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Wrex standard in v1.65b3?

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Arexack_Heretic
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Wrex standard in v1.65b3?

Post by Arexack_Heretic »

I just tested my thargoid invaders, which were a bit too much, so triggered a ebomb...
Behemoth is pissed at me, darn bastard should've helped me, the coward!

Anyhow, I'm attacking a Boa (could've bin an ana). Mil laser slices it in two, the pilot ejects and the ship is left drifting in space venting plasma for some time...it's not targetable or hittable. just sits there!

...May be from the wrex.oxp (which I pasted into the new build/dir), but which is still unfinished...the ana esp is just the normal model...but it should still be targetable though. :? :?:

now for those navy-interceptors tailing me.... :twisted:
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Post by Arexack_Heretic »

This seems to be some kind of bug... the ships just become invulnerable.
And not only when they are at the brink of destruction,
I just had to bail out of my Iron ass because of a simple pirate Mamba,
which was impervious to laser, target lock or even energybomb,
but was still happily shooting it's millitary laser at my rear.

I'm not sure whether this is due to one of my OXP's or a corrupted save or because of a bug in collision detection with this new build. :(

Also pirates seem harder to kill now. A sustained burst of military glory is not enough to destroy a Mamba or even a Moray.
Then a single missile destroys my ship...at full power.

Sometimes the front weapon becomes switched with one of the others causing plasma to sputter from my nose. strange.
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Post by Arexack_Heretic »

Wreckage IS standard in v1.65!

very nice delayed explosions etc.

Good job G. :D
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Post by Judebert »

I'm running the Debian 1.65 version, and I had the same problem with invulnerable, useless hulks lying around after I had killed them. I took out the Wrex-<whatever>-teaser OXP and it started working as expected.
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Post by Arexack_Heretic »

hmm...I'll check into the wrex-teaser.oxp, but I'm having no more problems recently.

Except that the talking-cargo is no longer talking. :(
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