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Posted: Wed Jun 20, 2007 7:27 am
by Captain Hesperus
United Blobs wrote:TL 15 planets exist and you can buy them but I think you may need to do the mission first.
Oops
, forgot to add the one...
And yes, you have to complete the Thargoid Plans mission to be awarded an NEU. I believe though that it is still can not be bought, only repairable and it transfers (like the Cloaking Device) when you buy a new ship.
Captain Hesperus
Posted: Wed Jun 20, 2007 9:13 am
by thirdeye77
The standard Oolite equipment.plist sets the Naval Energy Unit with a Tech Level of 99 and the following comment:
Code: Select all
<!-- next item has a TL too high to be available at all -->
So, no it can't be bought (unless an OXP somewhere has unlocked it).
But, as Captain Hesperus rightly says, it does transfer when you buy a new ship, so once you've earned it it's yours forever.
Posted: Wed Jun 20, 2007 4:20 pm
by drdenim
on that note...I just took a quick look at the equip file and noticed a section of items I hadn't seen before such as the Military jammer and military scanner filter...do they actually appear it the game (not including oxp's) or is it just something that is available for people who are making oxp's...?
Posted: Wed Jun 20, 2007 4:39 pm
by Captain Hesperus
drdenim wrote:on that note...I just took a quick look at the equip file and noticed a section of items I hadn't seen before such as the Military jammer and military scanner filter...do they actually appear it the game (not including oxp's) or is it just something that is available for people who are making oxp's...?
More the latter than the former.
Captain Hesperus
Posted: Wed Jun 20, 2007 4:40 pm
by drdenim
Captain Hesperus wrote:
More the latter than the former.
Captain Hesperus
I figured as much, thanks
Posted: Wed Jun 20, 2007 10:34 pm
by dajt
drdenim wrote:on that note...I just took a quick look at the equip file and noticed a section of items I hadn't seen before such as the Military jammer and military scanner filter...do they actually appear it the game (not including oxp's) or is it just something that is available for people who are making oxp's...?
They were added for an OXP idea I had a long time ago. I figured everyone else was already writing better OXPs than me so I stuck to coding ;)
They've never been used.
Posted: Wed Jun 20, 2007 11:15 pm
by Cmdr. Maegil
dajt wrote:drdenim wrote:on that note...I just took a quick look at the equip file and noticed a section of items I hadn't seen before such as the Military jammer and military scanner filter...do they actually appear it the game (not including oxp's) or is it just something that is available for people who are making oxp's...?
They were added for an OXP idea I had a long time ago. I figured everyone else was already writing better OXPs than me so I stuck to coding
They've never been used.
Just out of curiosity, what do they do?
Posted: Thu Jun 21, 2007 12:36 am
by Jack_H
Jam radio signals? On the Atari Version, i hacked it and got the cloaking device and jammer. the Atari version did not have any missions, but these were obviously left in for some reason..anyway they didn't do anything except drain my energy banks until i blew up. they didn't even make me invisible!
Posted: Thu Jun 21, 2007 12:40 am
by drdenim
Jack_H wrote:they didn't do anything except drain my energy banks until i blew up. they didn't even make me invisible!
they were obviously anti-hacker defenses...and they appeared to work...lol
Posted: Thu Jun 21, 2007 7:44 am
by Captain Hesperus
The Military scanner filter allows you to detect ships which are cloaked, as for the jammer it jams the scanner filter (kind of an anti-anti-cloaking device, uhm, device). I dunno, I might be talking a load of foetid dingo kidneys.
Captain Hesperus
Posted: Thu Jun 21, 2007 1:05 pm
by drdenim
Captain Hesperus wrote: I dunno, I might be talking a load of foetid dingo kidneys.Captain Hesperus
well...you sound like you know what you're talking about...so there's no possible way you can be wrong...besides...from the descriptions given in the code...that sounds about right...
Posted: Thu Aug 02, 2007 4:37 pm
by Fraoch
Fraoch wrote:Wondering what next - the scanner targeting enhancement is almost within grasp but I'm not sure how useful it would be - I'm getting better at spotting pirates from way off.
Now that I have a lot more experience, this is invaluable. As soon as ships appear on the scanner I lock onto them. If they're pirates I try to get as many as possible before they start firing back. If I'm lucky, I can get two before they start firing.
Another good add-on is the multi-targeting system along with the target system memory expansion. Lock onto a pirate, pound away at him, and when he starts his evasion manoeuvres, focus on another pirate. Once he's dead, a simple click of the "-" key will lock you onto the first one again, who's now stopped squirming and is sitting there facing away from you, waiting for you to kill him.
If there are a lot of pirates and my laser overheats I'll sometimes zoom around getting all the pirates in my scanner system. This acts as an evasion manoeuvre as well.
Posted: Sun Aug 05, 2007 7:20 pm
by Cmdr Wyvern
Trade tips for the plebe...
Okay, here goes.
Zaonce and Tionsila are both rich, high tech industrial worlds, and being corperate states are boringly safe. Prices for computers, luxeries, and machine parts stay low, while demand for wines, food, and furs remains high.
Isinor is a medium tech agri world, average econemy. Isinor is a Confederacy, expect some moderate pirate activity here.
Demand for computers, luxeries, and narcotics are very high here, often fetching 100cr/ton and above. They often have a surplus of furs, foods, and wines, though supply, and prices tends to flutuate.
You can really rake in the creds by shuttling cargo between these systems in a rusty Python, found in the mPak.oxp. (hint hint)
Scooping escape pods: While your manifest may report a scooped pod as slaves, you will be awarded a capture bounty on a pirate, or a rescue reward on an escapee when you dock. The actual slaves may be in cargo containers you scoop.
And Capt'n H, it appears that our plebe is onto your trumble smuggling scam already.
Anyway, best way to control a trumble infection is to give them a 3rd degree sunburn...up close, like.
Posted: Sun Aug 05, 2007 9:27 pm
by Captain Hesperus
Cmdr Wyvern wrote:Trade tips for the plebe...
Okay, here goes.
Zaonce and Tionsila are both rich, high tech industrial worlds, and being corperate states are boringly safe. Prices for computers, luxeries, and machine parts stay low, while demand for wines, food, and furs remains high.
Isinor is a medium tech agri world, average econemy. Isinor is a Confederacy, expect some moderate pirate activity here.
Demand for computers, luxeries, and narcotics are very high here, often fetching 100cr/ton and above. They often have a surplus of furs, foods, and wines, though supply, and prices tends to flutuate.
You can really rake in the creds by shuttling cargo between these systems in a rusty Python, found in the mPak.oxp. (hint hint)
Conversely the Isinor-Qutiri run is a) almost as profitable as the Isinor-Tionisla/Zaonce run and b) you are able to make two runs (outward and return) on a single tank of Q-fuel (if you have yet to buy a Fuel Scoop). Once you've tricked up your ride (be it Cobbie 3 or Rusty Python), you can then switch to the highly profitable (but commensurately more dangerous) Ensoreus-Ararus run.
Captain Hesperus
Posted: Sun Aug 05, 2007 11:02 pm
by Cmdr Wyvern
Ah yes, Ararus. The system I witchspaced into with a brand new beam laser and looking for a large serving of laser broiled pirate meat. Unfortunately, it didn't go as planned. I wasn't so well kitted and the scum nearly had themselves a serving of lizard. I think I set a record on how fast an escape pod can be used that day.
It gets better. My pod was scooped by the Rattler that shot me down, and it was something to think a replacement Cobbie-3 can launch from a Rattler.
Oh well, live and learn.