Page 19 of 25

Posted: Tue Aug 22, 2006 9:29 am
by Arexack_Heretic
I visited Tianve yesterday... I must say I'd rather go thargoid-hunting. ;)

As for defenceship, I think you can define it in the shipdata.plist.

Posted: Tue Aug 22, 2006 1:14 pm
by LittleBear
Although I agree Oolite should mainly be about space battles, trading, bounty hunting, piracy, missions etc, two of the things that were good about FFE were the variety of planets and stars. It is increadbley easy to add planets as you don't need to spend ages texturing them. Photobucket has a huge variety of shots (space shots and airial photos), that can be used. To do a forest moon, I just typed into the serach "airial forest shots", a bit of editing with paint and resizing was enough to give a moon with a forest surface. The code is just a couple of lines in PlanetInfo and there you go, a new planet. The only hard work is playing about with position to get the moon in a place were it looks natural.

Assassins is mainly about killing, but it is nice to have pretty backdrops. There'd be nothing to stop someone OXPing a Thargoid invasion of Tianve!

I'm much happier with the AIs now I've got the scanforships with role working. I've been replaying the OXP from the start adding planets and fixing the AIs, still on Stage 8 and the Deathburger is stage 18! Think I know how to give it an agressive AI now. I've also worked out how to repopulate space around the burger with Mongose Fighters, using STATUS IN_FLIGHT and shipsfound less than. They'll jump (the burger calling for backup) as well as being launched. How goes the burger?

Posted: Tue Aug 22, 2006 3:21 pm
by Cmdr. Wombat
LittleBear wrote:
There'd be nothing to stop someone OXPing a Thargoid invasion of Tianve!
Working on it. :twisted:




Allright, not at Tianve. Location has been decided, but is not for disclosure.

Posted: Tue Aug 22, 2006 8:47 pm
by Arexack_Heretic
You could use the new and improved thargoid invasion fleet I'm about to post on OosatoO. :D

I pettitioned Giles to have a look at the planet localisation scemes, he promised to make them more flexible.

It will take a while yet.
I'd say his mind is alternatively engaged right now. :)
That with the shayders and being on vacation with the kids and all that. ;)

Posted: Tue Aug 22, 2006 8:55 pm
by Cmdr. Wombat
Arexack_Heretic wrote:
You could use the new and improved thargoid invasion fleet I'm about to post on OosatoO. :D
I may well do that. Thanks! I'm looking forward to testing it out.

A bug squashing we will go! :D

Posted: Wed Aug 23, 2006 9:35 am
by dajt
LittleBear wrote:
Sorry forgot I had you Lave.oxp in!

The new exec overwrites your changes to the planet, but your additions to the description, the Learners, junk liners and moon are still there.
It isn't meant to... It is supposed to check if a texture has been set by an OXP and if so, leave it alone.

When I have some time I'll look at why that didn't happen!

Posted: Wed Aug 23, 2006 9:36 am
by dajt
LittleBear wrote:
Sorry forgot I had you Lave.oxp in!

The new exec overwrites your changes to the planet, but your additions to the description, the Learners, junk liners and moon are still there.
It isn't meant to... It is supposed to check if a texture has been set by an OXP and if so, leave it alone.

When I have some time I'll look at why that didn't happen!

Posted: Wed Aug 23, 2006 12:31 pm
by LittleBear
With your EXE. The addPLANET no longer works properly (they appear but have no texture). However, addMoon works fine so it is not really a problem. I've been adding my moons, planets and gas-gaints in my OXP with addmoon and they look the same running either EXE., so the branch doesn't cause OXP planet builders a headache!

The image you have for Lave fits the description, so I don't think its a major problem. Only niggle is: could you maybe reduce the chance of a mar type planet appearing? It is good to have the variety, but all the mars types look the same, whereas the earth-types are unique to each world.

Posted: Wed Aug 23, 2006 12:47 pm
by drew
I visited Tianve yesterday... I must say I'd rather go thargoid-hunting. :wink:
Tis a pretty primitive OXP, wait till I find a way of putting extreme gravimetric stress and the pulsar 'beam' in there... :wink:
Cmdr. Wombat wrote:
LittleBear wrote:
There'd be nothing to stop someone OXPing a Thargoid invasion of Tianve!
Working on it. :twisted:
Noooo! :lol:

I had a similiar problem with addmoon/addplanet with the new exe. I used addmoon for the pulsar in the end regardless as it didn't look right with an atmosphere...

Cheers,

Drew.

Posted: Wed Aug 23, 2006 3:02 pm
by ovvldc
drew wrote:
I had a similiar problem with addmoon/addplanet with the new exe. I used addmoon for the pulsar in the end regardless as it didn't look right with an atmosphere...
Do we also get an 'AddPluton' in the next version?

Posted: Wed Aug 23, 2006 8:37 pm
by LittleBear
For Mission 6 (hitting a powered down ship). I've done:

An OXP Repair Station orbiting an OXP moon. Nearby are:-

30 powered down Classic Elite ships (being fixed up)!
10 heavily damaged Classic Elite ships limping in to be fixed.
A squad of Mega Kraits (nods to Dark Wheel) patroling the area to protect
the powered down customers.
An addDroid ship that pootles about hailing the player with ads for the station's services. (cribbed Murgh's addroidAI from Lave.OXP!)
Tweaked stationAI to make the Repairstation totally paranoid and lauch defenceships at the drop of a hat. (lauches OXP krait Interceptors).

These features are always present. At the time of the Hit, the victim is also added to the powered down shps (you'll have to find him!).

Guards with killplayerAI are also added (the security forces know what you are to and will hail you to leave the system then attack).

The Guards and the partrol Kraits have police scanClass so can fireing on them will have unpleasent consequeneces.

Easy to use a similar AI for the burger and its defence ships!

Posted: Wed Aug 23, 2006 9:32 pm
by Arexack_Heretic
Oo!

use cyan coloured flashers to simulate welder flashes.
(colourcode=180)
8)

How are you going to make those NPC ships damaged?
flashers? textures?

I dont think it's possible to damage a ship by script...unless you simultaneously spawn a bomb next to them when they are spawned.

ps I'm working on the deathburg again. now that Thargoids are out of my system.

Posted: Wed Aug 23, 2006 10:36 pm
by LittleBear
Well there damaged in the sense of being really slow, no energy, show on your targeting computer as "Damaged :" and limp into the station.

Could make 'em look damaged by pasting some rust or holes onto their textures, but there are already about 10 retextured ships in the OXP and if I start texturing up all the background ships (as well as adding planets moons and stuff) it will never get finished! It has the "feel" of flying through a repair yard. People will have to use their imaginations a bit!

Don't think you'll have much time for sightseeing through, flying through thr yard with a group of Mega Kraits (fitted with the Anti-MASK cloak scanner!!), trailing you trying to find one parked ship amonst 30 to kill!

Can be completed with a q-bomb, but very risky! The system's position means you'll have little fuel left and with so many ships nearby, the cascade is likley to take out the deployer of a q-mine unless his ship is very fast!

I didn't think a Station could be destroyed, but playtseting, the Repair Yard's Dodec has blown a couple of times in the overlapping cascades, depsite having normal station stats and ScanClass STATION!

Posted: Thu Aug 24, 2006 7:12 am
by LittleBear
Had an idea. If Murgh doen't mind, I'd like to use his tugs near the repair station, but give them dockingAI so that there is a group of tugs with broken ships in tow converging on the repair station. It'd look good (and save me trying to texture damaged ships), and it would make sense for the Hognoses in the system to by heading for the repair station.

Posted: Thu Aug 24, 2006 9:02 am
by Arexack_Heretic
That is a good option.

But what stops a person from first going to the sun and scooping a full load of juice?