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Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 2:34 pm
by Smivs
Well, I don't know!
There are a few issues with the pylon-mounted equipment remover (which is why its use is not recommended), or is that just another market-skewing Constore issue?
Either way, I'd grab the money and run
Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 3:10 pm
by spara
Smivs wrote:
Well, I don't know!
There are a few issues with the pylon-mounted equipment remover (which is why its use is not recommended), or is that just another market-skewing Constore issue?
I thought that too and started a virgin Jameson and made quite a bit money by selling all missiles at the main station. I don't have the actual Pylon-mounted equipment remover oxp installed, so this one is coming from this oxp. As a side note, I've been heavily testing rescue stations oxp and it's interaction with other oxps (~150 oxps installed), so it's totally possible that there is some other oxp interfering here. I'll take a closer look and report back later.
Smivs wrote:Either way, I'd grab the money and run
Sure did.
Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 3:43 pm
by Smivs
spara wrote:I don't have the actual Pylon-mounted equipment remover oxp installed, so this one is coming from this oxp.
Xeptatl does have a pylon equipment remover, but among other things it can cause CTDs which ain't great. Okti thinks the problem lies in the core game somewhere so we can't fix it. I wondered if you were using it and it was being weird.
Smivs wrote:Either way, I'd grab the money and run
spara wrote:Sure did.
Good!
Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 4:40 pm
by spara
All right. I'm using version 1.77.1 of Oolite and version 2.0 of Xeptatl's Sword. No other oxp's are installed. I start a new game and go to the equipment shop. There is a Sell Pylon Base Equipment (for 10 credits) there and when I select it, I get to sell missiles for 300 credits each. Quite a bargain, me thinks
. The best part is naturally that I can buy new missiles for 30 cr each and then sell them back for 290.
Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 4:45 pm
by Cody
Pylon kit remover? <suffers a flashback>
Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 5:12 pm
by Smivs
Cody wrote:Pylon kit remover? <suffers a flashback>
Yep, that sent a shudder down my spine as well
@spara
It's not working as I said although this is a new problem to me. TBH the only reason we left it in was to help people out of a scrape if they really needed to empty a pylon or two for the mission. The fact is if the player is paying attention to mission screens etc they shouldn't need to use it at all.
Maybe it should just be disabled/removed anyway. Maybe next release...
Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 5:17 pm
by cim
Smivs wrote:spara wrote:I don't have the actual Pylon-mounted equipment remover oxp installed, so this one is coming from this oxp.
Xeptatl does have a pylon equipment remover, but among other things it can cause CTDs which ain't great. Okti thinks the problem lies in the core game somewhere so we can't fix it.
We fixed that bug in the 1.76.1 release.
If you want compatibility with earlier Oolite versions, there are ways to remove pylon equipment that won't cause that version to crash: Rescue Stations and Feudal States both have examples. (Essentially: note what's currently on the pylons, award the "EQ_MISSILE_REMOVAL" equipment to clear them, then re-award everything you didn't want to remove)
spara wrote:I get to sell missiles for 300 credits each.
Looks like someone thought the "price" variable in
equipment.plist
was in credits rather than decicredits.
Re: Xeptatl's Sword OXP
Posted: Wed Jan 22, 2014 6:12 pm
by Smivs
cim wrote:Smivs wrote:Xeptatl does have a pylon equipment remover, but among other things it can cause CTDs which ain't great. Okti thinks the problem lies in the core game somewhere so we can't fix it.
We fixed that bug in the 1.76.1 release.
Ah, OK. I must have missed that bit! Thank you
Re: Xeptatl's Sword OXP
Posted: Sat Feb 01, 2014 8:23 pm
by Smivs
v2.2 is now available.
Following my 'Accessories' update, this adds improved dock graphics to the HQ and interstellar stations with tailored docking-tunnel effects incorporated for BGS users.
Download link in first post.
Re: [UPDATE RELEASE] Xeptatl's Sword OXP
Posted: Tue Feb 11, 2014 8:13 am
by onno256
Grabbed the update, currently playing it, thanx!
Re: [UPDATE RELEASE] Xeptatl's Sword OXP
Posted: Thu Apr 03, 2014 8:20 pm
by Eldon
Got a fix for the pylon based equpment remover prices.
In XeptatlsSword-Main-Remover.js add a *0.1 just after price on lines 29, 34, 39, 44, 49 54, 59, 64, 69, 74, 79, 84, 89, 94, 99, 104 so they look like
Code: Select all
(this.misArr[i].techLevel +1) + " Price = " + this.misArr[i].price*0.1;
That sorts out the displayed prices.
Then add a *0.1after price on line 247 to get
Code: Select all
player.credits += this.misArr[0].price*0.1;
Then copy this line into the next 15 cases (you got paid 10x too much for the missile in slot 1 and nothing for any others)
Re: [UPDATE RELEASE] Xeptatl's Sword OXP
Posted: Thu Apr 03, 2014 9:50 pm
by Cody
Eldon wrote:... the pylon based equipment remover...
<eye-lid starts to twitch>
Re: [UPDATE RELEASE] Xeptatl's Sword OXP
Posted: Fri Apr 04, 2014 6:58 am
by Smivs
Cody wrote:Eldon wrote:... the pylon based equipment remover...
<eye-lid starts to twitch>
Ha, I'm still convulsing several hours on.
Thanks, Eldon. That is Okti's work, and sadly he is still MIA, but I'll have a poke around in the code and see if I can work out what's going on/fix it.
Re: [UPDATE RELEASE] Xeptatl's Sword OXP
Posted: Sat Jun 07, 2014 1:42 pm
by Smivs
v2.3 now available.
Corrected typo in main script and corrected version numbers in all scripts - mainly a tidying-up exercise but it is probably worth updating your version if you are working through the mission.
Re: [UPDATE RELEASE] Xeptatl's Sword OXP
Posted: Sun Apr 03, 2016 6:39 pm
by Travis
Xeptatl's Sword has not been tested with Oolite v1.80. No problems have been reported but some of the code is now out of date, and changes to the core game may affect the mission in unforseen ways. Please report any problems on the Oolite Forum
So I've recently started this mission (in Oolite v 1.82) and I've pretty much fallen at the first hurdle :/ I keep getting stuck during the Galaxy 2 wormhole run - I've tried following the advice on the XS help page - but it doesn't seem to have worked.
Gur Gunetbvqf jvyy pnhfr lbh gb zvfwhzc, yrnivat lbh jvgubhg shry va jvgpufcnpr. Uryc jvyy pbzr, fb qrny jvgu gur Gunetbvqf naq njnvg erfphr. N Krcgngy Fbpvrgl ntrag jvyy pbzr ybbxvat sbe lbh. QB ABG hfr nal 'Rkgen Shry' BKCf gb rfpncr sebz vagrefgryyne fcnpr!
Fb urer V nz, fghpx va jvgpufcnpr. Naq V'ir orra urer sbe fbzr gvzr abj. Ubj ybat fubhyq V jnvg? Jbeevrq gung Wnzrfba jvyy fgneir ol gur gvzr n Krcgngy ntrag trgf urer. Pna'g gryy vs gur BKC vf oebxra be vs V unir gb or ernyyl cngvrag ...
Here am I, floating round my tin can, far above the moon. Planet Earth is blue, and there's nothing I can do