Page 2 of 5
Re: [RELEASE] WonderWorm
Posted: Sat Dec 10, 2011 6:20 pm
by snork
How is this uber ?
I mean all them enhancements are nicely compensated for - the WonderWorm having only 2 laser fittings.
And it is expensive!
Re: [RELEASE] WonderWorm
Posted: Sat Dec 10, 2011 6:24 pm
by Wildeblood
Cmdr Wyvern wrote:Very funny, in a painfully obvious over-the-top sort of way. But, a painfully obvious over-the-top ship has been done once before. Anyone remember the "uber mark leet"?
Yep. I liked it. But the OXP had an over-enthusiastic spawn script that put three into every system. That was too many. Once I managed to kill two of them. The ship itself is quite cool, I think. Take the script out and let it appear randomly among the other pirates and it's... um... quite cool, I think. I don't consider it "over-the-top". The Ubership (the Mark 1337 was the player flyable version) didn't have any turrets or other silliness, just mil lasers and 32 missiles.
Re: [RELEASE] WonderWorm
Posted: Sat Dec 10, 2011 6:33 pm
by Cmdr Wyvern
Back when Oolite was version 1.65, the "Mark Leet" was over-the-top, the Supercobra was simply uber, and the Rattle Cutter was a fearsome menace you ran from while dodging a lot. Things have evened out, sort-of, since then, and those old meanies are meeting their matches.
Re: [RELEASE] WonderWorm
Posted: Sat Dec 10, 2011 6:34 pm
by Smivs
Wildeblood,
somehow you must have downloaded a test version I distributed to the team! It was still in the OXP downloads folder on Smivsonline. The release version only adds NPCs very rarely as pirates.
I have removed both versions and have re-uploaded the release version now.
Check your downloads folks. The release version is called WonderWormV1.0.oxp. If you have WonderWorm.oxp, you have the test version. It's fun, but not the one you should have.
Sorry for the confusion.
Edit :- Mis-understanding! See below. Nothing to see here folks. This is not the cock-up you are looking for. Please move along.
Re: [RELEASE] WonderWorm
Posted: Sat Dec 10, 2011 7:44 pm
by Wildeblood
Smivs wrote:Wildeblood,
somehow you must have downloaded a test version I distributed to the team! It was still in the OXP downloads folder on Smivsonline. The release version only adds NPCs very rarely as pirates.
Read it again, slowly, Cmdr Smivs; we were talking about the Uber ship / Mark 1337. Here, have a smilie -->
and a winkie -->
and a shockie -->
Okay, I've just checked it, Cmdr Wyvern, so I'll correct myself: the NPC version was called the HAXOR (how did I forget that) & the player version was the Mk. 1337. The Uber HAXOR, in fact only had a maximum of nine missiles and one mil laser. Quite tame really. It did look great, though, with all those flashers. And it had a cargo of 69 narcotics.
Re: [RELEASE] WonderWorm
Posted: Sat Dec 10, 2011 7:54 pm
by Smivs
Ah, the good old crossed wires!
I did find it a bit odd (and impressive!) that you'd managed to kill two of them!
Anyway, if nothing else at least it made me clear out my downloads folder, so thanks for prompting me to do that at least.
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 2:58 pm
by Okti
Proposed weapon for WonderWorm.
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 3:00 pm
by Cmdr. Maegil
Fitting...
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 3:08 pm
by Smivs
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 4:23 pm
by Fatleaf
I wonder if those super uber lasers heat up!!!
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 4:37 pm
by Okti
Fatleaf wrote:I wonder if those super uber lasers heat up!!!
Not for WonderWorm
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 4:43 pm
by Cmdr Wyvern
Okti wrote:Proposed weapon for WonderWorm.
I feel the love! It's very gay, and extremely painful...
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 5:17 pm
by Eric Walch
Smivs wrote:I did find it a bit odd (and impressive!) that you'd managed to kill two of them!
I just managed to kill three of them. The trick: pull the power cord from your computer out of the wall socket and the worms are dead.
(And the player also)
Currently this was the only solution I found.
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 5:58 pm
by CommonSenseOTB
Okti wrote:Proposed weapon for WonderWorm.
Check your fire BraveHeart. You nearly took out Care-a-lot and all the Care Bears with it.
Eric Walch wrote:Smivs wrote:I did find it a bit odd (and impressive!) that you'd managed to kill two of them!
I just managed to kill three of them. The trick: pull the power cord from your computer out of the wall socket and the worms are dead.
(And the player also)
Currently this was the only solution I found.
De-worming pills?
Re: [RELEASE] WonderWorm
Posted: Sun Dec 11, 2011 6:03 pm
by Cmdr Wyvern
CommonSenseOTB wrote:
Check your fire BraveHeart. You nearly took out Care-a-lot and all the Care Bears with it.
If such a fearsomly gay weapon was turned upon Smurfs, or Teletubbies, the Ooniverse would not weep.