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Re: Some things
Posted: Wed Oct 10, 2007 7:36 am
by Commander McLane
Dr. Nil wrote:Wolfspirit wrote:Ore Processor (and i think that more than just 1 KG of gold or Plat should come from 1 ton splinters) Also after literally days of mining i have yet to get any gemstones)
Greetings Wolfspirit
I also wanted the Ore Processor to take up cargo space, but there's no such option when making equipment. Instead I decided against making it able of extracting multiple kilos of gold and platinum to balance things out.
Ah, yes. I knew there was something I forgot to reply to:
Actually I think 1 kilo out of 1 ton is a pretty good ratio for mining. Ask the big goldmines in South Africa or wherever. They are far, far away from extracting anything near 1 kilo out of 1 ton of rock!
Posted: Wed Oct 10, 2007 12:37 pm
by Star Gazer
yes, less than a hundredth of that on really rich ore!! ...and platinum will be MUCH worse - 1mg per tonne would be good going!!
Posted: Sat Oct 13, 2007 8:25 pm
by Dr. Nil
Arexack_Heretic wrote:isn't it 'gem-stones'?
edit: Gem-stones is the name you can use to 'awardCargo:'
Code: Select all
<string>consoleMessage3s: [local_gems] grammes [special-gems]s</string>
<string>awardCargo: [local_gems] Gem-stones</string>
Or are you referring to the cargo_type?
Code: Select all
<key>cargo_type</key>
<string>CARGO_CARRIED</string>
<key>cargo_carried</key>
<string>20 Gem-stones</string>
Had a version that used Gem-stones without working (I think it awarded food instead or something). I don't really have time for any serious playtesting, so the Oreprocessor will not be updated in the near future.
Posted: Mon Oct 15, 2007 11:05 am
by Arexack_Heretic
The above two versions work for me under 1.69.1,
I tested them explicidly two weeks ago.
(the gem-stone specific pods in wrex were erroneous and not working, giving random cargo. I hadn't noticed before as I also had identical pods carrying randomcargo)
Not sure whether the improved code is already uploaded to the wiki.
Posted: Mon Oct 15, 2007 7:36 pm
by Wolfspirit
im using v1.65 from the wiki site i guess im behind the times
Posted: Mon Oct 15, 2007 11:29 pm
by Arexack_Heretic
Not really wolfie,
v1.65 is the most stable version on most systems (some like it v1.68 ),
v1.69.1 is still very experimental and has lots of bugs, so don't upgrade untill Ahruman says so. (v1.7 or so)
For shader support you are going to need v1.68+ (but lots of changes in the shadercode since then, so it may no longer support the modern-shader system)
Posted: Tue Oct 16, 2007 12:13 pm
by Dr. Nil
Arexack_Heretic wrote:The above two versions work for me under 1.69.1,
I tested them explicidly two weeks ago.
Ok. Thanks
I'll look into it when I make an update of the OP.
Posted: Thu Oct 18, 2007 12:42 pm
by Arexack_Heretic
check the latest cargo_wrex version...
I believe I even forgot to take out the test-pod with gems inside.
Posted: Thu Oct 18, 2007 7:37 pm
by Wolfspirit
version 1.3?
Posted: Thu Oct 18, 2007 7:51 pm
by Wolfspirit
Ultimate Elite (Oolite)(IMHO)
Now first off i dont want improved graphics ect(well not super high detail stuff anyway) even though my system is geared for playing hi rez games like SWG WOW and the like, I dont want the base combat system to change into something more complicated (well some improvements)
Things id like to see Oolite to evolve into or be added:
Random mission generator: combination UPS missions random bounties and millitary missions ect
UPS and millitary missions should continue the same way although they should be more common
Bounties: a random list of bounties available in system and galactic wide, these bounties could be marked in a special way by having thier ships "tagged" specially such as Villan or wanted
Multiple Planets per system:
anywhere from 1 to 10 planets (possibly multiple stations as well)
Planet fall:
Id like to be able to land on planets and do some hunting and mining ect. maybe collect furs and pelts ect or set up a mining rig
Greater diversity in Commerce:
Id Like to see more diverse cargo for trade:
a few examples are:
Construction Materials
Copper
Silver
Ship parts(can be trated for repairs at stations to build up repair credit maybe?)
Rare Gem Stones
Weapons grade Gem stones (some of the most powerful lasers we have are using diamonds and rubies as focusing lenses)
Along with this id like to see greater fluxuations in prices.(perhaps a sub routine can be written in the commerse portion that can create a "demand for certain goods or a surplus" due to bad planetary weather or a rich harvest ect ect)
Also a 127 unit limit OUCH!!!!!!!!!! sometimes ill gather more than that in gems gold and platinum in 1 battle with pirates so that needs to be increased
Cargo Containers ( i love the different containers thanks for that cargo and wrecks OXP) but id like for each type of cargo to have its own style of container. You dont see meats packed the same way as you see plumbing supplies.(trust me i work in warehousing)not even the long distance cargo ship containers are different.
Salvage: id like to see more than just alloys drift away from blown up ships. parts would be great and this would take care of everyone wanting to salvage the entire ship.(just flying along on my trade run trying to make enough money so i can get those docking computers i so desperately need! so i can start working on my injectors and ECM system! and lo and behold theres a galcorp viper ripping apart a fugitive in a cobra mkIII so i jump in to help out (being the law abiding citizen i am armed with my trusty beam laser)not to mention im hoping to get that kill shot in for the bounty) BOOM up goes the cobra and i get to scoop up the few containers of cargo and the ship pieces and WOW i get a working ECM out of the deal too ready for install once i dock!
Stations: Id like to be able to actually walk around the station go to the trade market the ship yard ect perhaps some simple overhead graphics like in the style of command and conquer star craft ect.
Casino's:id like to see some more games at the Hoopy's im sure there are some free slot games n stuff on the net you could download and convert into the Hoopy OXP.
Equipment: i know i put some of this in the original post but some things werent explained i guess and cargo space for equipment was one of them using a real simple picture here
( frnt/pilot[******cargo hold******]Engines ) thats your base ship everything in the ship has its own space now when you start adding things that are big say like witch drive injectors which require more room because although they probably arent that big they still require space say like taking your standard 2 barrel carberator off your engine and adding a fully blown 4 barrel with turbo thats alot of equipment to put in the same space as that 2 barrel you just took off so you usually end up cutting holes in the hood of your car to accomidate this new gear. but thats kinda hard to do in a space ship so you have to take that extra room from some where hence using cargo space now im not saying that every piece of equipment will or should take 1 full ton or more but like the injectors should take say like 0.20 tons. so you end up with this ( frnt/pilot[***cargo hold***]WDI/Engines ) hope this makes sense to you all.
I would also like to see different grades of equipment so it will allow greater diversity in ships because most pirates arent going to have top of the line stuff in thier stolen and salvaged ships (some might though)
Engines:Different grades of Engines ex. your basic cobramk 3 that a newbie gets gives you a base speed of 0.350 LS now say there were 5 classes of engines class 1 Engines in a cobra MkIII gives a base speed of 0.350 class 2 is 0.365 class 3 is 0.380 and so on. I would love to get one of my Commanders Anaconda up to a whopping 0.250 LS!!!!!!!
Witch Drive Injectors: hmmmm maybe 2 types the standards now could be like supers since they out run missiles and have a new standard which uses less fuel but puts the ship at about 0.001 LS faster than a missile for those commanders that want to try thier hands as shooting missiles down? and call the ones that are in use now Turbo WDI's?
ECM: i think the current ECM system is great and i dont want one that is going to destroy ECM hardened missiles automatically. But how about multi-Pulse ECM so you hit your ECM and its goes PULSE...1...2...3...PULSE...1...2...3...PULSE!!! this would go along the same guides as the standard ECM i.e. same chances as the standard ECM against ECM hardened missiles and the same energy drain for each triggering of the ECM so youd deffinately have to make sure youve got plenty of energy banks!
Laser Cooling Equipment: Now i know that this is a topic of some controversy and i suggested it earlier in my first post in this thread but bare with me: 1st Alloy Cooling fins: special fins fitted to the laser increasing the overall standard cooling of your laser by %05. Liquid Laser cooling system: Chambers and tubes of super cool liquids fitted to the laser to provide rapid cooling of the weapon giving an increased cooling rate of %12. Since both these systems are external thay cant be used together so you get either %5 or %12 not a combined %17 and they should be EXSPENSIVE say 5000cr for the fins and 25000cr for the liquid system. this wouldnt give either NPC pirates or the players too much of an advantage but it will IMO make the game more interesting.
Extra Energy cells(banks): I think you should be able to add extra Energy banks to your ship (yes im a cargo space hog) at the cost of sacrificing some cargo space. so basically a player will be able to slowly take is standard Cobra MkIII and get it to the level of a super cobra. Now these arent the same as the Energy Units which i believe are the generators.
Chaff and flare System: for those PESKY ECM Hardened missiles that JUST WONT DIE!
This is a question is the advanced space compass ever going to work for v1.65?
Posted: Thu Oct 18, 2007 8:03 pm
by Wolfspirit
HMMMMMMMMMM i was perusing the HANG OUT threads and an Idea came to me how about this for a comprimise for an Online version (Until it can be done) how about a special station OXP that when you dock to it it connects you to a IRC chat or something similar?
Posted: Thu Oct 18, 2007 8:05 pm
by Arexack_Heretic
@ECM: yeah I know what you mean with those hard'eds, supposedly they should fail sometimes if ECMed.
ECM already feels like a pulse, imo the pulse is generated while the energybanks are being drained.
Those random missions have been seen last on Raxxla.
I can only say: we are dreaming about it.
Various grades of equipment improvements should be available with the evolving javascript controll over stuff.
Giles even proclamed this idea feasabe just before he buggered off.
So...a bit of patience and when the bugs have been fumigated from v1.7, time should bring these interesting luxuries back to the devs's mind.
Posted: Thu Oct 18, 2007 10:01 pm
by LittleBear
You can move about one station (in a FF style adventure) with Assassins and many systems gain moons, planets and gas giants. This OXP gives you the option of joining the Assassins Guild and being paid for killing particular "Marks". So you might be asked to take out a sports team who failed to throw a game, a witness about to give evidence against a triad boss, a trader who failed to pay his protection money to the mafia etc.
If you play with all the OXPs installed there are currently over 100 missions out there to keep you busy. Check the Wiki Missions page.
You can grab assassins from the link on my sig. <end shamless plug>!
Posted: Thu Oct 18, 2007 10:17 pm
by Arexack_Heretic
still.
The random pirate 'characters' could be a fun way of adding a bountyhunting mission to random systems.
generated at entering a system (saved in mission-vars?)
displayed at the planetinfo-screen:
BOUNTIES:
characters in-system:
[randomname] [bounty]
[randomname] [bounty]
[randomname] [bounty]
addShips with pilots at launch/systemcreation.
I'm not going into details, but I fear that really random missions like this need some hard-code. (like transport missions)
If done by OXP, it will probably again come down to scripted specific pilots in specific systems.
Posted: Thu Oct 18, 2007 10:31 pm
by LittleBear
When I first started assassins, that was my first idea. The problem was needing to record the death of each ship with death_actions. So ended up writing a story for the OXP. On the other hand this does give a bit of depth to killing peeps and means that killing pepople can have consequences!
Each "Mark" needed a death_actions to record the fact that it had been killed so I did all the Marks in assassins as hand-coded piolts. It might be possible with variables though to create a truley random assinations board. Will have a think about this!