Thargoid Carrier
Moderators: winston, another_commander
Thargoid Carrier
Hi,
I recently tested the Thargoid Carrier OXP...and was a bit frustrated. The ships appeared very often, but only at the W buoy - and if they did launch anything at all, it was a single ship without chance. The carrier itself proved defenseless and all it took was rotating (forward, starboard, aft -> kaboom) for a pretty high bounty.
I guess those ships should launch a whole attack fleet within seconds and at least have some little defense like anti-fighter guns? Is there a version/oxp conflict, or do they really hesitate to launch enough defenders?
Screet
I recently tested the Thargoid Carrier OXP...and was a bit frustrated. The ships appeared very often, but only at the W buoy - and if they did launch anything at all, it was a single ship without chance. The carrier itself proved defenseless and all it took was rotating (forward, starboard, aft -> kaboom) for a pretty high bounty.
I guess those ships should launch a whole attack fleet within seconds and at least have some little defense like anti-fighter guns? Is there a version/oxp conflict, or do they really hesitate to launch enough defenders?
Screet
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Thargoid Carrier
Yes, the ship is quite a bug, but Commander McLane has adopted this oxp and is already some time busy to put this carrier in a new oxp. I think it will be great than and very dangerous.Screet wrote:I recently tested the Thargoid Carrier OXP...and was a bit frustrated. The ships appeared very often, but only at the W buoy - and if they did launch anything at all, it was a single ship without chance. The carrier itself proved defenseless and all it took was rotating (forward, starboard, aft -> kaboom) for a pretty high bounty.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Cmd. Cheyd
- ---- E L I T E ----
- Posts: 934
- Joined: Tue Dec 16, 2008 2:52 pm
- Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Bounty of thargoid ships can not be read by script. I already suggested Frame to use the word unknown for thargoid bounty as it is impossible to read a thargoid bounty by script.Cmd. Cheyd Vlos'Olplyn wrote:I ran into a bug with it and the Bounty Scanner OXP.
Technical stuff: The real problem it that what the scrip reads in as bounty is in reality the legal status and not the bounty. For all ships both are the same except with thargoids were the legal status is related to a ships mass. And this mass is big for the carrier!
It is also an oolite bug to call this bounty while it is in reality showing the legal status to the script. Legal status has influence how fast police start to attack it and bounty is what you get as reward.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- 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:
Re: Thargoid Carrier
Too much honour for your humble servant, sir!Eric Walch wrote:Yes, the ship is quite a bug, but Commander McLane has adopted this oxp and is already some time busy to put this carrier in a new oxp. I think it will be great than and very dangerous.Screet wrote:I recently tested the Thargoid Carrier OXP...and was a bit frustrated. The ships appeared very often, but only at the W buoy - and if they did launch anything at all, it was a single ship without chance. The carrier itself proved defenseless and all it took was rotating (forward, starboard, aft -> kaboom) for a pretty high bounty.
Truth is, I did some re-scripting, but not as an adoption. It was rather on behalf of Selezen (the Thargoid Carrier's 'father'). The ball is since in his corner again, as he also wanted to do some new modelling.
As usual with Sel, better don't ask him for a release date.
- Selezen
- ---- E L I T E ----
- Posts: 2530
- Joined: Tue Mar 29, 2005 9:14 am
- Location: Tionisla
- Contact:
Yeah, I know, my after sales service is lacking.
I'm trying to get back into the Oolite modelling frame of mind again, but with the new job and having to relearn VB6 again it's kind of dragged me away from the Oolite coding area...sorry about that.
If anyone wants to take over the OXP then feel free to rescript it. If you need or would like a new carrier model I could work on one if desired!
I'm trying to get back into the Oolite modelling frame of mind again, but with the new job and having to relearn VB6 again it's kind of dragged me away from the Oolite coding area...sorry about that.
If anyone wants to take over the OXP then feel free to rescript it. If you need or would like a new carrier model I could work on one if desired!
- Captain Hesperus
- Grand High Clock-Tower Poobah
- Posts: 2310
- Joined: Tue Sep 19, 2006 1:10 pm
- Location: Anywhere I can sell Trumbles.....
I always liked the old model, but I always thought it just needed weapon systems (thargoid lasers, plasma turrets, maybe the ability to launch Tharglets).
Captain Hesperus
Captain Hesperus
The truth, revealed!!
- 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:
Errmm..., I thought the rescripting part was what I already did?Selezen wrote:If anyone wants to take over the OXP then feel free to rescript it. If you need or would like a new carrier model I could work on one if desired!
Okay, not yet the shipdata. I surely could soup it up with lasers. Turret placements (or to be precise, their correct orientation on the different planes that make the shape of the carrier) however give me a headache. The quaternions just don't do what I want them to do...
- Cmdr Wyvern
- ---- E L I T E ----
- Posts: 1649
- Joined: Tue Apr 11, 2006 1:47 am
- Location: Somewhere in the great starry void
Just mount thargoid lasers on the usual four points, (would Thargs need turrets when their lasers are on gimbal mounts?) and rescript the AI so that it launches Thargoid warships when attacked.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
- 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:
Thargoid lasers can only be mounted at the usual two points (no NPC can have side lasers). But it doesn't matter, as they are turreted anyway.Cmdr Wyvern wrote:Just mount thargoid lasers on the usual four points, (would Thargs need turrets when their lasers are on gimbal mounts?) and rescript the AI so that it launches Thargoid warships when attacked.
And it does launch warships when attacked (I think always has). The only problem being that due to some problems with the scanForThargoid/scanForNonThargoid-routines in previous versions of Oolite they would go after each other instead of the attacker.
But fear not. I've taken it up and am in the process of making the Thargoid Carrier into a vicious fighting machine. So, actually, I take back the first sentence in this paragraph. Fear!
- wackyman465
- ---- E L I T E ----
- Posts: 831
- Joined: Thu Nov 06, 2008 10:15 pm
- Location: Currently hunting you down in an Imperial Courier
- 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:
Yes please if you see the conditions in the script when you become dangerous or elite their appearance ratio near the witchbuoy is annoyingly highCommander McLane wrote:I haven't yet spent much thoughts about how often you would encounter them. I guess, however, that I'm going to make them rarer as they are currently.
And the witchpoint won't be their primary target anymore anyway...
My (rather ironic) personal concern would be that they don't end up like the Terroriser Frigate, which rather than being a challenge to kill just end up being tedious to kill due to how strong they are.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link