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Re: [Release] RandomHits 1.6

Posted: Fri Nov 08, 2013 10:55 pm
by pagroove
Thank you Spara. That was really fast 8)
Downloading. Looking forward to see your magic touch on the bars. Your other OXP enhancements are wonderful too (navy) So really looking forward to it. :D .

Re: [Release] RandomHits 1.6

Posted: Sat Nov 09, 2013 9:16 am
by spara
pagroove wrote:
Thank you Spara. That was really fast 8)
Downloading. Looking forward to see your magic touch on the bars. Your other OXP enhancements are wonderful too (navy) So really looking forward to it. :D .
:D . This kind of magic is easy when there are so much top class material floating around the forum and Wiki...

As I'm not able to test the oxp in mac, leave a comment if it's working or not.

Big thanks to Keeper as he is now kindly hosting the oxp. It's getting too big to be primary hosted on box accounts.

Re: [Release] RandomHits 1.6

Posted: Sat Nov 09, 2013 9:25 am
by pagroove
It's working. Love the touches to the bar and the new docking tunnels. Now I'm underway for a fresh hit :D .

Re: [Release] RandomHits 1.6

Posted: Sat Nov 09, 2013 12:22 pm
by pagroove
Just nullified the first hit. :D A beautiful D.T.T. Manta

Re: [Release] RandomHits 1.6

Posted: Fri Nov 15, 2013 10:43 am
by onno256
Grabbed it!

Re: [Release] RandomHits 1.6

Posted: Sat Nov 16, 2013 3:30 pm
by spara
RandomHits includes a ton of the most beautiful ships in the Ooniverse and you can only encounter those around a space bar or as a mark target. For me, some of those ships are too over the top to be included in my Ooniverse just flying around. But still... while playing I started to wonder, shouldn't I at least rarely encounter those ships?

This small addon oxp does exactly that :D . It gives all ships in RandomHits oxp standard roles with very low probabilities making them available to the core game populator. These special ships have been stripped of their special RH AIs and scripts, so nothing should break. Only their naming scheme has been preserved. Then again marks might have escorts that will report of your actions to their bosses...

In addition you might encounter criminal bosses with their escort groups in lowGov systems.

This is a wip release. It works, but I am about 100% sure I have overlooked something. Please report of any strangeness you encounter with it.

Download (v0.1): https://app.box.com/s/ymjqf9n0p3buolwt726t

Re: [Release] RandomHits 1.6

Posted: Sat Nov 16, 2013 3:59 pm
by Diziet Sma
Interesting concept.. it makes sense, too.. the bad guys ought not only appear when there's a contract out on them. This makes them an actual presence in the Ooniverse. I like.

Re: [Release] RandomHits 1.6

Posted: Sat Nov 16, 2013 5:33 pm
by Paradox
pagroove wrote:
Just nullified the first hit. :D A beautiful D.T.T. Manta
:shock: Someone's using one of my ships? I... I...<sniff> am so touched! (wipes tear from eye.

Re: [Release] RandomHits 1.6

Posted: Sat Nov 16, 2013 7:13 pm
by spara
Paradox wrote:
pagroove wrote:
Just nullified the first hit. :D A beautiful D.T.T. Manta
:shock: Someone's using one of my ships? I... I...<sniff> am so touched! (wipes tear from eye.
:D Oh yes. I borrowed two of your fine creations. Thanks for creating and sharing them.

Re: [Release] RandomHits 1.6

Posted: Sat Nov 16, 2013 7:41 pm
by Shipbuilder
spara wrote:
Random Hits has been updated to 1.6.

* Applied plist fix by Commander McLane.
* Applied AI fix by Eric Walch.
* Updated ships from Staer9's shipset. Updates by Keeper.
* Ophidian updated to Griff's model
* Added four new ships: Gnat and Bug by Griff, Arachnid Mark 1 by Shipbuilder and Monitor Mark II by Staer9/Keeper.

Download size is now ~100 MB.

Enjoy. :D
I was just catching up on reading some posts and noticed the Arachnid Mark 1 has been added to this OXP.

I'm really pleased that this ship has been incorporated in to such a great OXP as the main purpose of this ship was to produce a new vessel very much in the traditional Elite/Oolite style. :D

I'll update my version of this OXP.

Great work with this OXP by the way.

Re: [Release] RandomHits 1.6

Posted: Sun Nov 17, 2013 8:40 am
by spara
Shipbuilder wrote:
I'm really pleased that this ship has been incorporated in to such a great OXP as the main purpose of this ship was to produce a new vessel very much in the traditional Elite/Oolite style. :D
8) Yes, it's beautiful ship indeed.

Note to anyone testing the new addon shipset oxp. After some complex arithmetics and careful higher level analysis I have come to the conclusion that the probabilities I have chosen might be a bit too low. RH ships encountered should be rare but maybe not that rare. So you might want to do a replace operation to the shipdata file changing the weights from 0.01 to 0.05. After change RH pirates get the cumulative weight of 2, traders and hunters 1.6. This also makes the bosses a bit more common (but still very rare).

Or you can download a new version (v0.2): https://app.box.com/s/7t5vcrnjgxbi4sv109fq

Re: [Release] RandomHits 1.6

Posted: Sun Nov 24, 2013 3:12 pm
by Duggan
Not sure if this is known bug , but I have arrived at a seedy space bar and recieved this message.
Good day Commander Duggan (autosave). I've learned that the [mission_random_hits_revenge_mark_second_name] Mob intend to blast you out of space. My advice is that you watch your back!.Eliminate the demonic ruffians!

It might be because I have somewhat haphazardly been blasting a mark or two that I have not accepted a contract for, as I am also using the Random hits ship set (Boy oh boy you have to be careful when you write that OXP name) :)

Re: [Release] RandomHits 1.6

Posted: Sun Nov 24, 2013 5:21 pm
by spara
Thanks a lot Duggan for testing and reporting. I've been testing and balancing the oxp quite a bit lately.

Here's a new version (v0.3) to test: https://app.box.com/s/pwazkfp8gr10kvy3l7fj

* In RH, most marks have quite a big fleet of escorts. When these ships get added by the core populator, it has a big impact on balance. Too big in my opinion. So I have stripped away escorts from all ships that don't normally have escorts and ships that normally have escorts now have normal escorts instead of RH escorts. This will greatly tone things down and also fixes the bug Duggan encountered.
* Shipset bosses are now primarily added to Anarchies (if added at all). The other govs are possible, if there is an anarchy system nearby. Higher gov, lower probability.

My goal is to make RH integrate better into the game while having a minimal impact on balance. I want to rarely stumble into a RH ship while cruising around. With my current shipset (core+companion), I seem get 0-5 RH ships per system. That feels good to me, but I'm eager to here other opinions/views. In the end, if it feels right, I'm planning on integrating it into the main oxp.

Re: [Release] RandomHits 1.6

Posted: Thu Nov 28, 2013 9:05 pm
by spara
Looking for eager testers here. :D

Before making a full release (another huge download) I want to test this a bit. This is a patch to upgrade RH 1.6 to 1.6.1. Unzip it to you RH folder and it should replace the correct files. If not, then plists go to the Config and js files go to the Scripts. Make a copy of RH 1.6 before doing this of course.

* Previous Shipset Addon is now included. Now you have a small change to meet RH ships outside missions. Remove Shipset Addon oxp or strange things will occur.
* Naming of RH ships has been reworked to use Random Shipnames engine. So, if you have RandomShipnames installed, ships are now named with it. This change add's a ton of immersion :D . But makes the spotting of marks, bosses, escorts, hunters etc. a bit harder :( .
* Mark level 2 is toned down a bit to compensate changes in the core game. Toning down is done by reducing the number of escorts by one for ships with more than 3 escorts. This is a bit experimental, so please report how it feels.

Download (patch v.1.6.1)https://app.box.com/s/qe6clz2j2y85zkg69ckv

Re: [Release] RandomHits 1.6

Posted: Sun Dec 01, 2013 7:21 pm
by spara
Bit of a monolog here. I hope I'm not too annoying. I'm just a bit obsessed with this at the moment. After playing with the latest change a bit longer I felt that something was gained and something was lost. A lot of consistency was gained and a lot of character was lost :(. Way too much character was lost. So I've changed it again and feel's better again.

* Society of RH hunters contacted me and they were very upset that their ranks and names were changed to some 'random shipnames'. They said they wanted their rank to show and felt that their names 'are shunned by all criminals around the eight' and showing their names prevents crime from happening. Who knows if that's true, but now they have their names back.
* Also the League of Criminal Masterminds contacted me and were very persuasive in their reasoning. They said that it's imperative for their line of work to show their names and 'titles'. They feel that it prevents unnecessary casualties as it's a clear sign for all to stay out of their way. I felt it's better to obey them and gave them back their names.
* Marks and their guards want to keep their random shipnames. I suppose they are happy with the current situation. After all they are a little bit harder to spot.

Download (patch v1.6.2) https://app.box.com/s/wkgi46fp7yl8r596cxqp

Install over 1.6 or 1.6.1.