Re: Thargoids and Interstellar Space...too common?
Posted: Fri Feb 11, 2011 11:41 am
we're outnumbered a million to one. that sucks. imagine if they team up w/ the spiders too.
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Switeck wrote:But to remove existing ships via OXP scripts, I don't know of a good way to do it without causing weird visual artifacts.
Code: Select all
this.shipWillExitWitchspace = function ()
{
system.shipsWithRole("thargoid").forEach(function (e)
{
e.remove(true); // Remove without sending shipDied event.
});
}
Didn't know about the parameter for remove(). That's indeed handy and will solve half the problem.Ahruman wrote:Switeck wrote:But to remove existing ships via OXP scripts, I don't know of a good way to do it without causing weird visual artifacts.Code: Select all
this.shipWillExitWitchspace = function () { system.shipsWithRole("thargoid").forEach(function (e) { e.remove(true); // Remove without sending shipDied event. }); }
shipExitedWitchspace
, so you can only remove them via a timer after that event. Which means that the player may see them popping out of witchspace and vanishing into nothing.Some thargoids are even added later than that. e.g. thargon_threat because it must first wait until it know show many police are added in witchspece.Commander McLane wrote:However, the other half is that a lot of OXP-Thargoids may only be added atshipExitedWitchspace
, so you can only remove them via a timer after that event.
The whole purpose of the oxp is adding more thargoids. When someone does not like this, just don't install it.This is an experiment to even out the odds of witchspace-skirmishes, to present a little more challenge in WS when the Behemoth.OXP. For every behemoth in witchspace two thargoids appear.
If the “problem” is that there are too many thargoids in interstellar space, don’t use OXPs that add more thargoids to interstellar space and then actively initiate misjumps. I mean, really. The notion of “solving” the “problem” that other OXPs customize the game makes no sense.Commander McLane wrote:However, the other half is that a lot of OXP-Thargoids may only be added atshipExitedWitchspace
, so you can only remove them via a timer after that event. Which means that the player may see them popping out of witchspace and vanishing into nothing.
If we assume a player who knows what he's doing and doesn't install contradicting OXPs. You know the type, it's the guy who always scrutinizes the readMe before installing anything, and takes notes of the most important content.Ahruman wrote:If the “problem” is that there are too many thargoids in interstellar space, don’t use OXPs that add more thargoids to interstellar space and then actively initiate misjumps. I mean, really. The notion of “solving” the “problem” that other OXPs customize the game makes no sense.Commander McLane wrote:However, the other half is that a lot of OXP-Thargoids may only be added atshipExitedWitchspace
, so you can only remove them via a timer after that event. Which means that the player may see them popping out of witchspace and vanishing into nothing.
I’m not suggesting people are sensible, just that creating counter-OXPs to fight the intended behaviour of OXPs isn’t going to help anyone.Commander McLane wrote:If we assume a player who knows what he's doing and doesn't install contradicting OXPs. You know the type, it's the guy who always scrutinizes the readMe before installing anything, and takes notes of the most important content.
Of course not. It's just the twisted way we scripters think...Ahruman wrote:I’m not suggesting people are sensible, just that creating counter-OXPs to fight the intended behaviour of OXPs isn’t going to help anyone.
Which leads me to wonder how many of us only fly a standard Cobra Mk III... I've gone from Harmless to Elite, and never changed ships once... I love my Cobra!Kaks wrote:I only fly a Cobra3, with none of that fancy smancy self repair stuff or any of them new-fangled turret things that seem to make oolife so much easier for some!
Or we may only ever have seen that portion of the Thargoid population that equates to our pest control exterminators.Kaks wrote:Even if we had 1000 Thargoids showing up at once, that might only mean there are a total of just 1000 Thargoids in the whole 8 galaxies.
Commander Makandal is one, only Ore Processor and Planetary Landing are not standard but I have the approval of GalCop. I could take back an old Deadly commander, so I am just a rookie competent (230 kills). I hate cheats and most of these mods are nothing but cheats, to my humble opinion, they should go on a separate category on Wiki (but this is a totally different subject)El Viejo wrote:Which leads me to wonder how many of us only fly a standard Cobra Mk III... I've gone from Harmless to Elite, and never changed ships once... I love my Cobra!Kaks wrote:I only fly a Cobra3, with none of that fancy smancy self repair stuff or any of them new-fangled turret things that seem to make oolife so much easier for some!
Commander McLane wrote:However, the other half is that a lot of OXP-Thargoids may only be added atshipExitedWitchspace
, so you can only remove them via a timer after that event. Which means that the player may see them popping out of witchspace and vanishing into nothing.
I'm not worried that OXPs "muck things up" by adding more Thargoids. I will be hacking OXPs to my liking, once I figure out some solid code for detecting if the arrival in interstellar space came from a deliberate misjump FROM interstellar space. I won't be removing what OXPs added, they simply won't be adding when I'm done.Eric Walch wrote:Some thargoids are even added later than that. e.g. thargon_threat because it must first wait until it know show many police are added in witchspace.
But I don't really see the problem with so many thargoids in interstellar space. Plain Oolite does not add that many, so it are the users that install the oxps that add the thargoids.