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Re: ...

Posted: Mon Mar 09, 2009 8:15 pm
by Gimi
Lestradae wrote:
Hi Eric,

when I open the zip file there is no workable oxp in there, all 0 byte "files" without folders?
OS's Vista.
:(
L
On Vista as well, and everything seems fine. Not installed it yet, but it unzips fine. Try to download again.

Re: ...

Posted: Mon Mar 09, 2009 8:27 pm
by Eric Walch
Lestradae wrote:
when I open the zip file there is no workable oxp in there, all 0 byte "files" without folders?
Strange. I just re-uploaded it, hope this is better. My original zip did work and extracted well. Maybe a bug at the host?

EDIT: Downloaded this one myself. Extracts well with me.

Gimi. Even when it did extract fine, I changed 1 small bug in this re-upload that I missed before.

Posted: Sun Mar 29, 2009 9:14 am
by Screet
Hi,

this was strange. Really strange. Another time I had to shoot that boa, but could not find it initially. Went back and forth between W and planet/station...then I found it sitting at the station...CLOAKED!!!

I got it, as the cloak apparantly had some drain on that boas energy banks, however it's last action was to fire a missile, as that boa apparantly also had the jammer-counter. That missile instantly killed my ship, even before AMS could fire any dart! Ouch!

Eric, did you upgrade your Boa after stealing enough parcels from your courier service, or was that OSE equipping you with all that nice stuff? ;)

Made things much more interesting!

Screet

Posted: Sun Mar 29, 2009 12:52 pm
by Eric Walch
Screet wrote:
Eric, did you upgrade your Boa after stealing enough parcels from your courier service, or was that OSE equipping you with all that nice stuff? ;)

Made things much more interesting!
There are four boas defined with increasing strength and equipment. It selects more difficult ones the more you have advanced the game.

Posted: Tue Mar 31, 2009 6:00 pm
by Zanasj
Spoilers in this post? Probably! Here's some observations/feedback.

I better read the mission briefings more carefully. The first time I got the mission to recover stolen cargo, I spent too much time, and the thieves got away. :)

As for capturing the pirates, I got all the escape capsules. But boy, did I ever have to search for the ship. On two occasions, I only encountered a lone Asp Mk.4. I exited and re-entered the system as the readme suggested. Oh well, at least I killed lots of pirates, and the target ship didn't get away.

Btw, are those escape capsules supposed to give "regular" prisoners? I think I captured 4 ("escape capsule scooped"), returned 2 of them on a rock hermit in the same system (automatic, with standard capture/rescue messages + rewards), and hauled the last two (marked as slaves in cargo hold, as one would expect) at a nearby communist system and got UPS rewards + bonus for capturing all.
I was initially afraid of docking anywhere but UPS system, but thankfully there were no troubles with the rewards. Oh well, must test again, when a similiar mission comes up. It'll be fun.

edit: played another capture pirates mission, and made sure not to pick up any other escape capsules. Extra slaves probably came from cargo canisters. Nothing funny happened this time.

Posted: Mon Apr 06, 2009 4:40 pm
by Zanasj
Again, possible spoilers:
.
.
.

I got a job to destroy a pirate base. Set in an anarchy system, I eventually spotted a base, leaking plasma... then it exploded, and upon docking at an UPS station later, I received congratulations and a reward. Okay...

What destroyed the base, thargoids, pirates, GalCops, hunters from the Random Hits OXP? And to think that I bought a quirium cascade mine for the mission... :/

Posted: Mon Apr 06, 2009 7:45 pm
by Eric Walch
Zanasj wrote:
Again, possible spoilers:
.What destroyed the base, thargoids, pirates, GalCops, hunters from the Random Hits OXP? And to think that I bought a quirium cascade mine for the mission... :/
Probably none of these. I never witnessed this destruction of the station by NPC ships. But I can exclude:

- pirates only attack targets on a special list.
- GalCop only attacks targets with a legal status. And something with scanclass rock or cargo has never a legal status.
- hunters same as GalCop.

Remains targoids: Is possible.

And you forgot Traders in your list. In the past I saw several times a trader killing a pirate cove. Although it should not happen that often. A trader never will start the attack, but might respond on a provocation. Just a station targeting a ship is already such a provocation. In player terms: when your indicator turns red by a station, the station is hostile to you.

Witch ups version are you using as I changed the station code in one of the last ups releases to make sure this situation does not happen anymore.

Save your expensive mine for later. The first few encounters of these bases they can be killed with laser fire alone. Later on you will need your mine or a similar weapon.

Posted: Mon Apr 06, 2009 8:02 pm
by LittleBear
Hunters launched from a spacebar in response to nearby pirates (should) witch-out once all targets near the spacebar are destroyed. Thargoids will attack anything though. Hunters will attack ships with specific roles such as pirates, thargoids and baddies added by certain OXPs. Hunters are on the pirates target list though and will respond to an attack by a ship which targets them with scanforRandomMerchentmen.

Posted: Wed Apr 08, 2009 2:41 pm
by Zanasj
Hm, folder name says 1.5.0. Oh dear, it's older than what's on the wiki. Attempting to download new version.
This shared file or folder has been removed. If you feel this is by mistake, please email either the owner of this shared file/folder or email [email protected] for Box.net Technical Support.
Hyperspace jump failed :(

Oh shoot, there was an extra | at the end of the wiki link. Download succesful!

Posted: Wed Apr 08, 2009 9:39 pm
by Eric Walch
Zanasj wrote:
Oh shoot, there was an extra | at the end of the wiki link. Download succesful!
I'll correct that link immediately. (For the internal wiki files the | is a separator between link and displayname, but not for the external links).

Posted: Sun Apr 19, 2009 6:52 pm
by Zanasj
I have now destroyed one pirate base (old rock hermit) in galaxy 3. I got another such mission - destroy a base at planet Edtian. When I jump there, the game crashes before I get the controls. I can briefly see the system, and the "(adjusting)" text next to the clock before the crash. Jumping from a different system didn't help.

If I disable the OXP, and dock at Edtian, save game, enable the OXP, hold shift at startup, load game and then launch, the same thing happens. I also tried disabling RandomHits - something which affects anarchy systems (as Edtian is anarchy...) - it didn't help.

Here's the latest.log

Posted: Sun Apr 19, 2009 8:23 pm
by Eric Walch
Zanasj wrote:
If I disable the OXP, and dock at Edtian, save game, enable the OXP, hold shift at startup, load game and then launch, the same thing happens. I also tried disabling RandomHits - something which affects anarchy systems (as Edtian is anarchy...) - it didn't help.
The log shown no clue. Those errors in the log are just warnings. It seems oolite tries to add something that leads to the crash. All the pirate bases in ups are added in anarchy systems and the second should be identical to the first you killed. And as you write, that one didn't cause problems.

Oolite uses random generators based on the system you are in. It tends to often select the same ships. When you remove one oxp, no matter which, this selection may change. So look if things change when removing an other, ship containing oxp.

Posted: Sun Apr 19, 2009 8:28 pm
by Thargoid
If I had to guess I would say Oolite tried to add a ship within another one. That is one I know causes crashes to desktop (and has been reported as doing so on Berlios).

If something sizable is being added like a rock hermit then it could be that.

Posted: Mon Apr 20, 2009 6:40 pm
by Zanasj
Eric Walch wrote:
Oolite uses random generators based on the system you are in. It tends to often select the same ships. When you remove one oxp, no matter which, this selection may change. So look if things change when removing an other, ship containing oxp.
Right, thanks for the info, I might try that in the future. For now, I've edited my savegame, and tweaked and/or removed references to the mission, e.g. removed mission destination to tidy things up. I made backups, of course :) Hm, funny how the savegame contains stuff from OXPs that I tried out and removed (I couldn't get LocalHero & Thargoid Wars to work). Oh well.

After a few jumps, I got offered the "capture the hoodlums on board a Python" - gig, so the adventure continues, in any case. Probably the pirate base mission will have a different system the next time it comes up.

Posted: Tue Apr 21, 2009 10:13 am
by DaddyHoggy
Zanasj wrote:
Eric Walch wrote:
Oolite uses random generators based on the system you are in. It tends to often select the same ships. When you remove one oxp, no matter which, this selection may change. So look if things change when removing an other, ship containing oxp.
Right, thanks for the info, I might try that in the future. For now, I've edited my savegame, and tweaked and/or removed references to the mission, e.g. removed mission destination to tidy things up. I made backups, of course :) Hm, funny how the savegame contains stuff from OXPs that I tried out and removed (I couldn't get LocalHero & Thargoid Wars to work). Oh well.

After a few jumps, I got offered the "capture the hoodlums on board a Python" - gig, so the adventure continues, in any case. Probably the pirate base mission will have a different system the next time it comes up.
The stuff remains in your saved file because, should you ever decide to try them again, or you find out why they don't work for you, you can pick up where you left off...