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Re: [RELEASE] HardShips OXP v0.87
Posted: Tue Nov 11, 2014 7:13 am
by cim
SirArian wrote:I saw a post by cim about doing choices, but I lost it...
[wiki]Scenarios.plist[/wiki] is what you may be thinking of
Re: [RELEASE] HardShips OXP v0.87
Posted: Tue Nov 11, 2014 9:32 am
by V12
In my opinion, Sunracer is better choice - small and fast.
Re: [RELEASE] HardShips OXP v0.87
Posted: Tue Nov 11, 2014 1:38 pm
by Norby
SirArian wrote:getting the Hardships in the startup choices again?
Just select the "Normal Start" and you will see the Hardships menu in the next screen.
Note if you install both Start choices and Hardships, then the last will take over all other starts (like hauler) also. The old fix of this problem is these starts are copied into the Hardships menu. Now the scenarios can solve this using a better way so will be implemented in the next version.
Re: [RELEASE] HardShips OXP v0.87
Posted: Tue Nov 11, 2014 5:32 pm
by SirArian
Thanks for clearing that up! I had Start Choices installed before I installed Hardships, and didn't realize that it would cause problems. You should probably put Start Choices as a conflicting OXP. Or, since it only partly breaks it, just put a note in the description that the start choices part is broken by the Start Choices OXP.
cim wrote:[wiki]Scenarios.plist[/wiki] is what you may be thinking of
I don't know if that's what I saw, but that looks like it would work!
EDIT: One more thing. I always play with trunk, unless I am checking to see if something is a problem in trunk only, or with an OXP. With trunk, the Beam laser damage and heat has been halved, to help to balance the game. That does pose a problem with this OXP though, because now the beam laser only does 6 units of damage, and the hard armor deflects 10, meaning that no matter how long you shoot at a Hardship with a beam laser, you will never do any damage. I'm not sure how you want to deal with it, and you can probably wait till trunk becomes stable, (though you could also do a v0.87.1 for trunk, and leave 0.87 for 1.80,) but I thought I would let you know.
Re: [RELEASE] HardShips OXP v0.88
Posted: Tue Mar 10, 2015 11:03 am
by Norby
HardShips v0.88 is available in the manager:
-Hard Armor made less hard, following reduced laser power in Oolite 1.81.
-Allow selection of extra ships with Start Choices OXP.
-Sholud send less emails with Email System OXP.
Re: [RELEASE] HardShips OXP v0.89
Posted: Sun Nov 20, 2016 2:15 pm
by Norby
V0.89 fix Hard Boa Mk2 to allow fitting Military Shields, thanks to
javirodriguez.
"HARDSHIPS OXP" sometimes creates some ship impossible to destroy
Posted: Sat Dec 03, 2016 7:28 pm
by javirodriguez
Hi!
i've been playing "hardships oxp" for weeks (around twenty hours) and i have also installed "skilled NPC oxp", that makes the game really difficult, but sometimes i've come up against some standard ship which seems to be impossible to kill.
I installed DETECTORS OXP (it also have some minor issue that i will write in another post) in order to test what was happening to ship's energy and i was able to check out that however much i shoot at it, the ship never loses power. it always remain intact/constant.
Much to my regret i had to uninstall "hardships oxp". i've played for hours and there are no longer any "immortal ships".
Things got back to normal.
I would like to know if anyone has come across such a situation and any solution for it.
Sorry again for my bad english.
Thanks!!!!!!!
Re: "HARDSHIPS OXP" sometimes creates some ship impossible to destroy
Posted: Sat Dec 03, 2016 10:29 pm
by Norby
Yes, this is an undocumented fact in current [wiki]HardShips[/wiki]. I simply could not solve it when I tried anno, so I left in as a feature, making the game a bit harder via there are a few ships what you must leave alone. Only the few user of [wiki]Detectors[/wiki] can discover that there is a bug in the background so after more retry I decided to give up the fixing.
This is a competition for anybody who think that has good skills in Oolite js: please try to fix it in hardships.js. If we will have a winner then we will have a solution.
Re: "HARDSHIPS OXP" sometimes creates some ship impossible to destroy
Posted: Sat Dec 03, 2016 10:37 pm
by Cody
javirodriguez wrote:... i have also installed "skilled NPC oxp", that makes the game really difficult
I like that OXP a lot - my eyes light-up when I get a top-rated assassin in an Asp on my six!
javirodriguez wrote:Sorry again for my bad english.
No need to apologise - your English is fine.
Re: [RELEASE] HardShips OXP v0.89
Posted: Sun Dec 04, 2016 9:04 am
by another_commander
javirodriguez's bug report and subsequent posts moved to the relevant Hardships.oxp thread.
Re: [RELEASE] HardShips OXP v0.89
Posted: Tue Apr 04, 2017 1:36 am
by cag
Hi, I need your advice again, this time for a test for detecting drones from HardShips OXP
In Telescope, you're using
Code: Select all
( entity.isPiloted || entity.forwardWeapon )
but I just discovered that navigation buoys also pass that test! It has:
Code: Select all
forwardWeapon: [EquipmentInfo EQ_WEAPON_NONE "Remove Laser"],
That's why, when near a station, the navigation buoy is listed near the top of Telescope list, an excellent feature IMO
I think the buoys should stay where they are on the list (I'm aiming to get have no outward changes in behavior)
but I could use a better test for drones. Thanks
Re: [RELEASE] HardShips OXP v0.89
Posted: Tue Apr 04, 2017 9:18 am
by Norby
When I wrote HardShips the remove laser "weapon" was not in the game, it is added later. For a better test I do no know another general way but you can check against all used dataKeys or roles.
Re: [RELEASE] HardShips OXP v0.89
Posted: Wed Apr 05, 2017 12:06 am
by cag
Ah, the joys of coding in a fluid environment!
I think I'll stick w/ testing for 'drone' in dataKey; dataKey's don't change as often as role's can
Re: [RELEASE] HardShips OXP v0.89
Posted: Sun Jun 27, 2021 5:17 pm
by Josef
Hi everybody,
here I got the information
http://wiki.alioth.net/index.php/Sniper ... _Equipment
that there is an equipment called 'Sapper Nullifier'. It shall be possible to buy at stations with TL 15.
Does anybody know the price?
Re: [RELEASE] HardShips OXP v0.89
Posted: Sun Jun 27, 2021 6:41 pm
by Cholmondely
Josef wrote: ↑Sun Jun 27, 2021 5:17 pm
Cost 300000 deci-credits (divide by 10 to get credits)
Tech Level 14 (available on 15+)
Not too sure that the last is supposed to mean, I'm afraid!