to look into your save-file every time).Code: Select all
<key>mission_deposed</key> <string>MISSION_COMPLETE</string>
Also, I'm running Oolite on a Windows XP machine. How do I open the save files and read them? My computer says it can't open the files and can't find the proper file to let me read the info in the list.
Thanks!
Finally, how do I find out what version of Oolite and OXP's I'm running? I looked in the files and under "properties" and such and don't see a listing of version numbers.
THanks for helping a person who can use a computer but doesn't know all that much about poking around in its innards.
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
And as for version numbers: Oolite's version number appears on its start-screen. And in-game there should be the File/Info (or something similar) in the menu-bar. Furthermore at least in the Mac-versions the whole program lives in a folder named "Oolite 1.65" or "Oolite 1.68" or "Oolite 1.69.1.2", I can't know for Windows, though.
The only clue to versions of OXPs is their ReadMe-file. Many of the OXPs, though not all of them, come in a folder from their download-site, that contains the OXP itself and a textfile that is named "ReadMe" or something like this. You should take this advice seriously. The ReadMe usually contains important and useful information, among which you also may find what version it is. On top of that some OXPs may be named "my_genious_oxp_v1_3.oxp" or something like that.
And last: No, as far as I can see in the OXP you are not supposed to actually run into a colony ship. Probably it is just an addition to the atmosphere of game-play.
The only clue to versions of OXPs is their ReadMe-file. Many of the OXPs, though not all of them, come in a folder from their download-site, that contains the OXP itself and a textfile that is named "ReadMe" or something like this. You should take this advice seriously. The ReadMe usually contains important and useful information, among which you also may find what version it is. On top of that some OXPs may be named "my_genious_oxp_v1_3.oxp" or something like that.
And last: No, as far as I can see in the OXP you are not supposed to actually run into a colony ship. Probably it is just an addition to the atmosphere of game-play.
-
- Quite Grand Sub-Admiral
- Posts: 6683
- Joined: Wed Feb 28, 2007 7:54 am
<key>military_fiasco</key>
<string>Seek and destroy stolen Military ships. Locate hijacked Leviathan.</string>
<key>mission_TL_FOR_EQ_NAVAL_ENERGY_UNIT</key>
<string>13</string>
Ok, this is what I cut from my save file.
I'm off to go and remove "military fiasco" and then re-install it.
We shall see...
<string>Seek and destroy stolen Military ships. Locate hijacked Leviathan.</string>
<key>mission_TL_FOR_EQ_NAVAL_ENERGY_UNIT</key>
<string>13</string>
Ok, this is what I cut from my save file.
I'm off to go and remove "military fiasco" and then re-install it.
We shall see...
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
Sorry for you, but you have cut the wrong lines! This has cost you the right to repair or re-buy a naval energy unit.NosmoKing wrote:<key>military_fiasco</key>
<string>Seek and destroy stolen Military ships. Locate hijacked Leviathan.</string>
<key>mission_TL_FOR_EQ_NAVAL_ENERGY_UNIT</key>
<string>13</string>
Ok, this is what I cut from my save file.
:sigh: Why does nobody read carefully these days? :SIGH:
You really just had to follow the instructions I gave you above. What is so difficult with that???
I am copying them for you again here:
With "Please post the two strings here." I meant that I'd like to know what you have in your save-file in the place of the 'XXXXXX' and the 'xx'. It should be a word in capitals and a number. These help me to determine whether you had actually missed something in Military.oxp, or not.I wrote:But don't worry, we can fix your problem. Please open your save-file and find the lines:Instead of the 'XXXXXX' you should see something else written there, of course; and the 'xx' should be a number. Please post the two strings here. Then delete the four lines, save the file, and remove Military.oxp from your AddOns-folder. As soon as you have finished Deposed, you can put it in again and I'll tell you what to fill in the four lines you have deleted now. Or you can start all over with Military.Code: Select all
<key>mission_military_fiasco</key> <string>MIL_XXXXXX</string> <key>mission_military_fiasco_killcount</key> <string>xx</string>
So, please, re-insert the lines you have cut into your save-file at the proper place, and then cut the lines I am indicating. Thank you!
Or no! Re-insert only the
Code: Select all
<key>mission_TL_FOR_EQ_NAVAL_ENERGY_UNIT</key>
<string>13</string>
BTW: You don't have to remove and re-install the OXP.
I have to admit that I'm a complete duffer when it comes to scripts, and don't understand any of it. Personally I would start a new commander rather than risk "mucking" the whole thing up if I could not find a friendly person on the board to email the save game to to fix for me.
Many moons ago I suffered with the Nova/Deposed conflict, and despite pm's between Cmdr Wombat and myself, I found it too confusing to follow his instructions, so I ended up starting a new Commander even though I was on the point of becoming deadly.
It's a bit like quiz questions on "Who wants to be a Millionaire" they're easy when you know the answer!!!!!
Many moons ago I suffered with the Nova/Deposed conflict, and despite pm's between Cmdr Wombat and myself, I found it too confusing to follow his instructions, so I ended up starting a new Commander even though I was on the point of becoming deadly.
It's a bit like quiz questions on "Who wants to be a Millionaire" they're easy when you know the answer!!!!!
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
[quote="Commander McLane]NosmoKing, you are a NOT LISTENING!![/quote]
I may not be dumber than a sack of doorknobs, but I'm close sometimes.
<key>mission_military_fiasco</key>
<string>MIL_PRESTAGE1</string>
<key>mission_military_fiasco_killcount</key>
<string>12</string>
OK, I clipped this string and made it go bye-bye from my save file.
My large dumb butt also reinserted the following lines:
<key>mission_TL_FOR_EQ_NAVAL_ENERGY_UNIT</key>
<string>13</string>
Let's see how the whole thing pans out now...
Also, thanks for your patience with me and my goofs.
I may not be dumber than a sack of doorknobs, but I'm close sometimes.
<key>mission_military_fiasco</key>
<string>MIL_PRESTAGE1</string>
<key>mission_military_fiasco_killcount</key>
<string>12</string>
OK, I clipped this string and made it go bye-bye from my save file.
My large dumb butt also reinserted the following lines:
<key>mission_TL_FOR_EQ_NAVAL_ENERGY_UNIT</key>
<string>13</string>
Let's see how the whole thing pans out now...
Also, thanks for your patience with me and my goofs.
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
@NosmoKing: I apologize for all the yelling at you.
Anyway, now you have given me the coveted important information.
The crucial line is this one:
Because it tells me that you had indeed encountered a lethal (for the mission) mission-clash, and never would have been able to finish military. The mission_military_fiasco variable should only be MIL_PRESTAGE1, as long as you are looking on a mission-screen giving you the choice to work for the military or not. As soon as you choose the value of the variable should change to either MIL_DELAY or MIL_STAGE1. It didn't in your case, which is a strong indication that you never saw the mission-screen giving you that choice, so you never made the choice. And the only reason for you not seeing the mission-screen with the choice is that it was overwritten by another mission-screen, presumably of the Deposed mission.
The other part
tells me that you already have killed 12 of the stolen military ships, which is a fair number. You should have got another briefing by the military, as soon as you killed 9 of them, but this would have required you to take the mission in the first place, which you effectively never did (see above).
The bottom line is: You did well to edit your save-file and start all over again. This was indeed the only way to resolve your problem.
Now one last piece of advice: As you are now in Galaxy 5, finish the native Cloaking-Device first, before re-installing Military. (If you already have the cloaking device, you can of course skip this step.) And then finish Military (read: wait until killing the stolen Leviathan and getting a final debriefing) before you install and play Lovecats, in order to avoid further clashes. This will take a fair amount of time, jumping, finding and killing stolen military ships, because you won't see the stolen Leviathan before you have finished at least 20 stolen ships.
Anyway, now you have given me the coveted important information.
The crucial line is this one:
Code: Select all
<key>mission_military_fiasco</key>
<string>MIL_PRESTAGE1</string>
The other part
Code: Select all
<key>mission_military_fiasco_killcount</key>
<string>12</string>
The bottom line is: You did well to edit your save-file and start all over again. This was indeed the only way to resolve your problem.
Now one last piece of advice: As you are now in Galaxy 5, finish the native Cloaking-Device first, before re-installing Military. (If you already have the cloaking device, you can of course skip this step.) And then finish Military (read: wait until killing the stolen Leviathan and getting a final debriefing) before you install and play Lovecats, in order to avoid further clashes. This will take a fair amount of time, jumping, finding and killing stolen military ships, because you won't see the stolen Leviathan before you have finished at least 20 stolen ships.
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Using a mission variable to track what mission screen you’re on is a broken pattern, because there’s no way to know when a mission screen is cancelled (for instance, by pressing 1). The correct way to handle mission screens is to use unique strings for the “choices key” dictionary. The new version of the trumble script in 1.70 demonstrates this. The old version demonstrated the broken way.Commander McLane wrote:The crucial line is this one:Because it tells me that you had indeed encountered a lethal (for the mission) mission-clash, and never would have been able to finish military. The mission_military_fiasco variable should only be MIL_PRESTAGE1, as long as you are looking on a mission-screen giving you the choice to work for the military or not.Code: Select all
<key>mission_military_fiasco</key> <string>MIL_PRESTAGE1</string>
I think this is part of what Eric Walch has been trying to tell us. Having someone around who understands the game better than the devs is somewhat embarrassing, but very useful. :-)
E-mail: [email protected]
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Some time ago I rewrote the structure of the "military fiasco" script. I don't know the author and probably have not the whole package, so I do it this way. Maybe somebody who has, can update the file on the box (this package is to large to upload at the wiki).
Changes:
1) Is mission offering compatible with other oxp. (just as the last update I never downloaded).
2) In the old program structure all original 33 conditions were always checked. As well in flight (when it never will do anything) as when all missions are completed. I put everything behind a main condition.
When finished it will skip the main part of the code and only add the occasionally Levetian.
When still playing the conditions are only evaluated on a jump and while docked.
3) Removed a bug that prevented the restart after a MIL_DELAY condition.
Eric Walch
For programmers: Exchange the whole content of "script.plist" with the following code:
Changes:
1) Is mission offering compatible with other oxp. (just as the last update I never downloaded).
2) In the old program structure all original 33 conditions were always checked. As well in flight (when it never will do anything) as when all missions are completed. I put everything behind a main condition.
When finished it will skip the main part of the code and only add the occasionally Levetian.
When still playing the conditions are only evaluated on a jump and while docked.
3) Removed a bug that prevented the restart after a MIL_DELAY condition.
Eric Walch
For programmers: Exchange the whole content of "script.plist" with the following code:
Code: Select all
{
"military_fiasco" = (
{
conditions = ("mission_military_fiasco oneof MIL_DELAY, MIL_COMPLETE, MIL_NEVER");
do = (
/**offmission encounters**/
{
conditions = ("status_string equal STATUS_EXITING_WITCHSPACE");
do = (
{
conditions = ("mission_military_fiasco equal MIL_NEVER", "d100_number lessthan 3");
do = ("addShips: leviathan 1");
},
{
conditions = (
"mission_military_fiasco oneof MIL_DELAY, MIL_COMPLETE",
"d100_number lessthan 6"
);
do = ("addShips: leviathan 1");
}
);
},
/**chance mission reset after delay**/
{
conditions = ("mission_military_fiasco equal MIL_DELAY", "d100_number lessthan 2");
do = ("set mission_military_fiasco undefined");
}
);
else = (
{
conditions = ("dockedAtMainStation_bool equal YES");
do = (
/**first military contact**/
{
conditions = (
"mission_military_fiasco undefined",
"score_number greaterthan 1000",
"legalStatus_number lessthan 5",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART",
"mission_offering undefined"
);
do = (
"showShipModel: none",
"setMissionMusic: none",
setGuiToMissionScreen,
"setMissionMusic: military_fiasco_theme.ogg",
"addMissionText: military_fiasco_intro",
"setMissionChoices: military_fiasco_offer1_yesnonever",
"set: mission_military_fiasco MIL_CHOICE",
"set: mission_offering military_fiasco_first"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_CHOICE",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
"awardCredits: -5",
"setMissionImage: military_star.png",
setGuiToMissionScreen,
"setMissionMusic: none",
"showShipModel: mil-rattle",
"addMissionText: military_fiasco_brief1a",
resetMissionChoice,
"setMissionChoices: military_fiasco_cont1_yesno",
"set: mission_military_fiasco MIL_CHOICE2"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_CHOICE2",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
"showShipModel: mil-basilisk",
setGuiToMissionScreen,
"setMissionMusic: none",
"addMissionText: military_fiasco_brief1b",
resetMissionChoice,
"setMissionChoices: military_fiasco_cont2_yesno",
"set: mission_military_fiasco MIL_CHOICE3"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_CHOICE3",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
"showShipModel: mil-hydra1",
setGuiToMissionScreen,
"setMissionMusic: none",
"addMissionText: military_fiasco_brief1c",
resetMissionChoice,
"setMissionChoices: military_fiasco_cont3_yesno",
"set: mission_military_fiasco MIL_CHOICE4"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_CHOICE4",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
"awardCredits: 100",
setGuiToMissionScreen,
"addMissionText: military_fiasco_brief1d",
"setMissionDescription: mission_military_desc1",
"set: mission_military_fiasco_killcount 0",
resetMissionChoice,
"set: mission_military_fiasco MIL_ACTIVE",
"reset: mission_offering"
);
},
{
conditions = ("mission_military_fiasco equal MIL_CHOICE", "missionChoice_string equal 2");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"setMissionDescription: mission_military_desc3",
"set: mission_military_fiasco MIL_DELAY",
"reset: mission_offering"
);
},
{
conditions = ("mission_military_fiasco equal MIL_CHOICE2", "missionChoice_string equal 2");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"setMissionDescription: mission_military_desc3",
"set: mission_military_fiasco MIL_DELAY",
"reset: mission_offering"
);
},
{
conditions = ("mission_military_fiasco equal MIL_CHOICE3", "missionChoice_string equal 2");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"setMissionDescription: mission_military_desc3",
"set: mission_military_fiasco MIL_DELAY",
"reset: mission_offering"
);
},
{
conditions = ("mission_military_fiasco equal MIL_CHOICE4", "missionChoice_string equal 2");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"setMissionDescription: mission_military_desc3",
"set: mission_military_fiasco MIL_DELAY",
"reset: mission_offering"
);
},
{
conditions = ("mission_military_fiasco equal MIL_CHOICE", "missionChoice_string equal 3");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"set: mission_military_fiasco MIL_NEVER",
"reset: mission_offering"
);
},
/**second military contact to stage1**/
{
conditions = (
"mission_military_fiasco equal MIL_ACTIVE",
"mission_military_fiasco_killcount greaterthan 0",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART",
"mission_offering undefined"
);
do = (
"setMissionMusic: none",
setGuiToMissionScreen,
"setMissionMusic: military_fiasco_teaser.ogg",
"addMissionText: military_fiasco_disp1",
"setMissionChoices: military_fiasco_disp1_yesno",
"set: mission_military_fiasco MIL_PRESTAGE1",
"set: mission_offering military_fiasco_second"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_PRESTAGE1",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
resetMissionChoice,
"reset: mission_offering",
"setMissionImage: military_star.png",
setGuiToMissionScreen,
"setMissionMusic: none",
"addMissionText: military_fiasco_message1",
"set: mission_military_fiasco MIL_STAGE1"
);
},
{
conditions = ("mission_military_fiasco equal MIL_PRESTAGE1", "missionChoice_string equal 2");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"reset: mission_offering",
"setMissionDescription: mission_military_desc3",
"set: mission_military_fiasco MIL_DELAY"
);
},
/**third military contact to stage2**/
{
conditions = (
"mission_military_fiasco equal MIL_STAGE1",
"mission_military_fiasco_killcount greaterthan 8",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART",
"mission_offering undefined"
);
do = (
"setMissionMusic: none",
setGuiToMissionScreen,
"setMissionMusic: military_fiasco_teaser.ogg",
"addMissionText: military_fiasco_disp1",
"setMissionChoices: military_fiasco_disp2_yesno",
"set: mission_military_fiasco MIL_PRESTAGE2",
"set: mission_offering military_fiasco_third"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_PRESTAGE2",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
"setMissionImage: military_star.png",
setGuiToMissionScreen,
"setMissionMusic: none",
"addMissionText: military_fiasco_message2",
resetMissionChoice,
"reset: mission_offering",
"set: mission_military_fiasco MIL_STAGE2"
);
},
{
conditions = ("mission_military_fiasco equal MIL_PRESTAGE2", "missionChoice_string equal 2");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"reset: mission_offering",
"setMissionDescription: mission_military_desc3",
"set: mission_military_fiasco MIL_DELAY"
);
},
/**fourth military contact to stage3**/
{
conditions = (
"mission_military_fiasco equal MIL_STAGE2",
"mission_military_fiasco_killcount greaterthan 19",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART",
"mission_offering undefined"
);
do = (
"setMissionMusic: none",
setGuiToMissionScreen,
"setMissionMusic: military_fiasco_teaser.ogg",
"addMissionText: military_fiasco_disp1",
"setMissionChoices: military_fiasco_disp3_yesno",
"set: mission_military_fiasco MIL_PRESTAGE3",
"set: mission_offering military_fiasco_fourth"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_PRESTAGE3",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
"setMissionImage: military_star.png",
setGuiToMissionScreen,
resetMissionChoice,
"reset: mission_offering",
"setMissionMusic: none",
"addMissionText: military_fiasco_message3",
"setMissionDescription: mission_military_desc2",
"set: mission_military_fiasco MIL_STAGE3"
);
},
{
conditions = ("mission_military_fiasco equal MIL_PRESTAGE3", "missionChoice_string equal 2");
do = (
setGuiToStatusScreen,
"setMissionImage: none",
resetMissionChoice,
"reset: mission_offering",
"setMissionDescription: mission_military_desc3",
"set: mission_military_fiasco MIL_DELAY"
);
},
/**final military contact**/
{
conditions = (
"mission_military_fiasco equal MIL_LEVI_DESTROYED",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART",
"mission_offering undefined"
);
do = (
"setMissionMusic: none",
setGuiToMissionScreen,
"setMissionMusic: military_fiasco_theme.ogg",
"addMissionText: military_fiasco_disp1",
"setMissionChoices: military_fiasco_disp4_justyes",
"set: mission_military_fiasco MIL_PRECONGRAT",
"set: mission_offering military_fiasco_fifth"
);
},
{
conditions = (
"mission_military_fiasco equal MIL_PRECONGRAT",
"missionChoice_string equal 1",
"gui_screen_string oneof GUI_SCREEN_STATUS, GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_SHORT_RANGE_CHART"
);
do = (
"setMissionImage: military_star.png",
setGuiToMissionScreen,
"setMissionMusic: none",
"addMissionText: military_fiasco_debrief",
"awardCargo: 100 Gold",
resetMissionChoice,
"reset: mission_offering",
clearMissionDescription,
"set: mission_military_fiasco MIL_COMPLETE"
);
}
);
},
/**ship encounters**/
{
conditions = ("status_string equal STATUS_EXITING_WITCHSPACE");
do = (
{
conditions = ("mission_military_fiasco equal MIL_ACTIVE", "d100_number lessthan 6");
do = ("addShips: leviathan 1");
},
{
conditions = ("mission_military_fiasco equal MIL_ACTIVE", "d100_number lessthan 17");
do = ("addSystemShips: smship 1 0.2");
},
{
conditions = ("mission_military_fiasco equal MIL_STAGE1", "d100_number lessthan 11");
do = ("addShips: leviathan 1");
},
{
conditions = ("mission_military_fiasco equal MIL_STAGE1", "d100_number lessthan 26");
do = ("addSystemShips: smship 1 0.3");
},
{
conditions = ("mission_military_fiasco equal MIL_STAGE2", "d100_number lessthan 11");
do = ("addShips: leviathan 1");
},
{
conditions = ("mission_military_fiasco equal MIL_STAGE2", "d100_number lessthan 26");
do = ("addSystemShips: smship 3 0.3");
},
{
conditions = ("mission_military_fiasco equal MIL_STAGE3", "d100_number lessthan 11");
do = ("addShips: leviathan 1");
},
{
conditions = ("mission_military_fiasco equal MIL_STAGE3", "d100_number lessthan 21");
do = (
"addShipsWithinRadius: leviathan-pirate 1 wsp 0 0 1 5000",
"addShipsWithinRadius: smship 4 wsp 0 0 1 5000"
);
}
);
}
);
}
);
}
I think oosat 1 is working again and maybe we could use it for large OXPs.Eric Walch wrote:Maybe somebody who has, can update the file on the box (this package is to large to upload at the wiki).
It would be nice if someone can update those abandoned OXPs. In a few months this post will be too difficult to be found from new members of the community.
- Star Gazer
- ---- E L I T E ----
- Posts: 633
- Joined: Sat Aug 14, 2004 4:55 pm
- Location: North Norfolk, UK, (Average Agricultural, Feudal States,Tech Level 8)