[UPDATED RELEASE] Furball 1.8

Discussion and information relevant to creating special missions, new ships, skins etc.

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m4r35n357
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Re: [UPDATED RELEASE] Furball 1.5

Post by m4r35n357 »

snork wrote:
hej,

all of the d/l links on the wiki other than for Caracal's version 1.0.1 (for Oolite 1.74.1) are dead.

So, is there anything wrong with that version 1.0.1 combined with Oolite 1.76 ?
If so, would someone have an alternative d/l link for a Oolite 1.76 compatible version, please ?
It's almost too long to remember but I think I only started playing with it after it went incompatible, I think it was just a static call issue. If you want to I should be able to help you get it working, but you're better off with my version, honest ;)
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Re: [UPDATED RELEASE] Furball 1.5

Post by m4r35n357 »

Eric Walch wrote:
Updated the wiki page now with the correct link.
Thanks Eric.
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Re: [UPDATED RELEASE] Furball 1.5

Post by Cody »

m4r35n357 wrote:
you're better off with my version, honest
Definitely!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATED RELEASE] Furball 1.5

Post by m4r35n357 »

El Viejo wrote:
Definitely!
Why thank you kind sir! So can I take it critical messages are unlikely to appear? ;)
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Re: [UPDATED RELEASE] Furball 1.5

Post by Cody »

m4r35n357 wrote:
So can I take it critical messages are unlikely to appear?
I'd only suggest that the default frequency overall could be lowered. I'll get around to re-tweaking my copy sometime soon.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATED RELEASE] Furball 1.5

Post by m4r35n357 »

El Viejo wrote:
m4r35n357 wrote:
So can I take it critical messages are unlikely to appear?
I'd only suggest that the default frequency overall could be lowered. I'll get around to re-tweaking my copy sometime soon.
Well the next version is already OXPConfig enabled, so I'll bear that in mind . . . but the main script is designed to make tuning relatively easy so we shall see.
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Re: [UPDATED RELEASE] Furball 1.5

Post by snork »

Thanks :)

I only read about this oxp today, and it sounds fun.
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Re: [UPDATED RELEASE] Furball 1.6

Post by m4r35n357 »

New version 1.6, see first post
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Re: [UPDATED RELEASE] Furball 1.6

Post by Tricky »

Lauched out of Lave the other day to be told that not only was there a Furball but the System Platfom near the station had been taken over. I also have the Lave OXP installed so you can imagine the clutter and carnage that was taking place. :roll:
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Re: [UPDATED RELEASE] Furball 1.5

Post by Colonel Wasabi »

snork wrote:
Thanks :)

I only read about this oxp today, and it sounds fun.
Have had this OXP installed for a few weeks too.....and it is indeed great fun....

Thanks from me too.
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Re: [UPDATED RELEASE] Furball 1.6

Post by Geraldine »

This OXP is as mad as a bag of cats! Let the fur fly! \O/ :D
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Re: [UPDATED RELEASE] Furball 1.5

Post by CaptSolo »

El Viejo wrote:
I'd only suggest that the default frequency overall could be lowered. I'll get around to re-tweaking my copy sometime soon.
Re-installed this yesterday. I found furballs were occurring more often than I prefer, so I took the liberty of editing the script.js file. Excellent OXP though, and just the kind of thing which enhances the experience. The only brawler I don't like to see is the Imperial Courier which I gave three forward military lasers. What's more, they are not breakable.
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Re: [UPDATED RELEASE] Furball 1.6

Post by Tricky »

Griff's alternative Boa's are interesting to see in a brawl (from a distance) :lol:
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Re: [UPDATED RELEASE] Furball 1.6

Post by Cody »

This is what you don't want to see in a furball (from the original OXP by Caracal).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATED RELEASE] Furball 1.6

Post by CaptSolo »

Good thing I don't have GalNavy installed any more.
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