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Posted: Wed May 20, 2009 1:38 am
by Master Bates
Screet wrote:Thargoid wrote:Does anyone have a good way of erasing memory so that we could make Thargoid forget to learn that?
Allow me to introduce you to my little friend, the super-advanced Mark Five 'Blunt Object' Halfbrick.
Anyway, this looks kickass, Tharg. Downloading now.
Posted: Wed May 20, 2009 9:01 am
by Screet
Master Bates wrote:Allow me to introduce you to my little friend, the super-advanced Mark Five 'Blunt Object' Halfbrick.
I'm afraid that this could also lead to prevention of further developments. I've met a couple of women in the past who were really good at this...but I never understood how they did it to me. All I can remember of those occasions is that we've been having a great, extended talk and their eyes, thus that approach looks more healthful
Thargoid, don't you dare to stop expanding oolite with similar great oxp's! We're addicted and each new great oxp helps us to happily stay with that addiction!!!
Screet
...
Posted: Wed May 20, 2009 9:17 am
by Lestradae
Screet wrote:Thargoid, don't you dare to stop expanding oolite with similar great oxp's! We're addicted and each new great oxp helps us to happily stay with that addiction!!!
I second that.
And he's not capable of stopping anyways
Re: ...
Posted: Wed May 20, 2009 3:07 pm
by goran
Lestradae wrote:Screet wrote:Thargoid, don't you dare to stop expanding oolite with similar great oxp's! We're addicted and each new great oxp helps us to happily stay with that addiction!!!
I second that.
And he's not capable of stopping anyways
Third.
They removed breaking glands instead of fear ones i his case?
Posted: Thu May 21, 2009 12:58 pm
by pagroove
In support of this OXP.
The Hammerhead
HammerHead at Estusti (G1)
OXP's Used:
Famous Planets 2.0.
Aquatics 2.01:
Idea, Model and Execution by Thargoid
Shaders and Lights by Griff
Texture by me
Posted: Thu May 21, 2009 1:59 pm
by Thargoid
Like I said my shaderless lightless pic doesn't do the HammerHead it's true justice
And that way you get something nice to look at when it arrives at the station and you end up in a traffic jam of cargo sleds
Posted: Thu May 28, 2009 4:56 pm
by Thargoid
OK, having now had time to catch (I hope) all of the little bugs, plus tidy up and streamline the scripting it's time for a little update again.
I've also added a little coding to give some work from the R&D department, so that the equipment (yes there is equipment too in the OXP) reaches maturity and gets released into the world after a while.
So without further ado, the links:
Full download of v2.02 of Aquatics.
Patching file for updating 2.0x to 2.02.
Enjoy...
Posted: Thu May 28, 2009 6:18 pm
by Nemoricus
Oh, how I love variety in this game. Your OXP adds on to that nicely.
I wonder what the equipment is. I must find out.
Posted: Thu May 28, 2009 6:44 pm
by Thargoid
Listen to what Mr Vilch has to say, especially when he's happy...
Posted: Tue Jun 16, 2009 10:20 pm
by Screet
I don't know if this is a bug or a feature, however, I did not expect the weapons platforms from Aquatics to be jump capable.
I just had another mission to destroy a thargoid hive in witchspace...and a Leviathan platform did jump in to fight the bugs!
Screet
Posted: Wed Jun 17, 2009 5:16 am
by Thargoid
It's a (low chance) feature. They aren't stationary, and can be dropped off by the navy in witchspace occasionally for some juicy battling.
Posted: Sun Jun 21, 2009 10:35 am
by Nemoricus
I just ran across one of those Witchspace Leviathans. I noticed that it kept shooting at inactive Tharglets. I don't think that it should.
Posted: Sun Jun 21, 2009 3:14 pm
by Star Gazer
Maybe the crew get bonuses for destroying them!
Posted: Sun Jun 21, 2009 3:17 pm
by Nemoricus
You know, they actually might, given that Thargoid Robot Fighters have a bounty. No problem then, carry on.
Posted: Sun Jun 21, 2009 8:33 pm
by Eric Walch
Nemoricus wrote:I just ran across one of those Witchspace Leviathans. I noticed that it kept shooting at inactive Tharglets. I don't think that it should.
Its an Oolite bug. I noticed it long ago with the Behemoth.oxp were the same thing sometimes happened. I even added extra code in to prevent this. Its just now that I realise it's a bug.
What happens: When a targlet deactivates it send to all ships that are targeting it a "TARGET_LOST" message. This works well in most cases, but once in a while there is a scanning ship that found a targlet but has not yet targeted it. Than the targlet deactivates and only than the found target is set as target.
Probably no easy way to fix this and it is cosmetic only. At least it's not aquatics fault.