Posted: Sun Jun 22, 2008 9:16 pm
Sometimes the smallest OXPs can have as big an impact as the awesome ship models.
Keep it up.
Keep it up.
For information and discussion about Oolite.
https://bb.oolite.space/
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).Commander Mysenses wrote:So does that mean you could avoid the added ships at jumpspeed by jinking?
Not ... nescessarilywhen a ship of the size of a carrier has a pirate role something else is wrong
Ai!... That'll probably be painful!Lestradae wrote:Not ... nescessarilywhen a ship of the size of a carrier has a pirate role something else is wrong
I`m all for it (as in: would love to play with something like that in), if it`s not me doing the oxpthis may be the start of the famed Pirate King OXP
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.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
Hi Eric,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).