Sometimes the smallest OXPs can have as big an impact as the awesome ship models.
Keep it up.
Regarding the lack of ships in deep-space...
Moderators: winston, another_commander
- Commander Mysenses
- Deadly
- Posts: 214
- Joined: Sat Mar 08, 2008 9:30 am
- Location: Devon, a backward little planet scourged by evil weather
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
It you keep turning you probably could avoid some. In most cases they still appear at the edge of the radar because of your speed. In the current release I add them 50 000 meter in front of the player. (2x scanner range).Commander Mysenses wrote:So does that mean you could avoid the added ships at jumpspeed by jinking?
It is just experimenting with distances. As close as possible but still far enough away that even big ships not suddenly appear out of nothing in the eye of the player. For carriers this distance is still to close, but when a ship of the size of a carrier has a pirate role something else is wrong.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Cmdr. Maegil
- Sword-toting nut-job
- Posts: 1294
- Joined: Tue Feb 27, 2007 10:28 pm
- Location: On the mend in Western Africa
Re: ...
Ai!... That'll probably be painful!Lestradae wrote:Not ... nescessarilywhen a ship of the size of a carrier has a pirate role something else is wrong
OTOH, maybe this may be the start of the famed Pirate King OXP.
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
I'm obviously not one of them.
- Lestradae
- ---- E L I T E ----
- Posts: 3095
- Joined: Tue Apr 17, 2007 10:30 pm
- Location: Vienna, Austria
...
I`m all for it (as in: would love to play with something like that in), if it`s not me doing the oxpthis may be the start of the famed Pirate King OXP
Just, in Realistic Shipyards, you can meet pirates who somehow acquired a carrier (organised crime, terrible mess) and yes, either you are GOOD or you RUN or it`s going to get really painful - but no worries, it`s not going to take long ...
Loved torturing players as a dungeon master, too ...
Bad L
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: ...
And in Military Fiasco it is also pirates flying a carrier but not with that role. I just wanted to say that when a carrier it added it will be there suddenly. It is at least rare enough to not add all pirates further in front to also get those carriers added look right.Lestradae wrote:Just, in Realistic Shipyards, you can meet pirates who somehow acquired a carrier (organised crime, terrible mess) and yes, either you are GOOD or you RUN or it`s going to get really painful - but no worries, it`s not going to take long
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Dr Beeb
- Dangerous
- Posts: 127
- Joined: Sun Mar 23, 2008 10:28 pm
- Location: Mt. Vista, Oosa, Biarge System, Galaxy 1
Hi Eric,Eric Walch wrote:Your sunskimmers.oxp is one of the exceptions. With that one you had just bad luck that Oolite had problems with roles like trader or pirate. Under 1.65 both roles added often ships with a pirateAI and 0 bounty. Starting with 1.70 at least the traders added with your oxp have traderAI. Bountys of pirates are still zero but with JS I now give them a bounty (at least most of them).
I did not write sunskimmers, I meant I just added it to my version of Oolite from the list of OXPs available. Anyway, thanks for your oxp very much.
White dots were so much easier to hit