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Re: [RE-RELEASE] The Green Gecko XL

Posted: Sat Jul 06, 2013 8:33 am
by Zieman
Just now downloaded this ship.
What a mean piece of hardware :D!

I just had to browse through the shipdata, to see in numbers what those Wiki descriptions of max_energy & energy_recharge_rate mean. Yeah, a tough nut to crack in combat.

Noticed a couple of minor things:

The weapon positions have four decimals, whereas (IMHO) you need only one in normal gameplay, maybe two if you want to have them at exactly right spots.

Highlight the next 2 rows to see the text. I kinda camouflaged, or put "spoiler" tags around the text, so anyone who wants to keep some aspects of this ship mysteries to them, need not read this bit:
-The ship has forward_weapon_type defined, plus a gun subentity with forward weapon - netting in two forward-firing Military Lasers. Is this intentional?
It also has weapon_position_aft defined, but no aft_weapon_type.
-

It'll be interesting to have these around...

Re: [RE-RELEASE] The Green Gecko XL

Posted: Sat Jul 06, 2013 9:37 am
by Smivs
Ha, yes the twin forward 'wotsits' :wink: are intentional :twisted:

Re: [RE-RELEASE] The Green Gecko XL

Posted: Sat Jul 06, 2013 11:01 am
by Cody
Most definitely intentional - and if you get up close enough (not easy), you'll see them. A Griff double-barrelled special!

Re: [RE-RELEASE] The Green Gecko XL

Posted: Sat Nov 23, 2013 7:07 am
by V12
I survived 2 encounters with GG :
First time -scanner clean, but hyperspeed mass locked. While I think about this anomaly, 2 absolutely precise laser hits drained aft shield. All ahead flank into the tight corkscrew saved my ass. On split second i observed attacker and was able to got him into crosshair and hit short burst. GG cut his engines and my Constrictor was before his twin barell. He fired long burst, then I counted damaged equipment, hit injectors and run away.
Second encouner was very short. I had no spare time for revenge. Again high speed saved me and my passengers.

Cody :
Thanx for superb OXP. This one adds knight fight atmosphere into Ooniverse.

Re: [RE-RELEASE] The Green Gecko XL

Posted: Sat Nov 23, 2013 6:10 pm
by Cody
V12 wrote:
Thanx for superb OXP. This one adds knight fight atmosphere into Ooniverse.
I didn't do it, nobody saw me do it... you can't prove anything!

Re: [RE-RELEASE] The Green Gecko XL

Posted: Mon Jul 07, 2014 5:50 pm
by Cody
The Green Gecko is now also available as an OXZ via the in-game OXZ manager (Oolite 1.80).

Re: [RE-RELEASE] The Green Gecko XL

Posted: Sun Jun 05, 2016 10:41 pm
by Smivs
Have a beer!

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Re: [RE-RELEASE] The Green Gecko XL

Posted: Sun Jun 05, 2016 10:48 pm
by Cody
Excellent! The Green Gecko is...

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Re: [RE-RELEASE] The Green Gecko XL

Posted: Tue Mar 09, 2021 7:21 pm
by cbr

Re: [RE-RELEASE] The Green Gecko XL

Posted: Fri Dec 23, 2022 1:05 pm
by Cholmondely
Does this oxp change anything about Sector5/The Steel Halo (Region)?

Is one more likely to bump into Green Geckos when in the area?

Re: [RE-RELEASE] The Green Gecko XL

Posted: Fri Dec 23, 2022 1:22 pm
by Cody
No and no - the only change to the Steel Halo would be if one had Coyote's Run installed.

Re: [RE-RELEASE] The Green Gecko XL

Posted: Fri Dec 23, 2022 1:37 pm
by Cholmondely
Cody wrote: Fri Dec 23, 2022 1:22 pm
No and no - the only change to the Steel Halo would be if one had Coyote's Run installed.
Shame. A higher incidence of meeting them there would be nice, and add a little flavour. Especially since Coyote's Run isn't on the Expansions Manager.

And by the way, why Green Gecko "XL" and not just Green Gecko?

Re: [RE-RELEASE] The Green Gecko XL

Posted: Fri Dec 23, 2022 1:39 pm
by Cody
XL is the improved version.