Randomshipnames.oxp v 1.4 released

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: Randomshipnames.oxp released

Post by Commander McLane »

Glad that it's sorted out. :)
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Re: Randomshipnames.oxp v 1.1 released

Post by Commander McLane »

Version 1.1 contains more name variants for more classes of ships. Make sure to check the example gallery in the Wiki. Now included are Rock Hermits and GalCop ships. The latter have a letter-and-number designation scheme, where the last number indicates the galaxy the ship is stationed in, and the preceding letter(s) indicate its home system, or—in case of Naval ships—their (N)aval provenance.

Also, the whole script is reorganized, and ships have to go through one less if-clause before they're christened. More details of the changes in the readMe.

Get your own free copy on the [EliteWiki] Elite Wiki! :D
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Re: Randomshipnames.oxp v 1.1 released

Post by onno256 »

Have it installed, really nice!
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Re: Randomshipnames.oxp v 1.1 released

Post by Cody »

Commander McLane wrote:
Now included are Rock Hermits and GalCop ships.
Sweet! Thanks, McLane!
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: Randomshipnames.oxp v 1.1 released

Post by JazHaz »

Although I've only got v1.0 installed, I should report that Cargo Shepherds are being named. I don't think they should as they are equipment and not ships.

EDIT: oops already reported on page 2 of the thread! :wink:

Downloading v1.1.
JazHaz

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Re: Randomshipnames.oxp v 1.2 released

Post by Commander McLane »

Version 1.2 introduces an easy way for ship designers to exclude their new ship from getting a random name. This can be useful for instance if a ship already has an individual name (like some liners and some other ships). You can now use the script_info key in your shipdata to tell randomshipnames.oxp that it shall skip your ship.

Just insert a key randomshipnames into the script_info and set it to "no". Technical details are in the readMe and on the [EliteWiki] Wiki.

Also, a small typo in one of the random names got fixed.
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Re: Randomshipnames.oxp v 1.2 released

Post by Smivs »

Thanks for that McLane :)
Very-soon-to-be-re-released Liners updated.
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Re: Randomshipnames.oxp v 1.2 released

Post by Cody »

Thanks McLane... installed (and customised... heh).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Randomshipnames.oxp v 1.2 released

Post by BuggyBY »

I noticed that the ships I occasionally encounter begging a Black Monks Gunship for mercy never get assigned a name. Are they deliberately excluded from Randomshipnames, or is a peculiarity of the Black Monks OXP to blame?
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Re: Randomshipnames.oxp v 1.2 released

Post by Commander McLane »

BuggyBY wrote:
I noticed that the ships I occasionally encounter begging a Black Monks Gunship for mercy never get assigned a name. Are they deliberately excluded from Randomshipnames, or is a peculiarity of the Black Monks OXP to blame?
Thanks for the report. Those ships are not normal traders, but especially added by Black Monks.oxp as beggars for mercy. I'll look into including them.

EDIT: Fixed for the next version. You can also fix it in your current version. Open the file "pirate-victim-roles.plist" with a simple text editor (note: if you're on Windows, don't use Notepad; Wordpad is fine) and insert the line

Code: Select all

	<string>debtor</string>
just above the

Code: Select all

</array>
Your next begging-for-mercy debtor should have its personal name (not that it'll help him much against that Black Monk Gunship, of course :twisted: ).
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Re: Randomshipnames.oxp v 1.2 released

Post by Disembodied »

Slave-hunters from UPS-courier don't get names ... makes them easy to pick out of a crowd, I admit! :twisted:
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Re: Randomshipnames.oxp v 1.2 released

Post by marcusrg »

"Anaconda - Sweet of Your Brow" :lol: Great OXP, Thanks!
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Re: Randomshipnames.oxp v 1.2 released

Post by Commander McLane »

Disembodied wrote:
Slave-hunters from UPS-courier don't get names ... makes them easy to pick out of a crowd, I admit! :twisted:
Looking into it.

Not having UPS-courier myself: are they goodies or badies? Being slave hunters, I guess they'd get the aggressive names, correct?
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Re: Randomshipnames.oxp v 1.2 released

Post by Eric Walch »

Commander McLane wrote:
Not having UPS-courier myself: are they goodies or badies? Being slave hunters, I guess they'd get the aggressive names, correct?
I think their addition is rather rare. They mimic being normal pirates. The only difference is that, when scooping the first of their pilots, the whole slave missions start to appear. And besides their special role, they also can be added with a pirate role. And yes, the idea was to look like any other ship, so the player can not specific go for the ship that starts the slave missions.
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Re: Randomshipnames.oxp v 1.2 released

Post by Disembodied »

Commander McLane wrote:
Looking into it.

Not having UPS-courier myself: are they goodies or badies? Being slave hunters, I guess they'd get the aggressive names, correct?
I've only destroyed a couple so far – both were fugitives, so aggressive names would be the norm.
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