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Re: [UPDATED RELEASE] Furball 1.5

Posted: Wed Oct 17, 2012 7:47 pm
by m4r35n357
CaptSolo wrote:
El Viejo wrote:
The only brawler I don't like to see is the Imperial Courier which I gave three forward military lasers. What's more, they are not breakable.
Hehe yer gets what yer has installed ;)
Chances are he'll get distracted if you stay out of his way for long enough . . .

Re: [UPDATED RELEASE] Furball 1.6

Posted: Wed Oct 17, 2012 7:55 pm
by Cody
Que... I never said that! <chuckles>

Re: [UPDATED RELEASE] Furball 1.6

Posted: Wed Oct 17, 2012 8:03 pm
by m4r35n357
El Viejo wrote:
Que... I never said that! <chuckles>
Oopsie! Note to self: don't attempt anything intelligent whilst knackered ;)

Re: [UPDATED RELEASE] Furball 1.6

Posted: Wed Oct 17, 2012 9:36 pm
by CaptSolo
"Shiver me timbers!" That is what I think when I spot the IC launching from the station directly behind me... And notice the scanner crowded with a bunch of scrappy brawlers and nervous traders. I did find I can leave the fray untouched, if I so choose. Problem is I don't usually so choose. Great fun, this!

Re: [UPDATED RELEASE] Furball 1.8

Posted: Wed Feb 13, 2013 8:44 pm
by m4r35n357
Bump for maketing purposes. Have Fun!

Re: [UPDATED RELEASE] Furball 1.8

Posted: Thu Feb 14, 2013 8:03 am
by another_commander
m4r35n357 wrote:
Bump for maketing purposes. Have Fun!
I don't think this is a good idea. If everyone starts bumping posts just for increasing their download stats, we will end up with a bunch of threads with new posts but without any new information in. This decreases the signal/noise ratio in the forum and makes the threads actually discussing something get lost in the above mentioned noise. I would appreciate it greatly if this did not become standard practice.

Re: [UPDATED RELEASE] Furball 1.8

Posted: Thu Feb 14, 2013 8:55 am
by Rorschachhamster
There is a new version up, and I do appreciate this. :D

But m4r35n357 should propably mention this in his new comment.... :wink:

Re: [UPDATED RELEASE] Furball 1.8

Posted: Thu Feb 14, 2013 10:03 am
by Diziet Sma
Rorschachhamster wrote:
There is a new version up, and I do appreciate this. :D

But m4r35n357 should propably mention this in his new comment.... :wink:
Agreed.. I didn't even realise this until you pointed it out. :shock:

Downloading.

Re: [UPDATED RELEASE] Furball 1.8

Posted: Thu Feb 14, 2013 8:01 pm
by m4r35n357
Er, thanks guys, not quite a furball but yes there is a new version, I usually put new stuff in the top message, should have linked it really, https://bb.oolite.space/viewtopic.php?f=4&t=10023 or go to the Wiki page in my sig.
And I think we all know that new releases are BAD for download stats ;)

Re: [UPDATED RELEASE] Furball 1.8

Posted: Tue Sep 03, 2013 5:59 pm
by laxori666
Hullo folks,

Just wanted to put in a feature request - it seems that Furballs don't persist across saved games. I will often exit the station to see a huge battle going on, so I'll jump in and start scooping up escape pods - easy money I say, though I do run into them a bit too.. eagerly.. on occasion.. oh well :lol: . In any case, I'll often get caught in the crossfire and die, at which point I re-load and exit in anticipation only to see that the fight is not there this time around!

I'm not 100% sure this is the Furball but it seems more likely than not that it is. If Furball does persist across saves, then great! If not then, maybe something for 1.9? =).

Cheers

Re: [UPDATED RELEASE] Furball 1.8

Posted: Tue Sep 03, 2013 6:36 pm
by m4r35n357
Heh, I'm not exactly flush with free time ATM as I'm working, so I'll have to think about that one. Not even sure how to save a convincing replica of a rumble in progress . . . prolly lots of variables ;)
When I took on Furball I was really more excited about an interesting obstable to docking, so I dropped the outgoing Furballs entirely. However I have put variables in the main script to (amongst other things) enable them. Have a look if this interests you, they are commented.
Also, if there is one going on when you dock, it will still be going if you relaunch quickly enough.
In the meantime if anyone else would like to make the changes, I am happy to stand aside . . . but I'd appreciate if you could let me and others know by posting here.

Re: [UPDATED RELEASE] Furball 1.8

Posted: Tue Sep 03, 2013 6:48 pm
by laxori666
m4r35n357 wrote:
Heh, I'm not exactly flush with free time ATM as I'm working, so I'll have to think about that one. Not even sure how to save a convincing replica of a rumble in progress . . . prolly lots of variables ;)[...]Also, if there is one going on when you dock, it will still be going if you relaunch quickly enough.
Ah yeah this is the situation I was thinking of. I've noticed that - if I dock & run back out it's still in progress. But if I dock, save, run back out, die, then load, and run out again - no more rumble =(. I'm not familiar with the game mechanics. I understand that the game is regenerated entirely when you load. So I'm not sure if it would be a simple thing to save the state of the ships outside the station. I'll probably start digging thru these things myself soon enough.
m4r35n357 wrote:
In the meantime if anyone else would like to make the changes, I am happy to stand aside . . . but I'd appreciate if you could let me and others know by posting here.
Sure thing.

Re: [UPDATED RELEASE] Furball 1.8

Posted: Wed Sep 04, 2013 11:07 am
by Diziet Sma
laxori666 wrote:
I'll jump in and start scooping up escape pods - easy money I say
Heh.. that's my favourite tactic in a furball too.. ignore the combat, so far as possible, and go for all the escape pods.. it's generally more profitable, not to mention less wear and tear on the gear. :mrgreen:
m4r35n357 wrote:
Heh, I'm not exactly flush with free time ATM as I'm working, so I'll have to think about that one. Not even sure how to save a convincing replica of a rumble in progress . . . prolly lots of variables ;)
It probably isn't necessary to replicate the "rumble in progress" so much as simply ensure that a rumble ensues.. at a guess, that could be done by a single "furball in progress" switch set in the gamesave to trigger a furball upon reloading. Deciding on the conditions that clear the switch might be tricky, though.

Re: [UPDATED RELEASE] Furball 1.8

Posted: Sat Jun 27, 2020 11:24 am
by Milo
Just wondering, is anyone still using this OXP with Oolite 1.88? Was looking over old OXPs and came across it. Saving a furball in progress mission variable seems quite straightforward to me. It could either be cleared upon leaving the station aegis or entering witchspace ... or upon all of the ships involved settling their differences, I suppose. As an alternative approach, instead of simply a Boolean “furball in progress” flag, we could save a list of the involved ship types, in the order launched, (and remove any that, ahem, ceased to be a factor) to more faithfully re-create the scenario... it’s an interesting problem!

Edit: looks like the link for 1.8 is broken, does anyone have a copy to share?

Re: [UPDATED RELEASE] Furball 1.8

Posted: Wed Nov 24, 2021 2:38 am
by Cholmondely
Milo wrote: Sat Jun 27, 2020 11:24 am
Just wondering, is anyone still using this OXP with Oolite 1.88? Was looking over old OXPs and came across it. Saving a furball in progress mission variable seems quite straightforward to me. It could either be cleared upon leaving the station aegis or entering witchspace ... or upon all of the ships involved settling their differences, I suppose. As an alternative approach, instead of simply a Boolean “furball in progress” flag, we could save a list of the involved ship types, in the order launched, (and remove any that, ahem, ceased to be a factor) to more faithfully re-create the scenario... it’s an interesting problem!

Edit: looks like the link for 1.8 is broken, does anyone have a copy to share?
Links on wiki page now updated (from "www".box.com to "app".box.com) - and they now work.

Furball 1.8 is here