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Bomb Options

Posted: Sat Jul 09, 2011 3:52 pm
by mandoman
I know that several of you are going to groan about this, as I see that the subject is ancient in Oolite, but I would like to comment.....so I will. :mrgreen:

I use to always have the energy bomb on hand. I'm not sure how I got away with it, as I have the latest version of Oolite installed, but I didn't notice it's absence in my arsenal until about a week ago. That shows how much I used it to begin with. However, I must admit my disappointment at it's removal. It was a part of the game. It was a concept formally unheard of to me, and it fascinated me. One of my favorite uses of that super weapon was against overwhelming odds. For instance, early on, when I was only JUST getting to the point where I could afford equipment like the Energy Bomb, it was what I could call a game saver for me. I had my old Mark III, and was diligently trying to buy and sell, eking out a profit where ever I could. The greatest threat to my existence in the game was Pirates. I actually got good enough at fighting that I could take on about 5 or 6 of them, and win......unless they showed up with a MUCH superior ship (ie - Asp, Werewolf, Merlin, etc). In those situations, I was just plain dead, and would have to restart from my last game save, hopefully remembering at the last system to save the game. Then I had to figure out if it was worth going back to the system in which I had just been blown away. Then I found the Energy Bomb. I really didn't know it's capabilities for a while after I got one. I was actually afraid of blowing myself up along with every other ship nearby. It was on this forum I found out differently, and the first time I used it, I survived a situation I would NEVER have survived without it. Believe it or not, it was against Thargoids I first used it. I jumped into a system without enough fuel to have the option of jumping back out, and the place was swarming with Thargoids. When I first arrived, there were three other ships in system with me, trying to fight off the Thargoids. They were all destroyed, leaving me with my shields in the red, and feeling that old sense of "here we go again". Then I remembered the Energy Bomb. I actually had to pause the game, and check the Oolite Guide to find out how to use it, LOL!!!! :lol: Needless to say, I found out how, and blew away nine tenths of the bugs. It wouldn't get them all, which I still don't have any notion as to why, but it took out enough that I was able to destroy the remaining Battle Ship, and thus all of it's robot fighters. From that point on, I always tried to have the Energy Bomb on hand. I had to use it a few times after that against overwhelming odds with Pirates. I went to use it a little over a week ago, and found I didn't have it anymore. I couldn't understand it, as I knew I had bought one, and hadn't used it for quite some time. I went down in flames, and THAT was with my murdering Merlin. Now I know why I didn't have the bomb anymore, and it is not just a little irritating. How is it that you can feel that such a thing so long a part of the game is suddenly "Not right", or unnecessary? I obviously have no control of such things, but it is hard to take. I can't afford one of the super bombs. Most of the time I'm able to either fight off the bandits, or run, as my Merlin is faster than nearly any other ship, but I still run into those situations where there is no escaping the inevitable. It's a good thing this is just a game. :roll:

Re: Bomb Options

Posted: Sat Jul 09, 2011 4:46 pm
by Capt. Murphy
Um, are you sure you just didn't forget to buy a new one after the last time you used it? Or maybe it was damaged in combat?

It's still available to buy in my game and I'm playing with a trunk version that is less than a week old. A quick glance at the SVN log and there is no mention of the devs removing it is the last few revisions. As far as I know it will still be in the forthcoming 1.76, it just not going to be included in Oolite 2........

Re: Bomb Options

Posted: Sat Jul 09, 2011 5:24 pm
by Disembodied
mandoman wrote:
How is it that you can feel that such a thing so long a part of the game is suddenly "Not right", or unnecessary? I obviously have no control of such things, but it is hard to take. I can't afford one of the super bombs. Most of the time I'm able to either fight off the bandits, or run, as my Merlin is faster than nearly any other ship, but I still run into those situations where there is no escaping the inevitable. It's a good thing this is just a game. :roll:
There's always the Escape Pod. Like the Energy Bomb, it's an "I-screwed-up" button, and it lets you escape certain death. Unlike the Energy Bomb, it doesn't reward you with kills and scoopables for pressing it.

Re: Bomb Options

Posted: Sat Jul 09, 2011 5:34 pm
by DaddyHoggy
The Energy Bomb in Oolite is different from the Energy Bomb in Elite. In Oolite the Energy Bomb deals a certain amount of damage, if the ship has more energy than this it survives. The fact that your Thargoids have been in a battle meant some of them are above this threshold and some of them are above it (I think by default Thargoids can survive an E-bomb) which is why not all of them were killed.

Re: Bomb Options

Posted: Sat Jul 09, 2011 5:41 pm
by Smivs
For what it's worth I've still got an energy bomb.....had it for years as I never use them :lol:

Re: Bomb Options

Posted: Sat Jul 09, 2011 6:10 pm
by mandoman
Capt. Murphy wrote:
Um, are you sure you just didn't forget to buy a new one after the last time you used it? Or maybe it was damaged in combat?

It's still available to buy in my game and I'm playing with a trunk version that is less than a week old. A quick glance at the SVN log and there is no mention of the devs removing it is the last few revisions. As far as I know it will still be in the forthcoming 1.76, it just not going to be included in Oolite 2........
What you say may be the case, but the fact still remains that I have not been able to locate one at any Space Station for over a week, including two Tech Level 14s, and one 15. I'm not sure what the deal is if the rest of you can still get them. I don't use it very often, which is why I didn't notice it before a week ago. For the most part I can do without it, but it was nice to have when I got into a particularly sticky jam. Oh well, maybe it will show again in some Space Station along the way.

I know you think I'm stupid for bringing this up, or even just stupid, but I'm still essentially just a beginner, so I DON'T have your smarts, and probably never will.

Re: Bomb Options

Posted: Sat Jul 09, 2011 6:23 pm
by CommonSenseOTB
Perhaps an obscure oxp is affecting the availability of the energy bomb in some way? Post your current log and let us have a look what oxp's you currently have. I know of none that would affect the energy bomb like that but it might help to see anyway. :)

Re: Bomb Options

Posted: Sat Jul 09, 2011 6:26 pm
by DaddyHoggy
CommonSenseOTB wrote:
Perhaps an obscure oxp is affecting the availability of the energy bomb in some way? Post your current log and let us have a look what oxp's you currently have. I know of none that would affect the energy bomb like that but it might help to see anyway. :)
Doesn't the Feudal OXP remove energy bombs to stop you using them in a joust?

Re: Bomb Options

Posted: Sat Jul 09, 2011 6:29 pm
by Mauiby de Fug
It temporarily damages them, and then they are repaired afterwards. And it wouldn't affect being able to buy them...

Re: Bomb Options

Posted: Sat Jul 09, 2011 6:32 pm
by Smivs
mandoman wrote:
I know you think I'm stupid for bringing this up, or even just stupid, but I'm still essentially just a beginner, so I DON'T have your smarts, and probably never will.
Not stupid! If what you describe is true then it would baffle any of us. Best thing to do is post a log (as suggested above), and maybe a copy of your current save_file as well. That might give us a clue.

Re: Bomb Options

Posted: Sat Jul 09, 2011 7:40 pm
by another_commander
The Energy Bomb has not been removed yet and there are no plans for it to be removed until after v1.76. Let's see the save file, maybe we can figure out why you don't have it anymore mandoman.

Re: Bomb Options

Posted: Sat Jul 09, 2011 10:02 pm
by mandoman
CommonSenseOTB wrote:
Perhaps an obscure oxp is affecting the availability of the energy bomb in some way? Post your current log and let us have a look what oxp's you currently have. I know of none that would affect the energy bomb like that but it might help to see anyway. :)
OK, here it is. I have no idea what's up with all those warnings considering shaders. I don't seem to be noticing it in game play.

16:52:43.228 [log.header]: Opening log for Oolite version 1.75.2 (x86-64 test release) under Linux at 2011-07-09 16:52:41 -0500.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

16:52:44.029 [display.mode.list.native]: X11 native resolution detected: 1366 x 768
16:52:44.125 [joystick.init]: Number of joysticks detected: 0
16:52:45.734 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
~/GNUstep/Applications/Oolite/oolite.app/Resources
AddOns
~/.Oolite/AddOns
~/.Oolite/AddOns/griff_constrictor_normalmapped.oxp
~/.Oolite/AddOns/boomslang.oxp
~/.Oolite/AddOns/Energy Equipment 1.11.oxp
~/.Oolite/AddOns/railgun.oxp
~/.Oolite/AddOns/Armoury 1.07.oxp
~/.Oolite/AddOns/wolfmk2.oxp
~/.Oolite/AddOns/griff_coriolis_normalmapped.oxp
~/.Oolite/AddOns/griff_barrel_normalmapped.oxp
~/.Oolite/AddOns/griff_moray_normalmapped.oxp
~/.Oolite/AddOns/griff_missile_normalmapped.oxp
~/.Oolite/AddOns/griff_coriolis_normalmapped_alt_halfsize_textures.oxp
~/.Oolite/AddOns/griff_orbital_shuttle_normalmapped.oxp
~/.Oolite/AddOns/xarik.oxp
~/.Oolite/AddOns/BGS-A1.3.3.oxp
~/.Oolite/AddOns/griff_worm_normalmapped.oxp
~/.Oolite/AddOns/accessories.oxp
~/.Oolite/AddOns/Accipiter.oxp
~/.Oolite/AddOns/FTZ v0.15.oxp
~/.Oolite/AddOns/impcourier2.oxp
~/.Oolite/AddOns/Cataclysm.oxp
~/.Oolite/AddOns/griff_sidewinder_normalmapped.oxp
~/.Oolite/AddOns/Killit.oxp
~/.Oolite/AddOns/icarus.oxp
~/.Oolite/AddOns/griff_viper_normalmapped.oxp
~/.Oolite/AddOns/Fuel Station 1.32.oxp
~/.Oolite/AddOns/cobra3njx.oxp
~/.Oolite/AddOns/Smivs'Shipset-SD.oxp
~/.Oolite/AddOns/Commies.oxp
~/.Oolite/AddOns/Thargorn_Threat 1.5.oxp
~/.Oolite/AddOns/Missile Analyser 1.2.oxp
~/.Oolite/AddOns/MilHUD-v3.4.oxp
~/.Oolite/AddOns/griff_normalmapped_ship_decals.oxp
~/.Oolite/AddOns/griff_python_normalmapped.oxp
~/.Oolite/AddOns/griff_anaconda_normalmapped.oxp
~/.Oolite/AddOns/griff_asp_mk2_normalmapped.oxp
~/.Oolite/AddOns/Executive Spaceways v2.3.oxp
~/.Oolite/AddOns/griff_alloys_and_wreckage.oxp
~/.Oolite/AddOns/griff_cobra1_normalmapped.oxp
~/.Oolite/AddOns/dragon.oxp
~/.Oolite/AddOns/behemoth 2.6.oxp
~/.Oolite/AddOns/Stealth 1.03.oxp
~/.Oolite/AddOns/BehemothSpacewar 1.2.3.oxp
~/.Oolite/AddOns/griff_python_alt_normalmapped.oxp
~/.Oolite/AddOns/griff_adder_normalmapped.oxp
~/.Oolite/AddOns/Galactic_Navy 5.3.0.oxp
~/.Oolite/AddOns/thargoidcarrier.oxp
~/.Oolite/AddOns/Z-ships_v1.0.oxp
~/.Oolite/AddOns/griff_mamba_normalmapped.oxp
~/.Oolite/AddOns/ixianships 1.2.oxp
~/.Oolite/AddOns/griff_gecko_normalmapped.oxp
~/.Oolite/AddOns/eagle2.oxp
~/.Oolite/AddOns/werewolf.oxp
~/.Oolite/AddOns/griff_boa_normalmapped.oxp
~/.Oolite/AddOns/MandoMerlin.oxp
~/.Oolite/AddOns/fsr.oxp
~/.Oolite/AddOns/griff_krait_normalmapped_with_player.oxp
~/.Oolite/AddOns/griff_ferdelance_normalmapped_old_texture.oxp
~/.Oolite/AddOns/Cabal_Common_Library1.4.1.oxp
~/.Oolite/AddOns/globestation2.0.oxp
~/.Oolite/AddOns/griff_barrel_alt_normalmapped.oxp
~/.Oolite/AddOns/griff_transporter_normalmapped.oxp
~/.Oolite/AddOns/Venom.oxp
~/.Oolite/AddOns/Deposed1.3.4.oxp
~/.Oolite/AddOns/griff_sidewinder_alt_normalmapped.oxp
~/.Oolite/AddOns/Escort Contracts 0.9.2.oxp
~/.Oolite/AddOns/griff_escape_capsule_normalmapped.oxp
~/.Oolite/AddOns/bandersnatch.oxp
~/.Oolite/AddOns/griff_boa-mk2_normalmapped.oxp
~/.Oolite/AddOns/Merlin.oxp
16:52:45.734 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.9-devel"). Vendor: "Tungsten Graphics, Inc". Renderer: "Mesa DRI Mobile IntelĀ® GM45 Express Chipset GEM 20100330 DEVELOPMENT ".
16:52:45.735 [rendering.opengl.extensions]: OpenGL extensions (123):
GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_INGR_blend_func_separate, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_NV_light_max_exponent, GL_APPLE_packed_pixels, GL_EXT_provoking_vertex, GL_SUN_multi_draw_arrays, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_ATI_texture_env_combine3, GL_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_MESA_pack_invert, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_APPLE_vertex_array_object, GL_ARB_texture_swizzle, GL_EXT_subtexture, GL_MESA_texture_signed_rgba, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_ATI_envmap_bumpmap, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_EXT_texture, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_MESA_window_pos, GL_ARB_fragment_program_shadow, GL_ARB_window_pos, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_MESA_ycbcr_texture, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_EXT_blend_logic_op, GL_ARB_pixel_buffer_object, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_SGIS_texture_lod, GL_3DFX_texture_compression_FXT1, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_fragment_shader, GL_OES_EGL_image, GL_EXT_polygon_offset, GL_SGIS_texture_border_clamp, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ATI_blend_equation_separate, GL_EXT_texture_rectangle, GL_EXT_draw_buffers2, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_EXT_cull_vertex, GL_ARB_occlusion_query, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_EXT_texture_env_add, GL_SGIS_texture_edge_clamp, GL_EXT_texture_env_combine
16:52:45.831 [rendering.opengl.shader.support]: Shaders are supported.
16:52:48.390 [script.load.world.listAll]: Loaded 36 world scripts:
ams_system 2.02
armoury_machineScript.js 1.00
behemoth 2.6
behemoth-spacewar 1.2.1
BGS-M 1.3.3
Cabal_Common_Briefing 1.4.1
Cabal_Common_Comms 1.4.1
Cabal_Common_Functions 1.4.1
Cabal_Common_Keyboard 1.4.1
Cataclysm 1.1
communist_population 2.11
CT_Script 2.0
deposed
Emergency Energy Unit 2.1
Escort_Contracts 0.9.2
Escort_Contracts_Rep 0.9.2
executivespaceways.js 1.0
free-trade-zone
frog_show
FuelStation-Setup 1.31
GalNavy 5.3.0
genericHUDswitch.js 1.01, modified by Wyvern
hofd 5.3.0
ixian_ships 1.2
killit 1.4
missile_analyser 1.2
oolite-cloaking-device 1.75.2
oolite-constrictor-hunt 1.75.2
oolite-nova 1.75.2
oolite-thargoid-plans 1.75.2
oolite-trumbles 1.75.2
railgun 1.3
Spawn-renegadevenomtest 1.0.1
stealth_missionScript 1.03
Test
Thargorn_Witchspace_Battle 1.5
16:52:50.443 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for venomshaderv.vertex:
>>>>> GLSL log:
0:7(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:52:50.443 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader venomshaderv.vertex/venomshaderf.fragment in full complexity mode, trying simple mode.
16:52:50.443 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for venomshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:52:50.444 [shader.load.failed]: ***** ERROR: Could not build shader venomshaderv.vertex/venomshaderf.fragment.
16:52:51.362 [files.notFound]: ----- WARNING: Could not find texture file "griff_boa_diffuse.png".
16:52:51.365 [files.notFound]: ----- WARNING: Could not find texture file "griff_boa_normal.png".
16:52:51.368 [files.notFound]: ----- WARNING: Could not find texture file "griff_boa_effects.png".
16:52:51.417 [files.notFound]: ----- WARNING: Could not find texture file "griff_boa_eng_diffuse.png".
16:52:51.419 [files.notFound]: ----- WARNING: Could not find texture file "griff_boa_eng_normal.png".
16:52:51.421 [files.notFound]: ----- WARNING: Could not find texture file "griff_boa_effects.png".
16:52:51.886 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for venomshaderv.vertex:
>>>>> GLSL log:
0:7(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:52:51.887 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader venomshaderv.vertex/venomshaderf.fragment in full complexity mode, trying simple mode.
16:52:51.887 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for venomshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:52:51.887 [shader.load.failed]: ***** ERROR: Could not build shader venomshaderv.vertex/venomshaderf.fragment.
16:52:52.363 [loading.complete]: ========== Loading complete. ==========
16:52:57.170 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2011-07-09 16:52:57 -0500.

Re: Bomb Options

Posted: Sat Jul 09, 2011 10:18 pm
by Cody
I'd be inclined to remove all the Griff ship OXPs and replace them with the latest Griff all-in-one shipset (v1.2.2)... that may fix the missing texture errors at least.

Re: Bomb Options

Posted: Sat Jul 09, 2011 10:37 pm
by Smivs
Regarding your energy bomb issue, I've just had a look at the equipment.plist and notice that it is not marked as available to all. If you are flying an OXP ship look inside the shipyard.plist and check it is listed under "optional_equipment" where you should see "EQ_ENERGY_BOMB" listed. If it is not listed this is why you can't buy one.

Re: Bomb Options

Posted: Sat Jul 09, 2011 10:46 pm
by mandoman
Smivs wrote:
Regarding your energy bomb issue, I've just had a look at the equipment.plist and notice that it is not marked as available to all. If you are flying an OXP ship look inside the shipyard.plist and check it is listed under "optional_equipment" where you should see "EQ_ENERGY_BOMB" listed. If it is not listed this is why you can't buy one.
It's listed. At least it is in the Merlin, and MandoMerlin, and I just copied the one from the Merlin into MandoMerlin.

<key>MandoMerlin</key>
<dict>
<key>chance</key>
<real>1.0</real>

<key>optional_equipment</key>
<array>
<string>EQ_ECM</string>
<string>EQ_FUEL_SCOOPS</string>
<string>EQ_PASSENGER_BERTH</string>
<string>EQ_ENERGY_BOMB</string>
<string>EQ_ENERGY_UNIT</string>
<string>EQ_NAVAL_ENERGY_UNIT</string>
<string>EQ_DOCK_COMP</string>
<string>EQ_WEAPON_BEAM_LASER</string>
<string>EQ_WEAPON_MILITARY_LASER</string>
<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
<string>EQ_MULTI_TARGET</string>
<string>EQ_GAL_DRIVE</string>
<string>EQ_ADVANCED_COMPASS</string>
<string>EQ_SHIELD_BOOSTER</string>
<string>EQ_NAVAL_SHIELD_BOOSTER</string>
<string>EQ_ESCAPE_POD</string>
</array>

Here is the list in the Merlin shipyard.plist.

<key>Merlin</key>
<dict>
<key>chance</key>
<real>1.0</real>

<key>optional_equipment</key>
<array>
<string>EQ_ECM</string>
<string>EQ_FUEL_SCOOPS</string>
<string>EQ_PASSENGER_BERTH</string>
<string>EQ_ENERGY_BOMB</string>
<string>EQ_ENERGY_UNIT</string>
<string>EQ_NAVAL_ENERGY_UNIT</string>
<string>EQ_DOCK_COMP</string>
<string>EQ_WEAPON_BEAM_LASER</string>
<string>EQ_WEAPON_MILITARY_LASER</string>
<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
<string>EQ_MULTI_TARGET</string>
<string>EQ_GAL_DRIVE</string>
<string>EQ_ADVANCED_COMPASS</string>
<string>EQ_SHIELD_BOOSTER</string>
<string>EQ_NAVAL_SHIELD_BOOSTER</string>
<string>EQ_ESCAPE_POD</string>
</array>