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Posted: Sun Jun 22, 2008 9:16 pm
by Gareth3377
Sometimes the smallest OXPs can have as big an impact as the awesome ship models.

Keep it up.

Posted: Mon Jun 23, 2008 9:58 am
by Commander Mysenses
I just read in your OXP readme, that it, "adds ships outside the spacelanes, based on the players location, direction and speed"

So does that mean you could avoid the added ships at jumpspeed by jinking?

Posted: Mon Jun 23, 2008 10:59 am
by Eric Walch
Commander Mysenses wrote:
So does that mean you could avoid the added ships at jumpspeed by jinking?
It you keep turning you probably could avoid some. In most cases they still appear at the edge of the radar because of your speed. In the current release I add them 50 000 meter in front of the player. (2x scanner range).

It is just experimenting with distances. As close as possible but still far enough away that even big ships not suddenly appear out of nothing in the eye of the player. For carriers this distance is still to close, but when a ship of the size of a carrier has a pirate role something else is wrong.

...

Posted: Mon Jun 23, 2008 6:25 pm
by Lestradae
when a ship of the size of a carrier has a pirate role something else is wrong
Not ... nescessarily :twisted:

Re: ...

Posted: Mon Jun 23, 2008 6:33 pm
by Cmdr. Maegil
Lestradae wrote:
when a ship of the size of a carrier has a pirate role something else is wrong
Not ... nescessarily :twisted:
Ai!... That'll probably be painful!

OTOH, maybe this may be the start of the famed Pirate King OXP. :)

...

Posted: Mon Jun 23, 2008 6:36 pm
by Lestradae
this may be the start of the famed Pirate King OXP
I`m all for it (as in: would love to play with something like that in), if it`s not me doing the oxp :lol:

Just, in Realistic Shipyards, you can meet pirates who somehow acquired a carrier (organised crime, terrible mess) and yes, either you are GOOD or you RUN or it`s going to get really painful - but no worries, it`s not going to take long ... :twisted:

Loved torturing players as a dungeon master, too ...

Bad L :P

Re: ...

Posted: Mon Jun 23, 2008 8:31 pm
by Eric Walch
Lestradae wrote:
Just, in Realistic Shipyards, you can meet pirates who somehow acquired a carrier (organised crime, terrible mess) and yes, either you are GOOD or you RUN or it`s going to get really painful - but no worries, it`s not going to take long
And in Military Fiasco it is also pirates flying a carrier but not with that role. I just wanted to say that when a carrier it added it will be there suddenly. It is at least rare enough to not add all pirates further in front to also get those carriers added look right.

Posted: Thu Jul 03, 2008 6:00 am
by Dr Beeb
Eric Walch wrote:
Your sunskimmers.oxp is one of the exceptions. With that one you had just bad luck that Oolite had problems with roles like trader or pirate. Under 1.65 both roles added often ships with a pirateAI and 0 bounty. Starting with 1.70 at least the traders added with your oxp have traderAI. Bountys of pirates are still zero but with JS I now give them a bounty (at least most of them).
Hi Eric,

:oops: I did not write sunskimmers, I meant I just added it to my version of Oolite from the list of OXPs available. Anyway, thanks for your oxp very much.