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Re: WIP - ToughGuys 2
Posted: Fri Jan 28, 2011 7:22 pm
by Kaks
Smivs wrote: Incidently it should also mean they over-ride each other in the correct order if all are placed in the AddOns folder together.
Err... not quite: the oxp load order is not guaranteed to follow any specific order, alphabetic, chronological or otherwise, and whatever you happen to observe on your machine might not necessarily be the case for someone else!
Thought I'd mention it, because it's one apparently minor thing that could potentially cause major headaches to oxp makers. I think Commander Cheyd came up with a way of dealing with oxp load order not too long ago, though...
Re: WIP - ToughGuys 2
Posted: Fri Jan 28, 2011 10:57 pm
by Smivs
Kaks wrote:not quite: the oxp load order is not guaranteed to follow any specific order, alphabetic, chronological or otherwise, and whatever you happen to observe on your machine might not necessarily be the case for someone else!
Ah, yes, sorry. Mine does load 'em alphabetically and I know many others do as well. But it's not universal. Still, nice to get them in the correct order in the download.
Re: WIP - ToughGuys 2
Posted: Sat Jan 29, 2011 1:00 am
by Switeck
Switeck wrote:My
Switeck mod OXP is much like ToughGuys -- many NPC ships have more equipment than they normally did in plain Oolite. I'll be comparing them to ToughGuys to see if they rate at least as tough as your lowest difficulty level.
Smivs wrote:That will be an interesting comparison. As I understand it, your mod also affects shipyards and markets. TG2 is less fussy...it just adds lots of
fun bad, badder and baddiest 'baddies'
My mod also affects AIs. The pirates in it are not as tough on average as your Anarchy level, but if they have injectors they are often more trouble than they're worth to chase down and kill.
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Sat Jan 29, 2011 6:35 am
by Cmd. Cheyd
I've employed the mechanism, Kaks, but it was Phantor Gorth came up with the method. It's quite easy to employ once you understand it.
He lays it out in
this Wiki article.
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Sat Jan 29, 2011 10:32 am
by curtsibling
El Viejo wrote:curtsibling wrote:perhaps not as geriatric as the "Commanders"
<grins wickedly>... 'geriatric' commanders, is it? Check six, young’un!
It's moments like this I am glad Oolite is not multiplayer!
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Sat Jan 29, 2011 11:04 am
by Smivs
Hi all,
The intro thread tells you what this OXP does and how it can be used, but I thought you might be interested in
how it does it.
'Anarchy' upgrades weapons - if a ship previously had a pulse laser, it gets a beam laser, and beams are upraded to military lasers. The chance of extra equipment is also increased, by roughly 1/3. This will be things like ECM, injectors, shield boosters etc. Some ships get the equivalent of an Extra Energy Unit. These changes apply only to ships with the role 'pirate'.
'Apocalypse' takes this further with practically everything getting military lasers, and the chance of extra equipment is again increased. More ships will get EEUs. Also Boas and Boa 2s (class cruisers) are introduced as pirates. These along with the default Python Blackdog are known as the 'War Dogs', and are well equipped and each comes with four escorts. Around one in 25 pirates will be a Boa Pitbull, and around 1 in 30 will be Boa 2 Rottweilers. (These have come to be known as 'Pittis' and 'Rottis', by the way
). A script adds three extra pirates to those quiet middle-ranked agricultural and industrial worlds to give a more even spread of pirates around the systems. Traders and escorts get a similar weapons/equipment upgrade to the pirates, to give them a fighting chance.
'Armageddon' is fully loaded. Pirates will mostly be Iron-Assed, with an extremely high chance of having all optional equipment. Around 1 in 14 pirates will be Boa Pitbulls - the same chance as any other pirate ship - and around 1 in 20 will be 'Rottis'. More 'extra' pirates are added to the 'quiet' systems (5 rather than the 3 in 'apocalypse'), and a script also adds a pirate blockade at the witchpoint of industrial worlds (except anarchies and feudals as these have a heavy pirate presence anyway). The script calls 5 pirates (remembering that any 'War Dogs' will also bring escorts with them), which can lead to blockades of 15 ships or more! Two police ships are also added at the witchpoint. The GalCop Constrictor is also added to these industrial worlds, with around 1 in 6 police vessels being a Constrictor. These have the same general spec as the default Constrictor, but have shield boosters and military shield enhancers. They also have two wingmen.
Finally, to brighten your Ooniverse up a bit various laser colors have been used.
Thanks for the interest in this OXP. It's proving quite popular already, with 30 downloads in the first 24 hours, and any comments and feedback will be welcome.
Cheers,
Smivs.
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Mon Feb 07, 2011 8:13 am
by Smivs
48 downloads so far...pretty good all things considered. Hope you're all enjoying it.
A Boa 2 'Rottweiler' and one of his escorts (from the Smivs'Shipset edition).
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Mon Feb 07, 2011 12:19 pm
by Cody
In the ready-room, the few pilots that had made it back looked tired… but there was a gleam in their eyes…
‘Well guys… that was some week, hey!’
‘And some, cap… when the comms went down, I thought it was all over.’
‘Yeah… it got right lonely out there.’
‘We came through… that’s all that matters… absent friends!’
They raised their bottles of Riedquatian ale, and drank a silent toast… to those who couldn’t ‘make it’.
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Tue Feb 08, 2011 2:20 pm
by Smivs
Twin lasers on Griff's ships
A problem has been identified which is giving some of the ships 2 lasers! This is only a problem with TG2forGriff's, and possibly for anyone using some Griff individual downloads with the standard TG2.
TG2for Smivs' is unaffected.
A fix will be released as soon as possible. EV thinks that two lasers adds to the 'nastiness' of TG2, which is a good thing perhaps, so I may just fix the colours but leave the twin-lasers in place. Any comments, anyone?
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Tue Feb 08, 2011 5:20 pm
by TGHC
I bet you used to bite the heads off jellybabies when you were a kid!
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Tue Feb 08, 2011 9:43 pm
by Gimi
TGHC wrote:I bet you used to bite the heads off jellybabies when you were a kid!
And you didn't?
I thought everybody did.
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Tue Feb 08, 2011 9:58 pm
by CheeseRedux
Gimi wrote:TGHC wrote:I bet you used to bite the heads off jellybabies when you were a kid!
And you didn't?
I thought everybody did.
"used to"
"did"
I fail to comprehend how any of those terms can be used in relation to the biting of heads (or other body parts, for that matter) off of jellybabies.
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Tue Feb 08, 2011 9:59 pm
by Smivs
Actually, I used to eat them feet first....they suffer right up to the end that way
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Tue Feb 08, 2011 10:09 pm
by JensAyton
I used to bite the heads of jelly babies. Then I moved to a country where they aren’t widely available.
Re: [RELEASE] - ToughGuys 2 - the road to Armageddon
Posted: Tue Feb 08, 2011 10:14 pm
by Gimi
Ahruman wrote:I used to bite the heads of jelly babies. Then I moved to a country where they aren’t widely available.
Well, you could start biting the the wheels off cars. Might get the occupants worried. (Not many are going to get this one)