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Re: [UPDATED RELEASE] Furball 1.5
Posted: Wed Jan 25, 2012 5:19 pm
by m4r35n357
snork wrote:hej,
all of the d/l links on the wiki other than for Caracal's version 1.0.1 (for Oolite 1.74.1) are dead.
So, is there anything wrong with that version 1.0.1 combined with Oolite 1.76 ?
If so, would someone have an alternative d/l link for a Oolite 1.76 compatible version, please ?
It's almost too long to remember but I think I only started playing with it after it went incompatible, I think it was just a static call issue. If you want to I should be able to help you get it working, but you're better off with my version, honest
Re: [UPDATED RELEASE] Furball 1.5
Posted: Wed Jan 25, 2012 5:20 pm
by m4r35n357
Eric Walch wrote:Updated the wiki page now with the correct link.
Thanks Eric.
Re: [UPDATED RELEASE] Furball 1.5
Posted: Wed Jan 25, 2012 5:30 pm
by Cody
m4r35n357 wrote:you're better off with my version, honest
Definitely!
Re: [UPDATED RELEASE] Furball 1.5
Posted: Wed Jan 25, 2012 5:40 pm
by m4r35n357
Why thank you kind sir! So can I take it critical messages are unlikely to appear?
Re: [UPDATED RELEASE] Furball 1.5
Posted: Wed Jan 25, 2012 5:44 pm
by Cody
m4r35n357 wrote:So can I take it critical messages are unlikely to appear?
I'd only suggest that the default frequency overall could be lowered. I'll get around to re-tweaking my copy sometime soon.
Re: [UPDATED RELEASE] Furball 1.5
Posted: Wed Jan 25, 2012 6:15 pm
by m4r35n357
El Viejo wrote:m4r35n357 wrote:So can I take it critical messages are unlikely to appear?
I'd only suggest that the default frequency overall could be lowered. I'll get around to re-tweaking my copy sometime soon.
Well the next version is already OXPConfig enabled, so I'll bear that in mind . . . but the main script is designed to make tuning relatively easy so we shall see.
Re: [UPDATED RELEASE] Furball 1.5
Posted: Wed Jan 25, 2012 7:41 pm
by snork
Thanks
I only read about this oxp today, and it sounds fun.
Re: [UPDATED RELEASE] Furball 1.6
Posted: Wed Apr 25, 2012 5:05 pm
by m4r35n357
New version 1.6, see first post
Re: [UPDATED RELEASE] Furball 1.6
Posted: Wed Jun 20, 2012 3:38 pm
by Tricky
Lauched out of Lave the other day to be told that not only was there a Furball but the System Platfom near the station had been taken over. I also have the Lave OXP installed so you can imagine the clutter and carnage that was taking place.
Re: [UPDATED RELEASE] Furball 1.5
Posted: Thu Jun 21, 2012 9:30 pm
by Colonel Wasabi
snork wrote:Thanks
I only read about this oxp today, and it sounds fun.
Have had this OXP installed for a few weeks too.....and it is indeed great fun....
Thanks from me too.
Re: [UPDATED RELEASE] Furball 1.6
Posted: Fri Jun 22, 2012 6:33 pm
by Geraldine
This OXP is as mad as a bag of cats! Let the fur fly! \O/
Re: [UPDATED RELEASE] Furball 1.5
Posted: Tue Oct 16, 2012 5:35 pm
by CaptSolo
El Viejo wrote:I'd only suggest that the default frequency overall could be lowered. I'll get around to re-tweaking my copy sometime soon.
Re-installed this yesterday. I found furballs were occurring more often than I prefer, so I took the liberty of editing the script.js file. Excellent OXP though, and just the kind of thing which enhances the experience. The only brawler I don't like to see is the Imperial Courier which I gave three forward military lasers. What's more, they are not breakable.
Re: [UPDATED RELEASE] Furball 1.6
Posted: Tue Oct 16, 2012 6:33 pm
by Tricky
Griff's alternative Boa's are interesting to see in a brawl (from a distance)
Re: [UPDATED RELEASE] Furball 1.6
Posted: Tue Oct 16, 2012 6:42 pm
by Cody
This is what you
don't want to see in a furball (from the original OXP by Caracal).
Re: [UPDATED RELEASE] Furball 1.6
Posted: Tue Oct 16, 2012 7:28 pm
by CaptSolo
Good thing I don't have GalNavy installed any more.