Alternate starter ships...

An area for discussing new ideas and additions to Oolite.

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Micha
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Posts: 815
Joined: Tue Sep 02, 2008 2:01 pm
Location: London, UK
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Post by Micha »

If you don't want to edit the shipdata.plist in your main Oolite folder (which gets overwritten the next time you update Oolite), use the "-overrides" plists:

Make an OXP, eg "myOverrides.oxp"
Inside that, make a "Config" folder.
Inside that, add a "shipdata-overrides.plist" and a "shipyard-overrides.plist".

So it should look something like:

Code: Select all

myOverrides.oxp
  |- Config
      |- shipdata-overrides.plist
      |- shipyard-overrides.plist
Inside the "shipdata-overrides.plist" add the following:

Code: Select all

{
	"adder-player" =
	{
		extra_cargo = 3;
	};
}
And inside the "shipyard-overrides.plist" add this:

Code: Select all

{
	"adder-player" = 
	{
		"optional_equipment" =
		(
			"EQ_CARGO_BAY",
			"EQ_ECM",
			"EQ_FUEL_SCOOPS",
			"EQ_ESCAPE_POD",
			"EQ_ENERGY_BOMB",
			"EQ_ENERGY_UNIT",
			"EQ_NAVAL_ENERGY_UNIT",
			"EQ_DOCK_COMP",
			"EQ_WEAPON_PULSE_LASER",
			"EQ_WEAPON_BEAM_LASER",
			"EQ_WEAPON_MINING_LASER",
			"EQ_WEAPON_MILITARY_LASER",
			"EQ_FUEL_INJECTION",
			"EQ_SCANNER_SHOW_MISSILE_TARGET",
			"EQ_MULTI_TARGET",
			"EQ_GAL_DRIVE",
			"EQ_SHIELD_BOOSTER"
		);
	};
}
The glass is twice as big as it needs to be.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Post by Switeck »

I can use that! :lol:

I'll even go further and do some minor ship changes...such as:
1.Give pirates and trader ships slightly higher/different chances of having equipment.
2.Make ai ships closer to player ships in stats. (Especially Cobra 3!)
3.Adders can be pirates.

...I don't yet know what else I might do, but I'm not looking to do game-balance-breaking things.

So far in my preliminary changes, I've done this:
Pirate ships are now slightly more likely to have extra equipment such as ECM and Escape Pods.
All the AI Cobra Mark 3's have a max_flight_speed = 320, max_energy = 250 and energy_recharge_rate = 4.

A typical change looks like this:
--------------------------------
cobramk1 =
{
has_ecm = 0.1;
has_escape_pod = 0.1;
has_fuel_injection = 0.1;
has_scoop = yes;
has_shield_booster = 0.05;
likely_cargo = 4;
};

The Cobra Mark-1 gains:
1.a 10% chance of having an ECM
2.a 10% chance of having an Escape Pod
3.a 100% chance of having a Fuel Scoop (It has a role as miner/scavenger, which MUST have it!)
4.a 5% chance of having a Shield Booster (roughly double shield strength)
5.Will now typically leave behind 4 cargo pods when it dies.

In other words, almost everything gained a low chance (1-10%) of having any equipment that was legal on that ship.

As far as player ship equipment gains:
Adder gained:
"EQ_ADVANCED_COMPASS",
"EQ_CARGO_BAY",
"EQ_PASSENGER_BERTH",
Asp gained:
"EQ_ADVANCED_COMPASS",
Cobra Mark-1 gained:
"EQ_ADVANCED_COMPASS",
Python gained:
"EQ_ADVANCED_COMPASS",
(They don't come with that equipment, but they're allowed to buy it.)

I'm thinking about giving the Fer-de-Lance a Large Cargo Bay to represent removing much of its opulent living area for cargo.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Post by Switeck »

Mod finally released!
Switeck_mod_v0.1 OXP - Slight Economy and ship change
https://bb.oolite.space/viewtopic.php?t=8212
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