Page 3 of 5

Short Renegade Story

Posted: Mon Feb 12, 2007 6:42 am
by drumz
Boy am I good.

Or so I thought.

I was "minding my own business" in either an Anarchy or Feudal World and happened to stumble upon about 6 ships. There were a couple of big ships and about 4 Cobra Mk III's. Now I've got my ship (also a Mk III) fitted with everything except a Military Shield Enhancement and a Docking Computer. I was pretty sure could handle these guys, so I started attacking. Well a few minutes later I was scooping up stray cargo containers and feeling pretty good. Cargo hold getting full, so time to the station to cash in...

Suddenly a ship pops up on the scanner. I turn to identify and 3 streaks flash by the cockpit. Renegade! Now of course I was still feeling a bit cocky and decided to stay and fight. About 1/2 a second later, after trying to line up a shot on the hotrod I realized I didn't have a chance against this guy. Front shields were almost depleted and rear shields were getting low. I started to retreat and weave erratically. Of course that didn't help either and suddenly my witchspace fuel injectors, along with 3 other systems, stopped working. Things had gone from great to bad to very very bad in about 4 seconds. As soon as I realized my fuel injectors were damaged I knew I had only one last resort - eject. Now I don't have the proof, but I believe I escaped in the knick of time. A short while later I found myself at the station, with a new ship, all ready to venture out again.

I've got a message for all you renegades out there: You've earned my fear. On sight of rainbow lasers I will run, and run fast. However, you aren't free from me forever. Once I get that military shield enhancement, I'm coming back. I want a rematch.

Posted: Mon Feb 12, 2007 7:57 am
by Killer Wolf
couple questions :
1) plasma guns : how do you make new weapons? i'v enever heard of plasma weapons in Elite/Oolite so i assume it was created.
2) multi military lasers....doesn't this make the ships too "uber"? from Drumz' post, i'm not sure what the point of loading this OXP would be (apart from seeing (briefly!) those gorgeous ships) - what's their weak point? sorry if this is obvious in the OXP itself, haven't d/l'd it yet as i'm still making capital before i start exploring all sorts of missions etc, but i got a bit feed back saying a simple thing like a .47LS top speed was too much, so i'm not sure where multi mil lasers and plasma guns fit into it.

Posted: Mon Feb 12, 2007 12:21 pm
by Dr. Nil
1) The plasma guns were created by Giles and are a hardwired part of the game.

2) I think that the term uber mostly applies to ships for sale to the player.

Posted: Mon Feb 12, 2007 12:25 pm
by Killer Wolf
news to me!

where are they then, never seen one for sale, don't appear to have come across a ship w/ them :-/

Posted: Mon Feb 12, 2007 12:30 pm
by Dr. Nil
They are not for sale and they are not used by any basic ship.

I think their first use might have been the Behemoth expansion by Giles.

Posted: Mon Feb 12, 2007 12:51 pm
by Captain Hesperus
Dr. Nil wrote:
They are not for sale and they are not used by any basic ship.

I think their first use might have been the Behemoth expansion by Giles.
I believe earlier versions of Oolite had them, but Giles isolated them from the code for one reason or the other. There's still references to them in the Wiki, including TL and value. (Though I recently saw them for sale :?: )
And of course, Charlie has them fitted as standard in his B.Inc ships.

Captain Hesperus
"Plasma! Plasma! The only time I see plasma on my ship is when I'm about to hit the big red 'Eject' button."

Posted: Mon Feb 12, 2007 1:41 pm
by LittleBear
The ships are deliberatley Uber, as they are very rare. This is definatley not an OXP to install if you are a young Jameson!!!

On the plus side though, they carry massive (2000C bounties) and a similar big bounty is paid if you scoop the Renegage's pod and hand him over to the law.

They do have weak points. Their guns and turrets can be shot off! Aim carefully at the nose of the ship and soon those 3 beams will be reduced to 2 and then 1 and then none at all, allowing you to pick off the toothless ship at your leasure.

The point of the OXP really is to provide a bit of a challenge to the Comamnder in a bliged out ship and to make bounty hunting a bit more worthwhile. It may not seem like it now, but once you have a fully blinged out top ship (such as a Super Cobra), the game can get a bit tame. These guys keep you honest! Renegades are a lot easer to handle if you have a mititary shield. The ships have normal Oolite stats. A renaged Asp is no tougher than a normal Asp in terms of shields, but he is packing both shield booster and Military Shields. They are very rare outside anarchies and those three lasers quickly overheat. If you can survive the first strike, then they aint so tough.

EDIT : Also trying to duke it out head to head with one is sucide. A quick injector blast whilst he overheats his lasers is much better! Then either take out his guns or get on his six. He only has one gun on the back. If he has turrets, take these out quickly before attacking the main part of the ship.

If you think these guys are bad, wait untill you come across one of Murgh's stolen Military Ships. 8 to 12 Military Lasers! :shock:

Adding a turret to a ship is faily easy (although it will only work on the NPC version, players aren't allowed them.)

Build a model for the turret (or pinch Giles's ballturret).

Then define it is shipdata like this:-

Code: Select all

<key>monk_cannon</key>
<dict>
	<key>ai_type</key>
	<string>nullAI.plist</string>
	<key>model</key>
	<string>cannon.dat</string>
	<key>name</key>
	<string>Monk Cannon</string>
	<key>roles</key>
	<string>monk_cannon</string>
	<key>frangible</key>
	<false/>
	<key>thrust</key>
	<real>1</real>
	<key>weapon_energy</key>
	<real>50</real>
	<key>laser_color</key>
	<string>greenColor</string>
	<key>setup_actions</key>
	<array>
	<string>initialiseTurret</string>
	</array>
	</dict>
The laser colour sets the colour of the plasma. weapon_energy sets the power. 50 is well nasty! The standard turret has 15! If you want the turret to be destroyable, set an energy value for it.

Then add the turret to the ship as a subentry. The ship will use its turret(s) in addition to its lasers when it attacks.

Posted: Mon Feb 12, 2007 2:28 pm
by TGHC
Captain Hesperus wrote:
Dr. Nil wrote:
They are not for sale and they are not used by any basic ship.

I think their first use might have been the Behemoth expansion by Giles.
I believe earlier versions of Oolite had them, but Giles isolated them from the code for one reason or the other.
They were a purchasable option, I had them fitted on the side mounts, and they were very cool looking in operation, but had no Oomph, not only that there was an accuracy problem and they had what could only be described as "wind drift" you had to aim well in front to score a hit.
IIRC giles had a couple of goes at fixing, but at some stage decided to withdraw them. A couple of OXP's feature them (Ionics and Assassins I think)being used as defensive equipt, by large bases, and spectacular they are too!

Posted: Mon Feb 12, 2007 6:52 pm
by Killer Wolf
They do have weak points. Their guns and turrets can be shot off!
ah, now THAT sounds a bit more like it!
as soon as i kit myself out w/ a fully-specced Purgatori, i'll be out looking for trouble >:-)


re your code - thanks much for posting that, cos it's something i;m thinking about for one of my proposed ships.

If you want the turret to be destroyable, set an energy value for it.
what about the FRANGIBILE (set to false??) the wiki says if it's set to false you CAN'T destroy them separately??

Posted: Mon Feb 12, 2007 7:16 pm
by LittleBear
:oops: Have to set that to true as well! (or just miss it out). This is the code for a destroyable renegage turrett:-

Code: Select all

<key>blueturret</key>
   <dict>
	<key>energy_recharge_rate</key>
	<real>1.5</real>
	<key>max_energy</key>
	<real>200</real>
	<key>ai_type</key>
	<string>nullAI.plist</string>
	<key>model</key>
	<string>bigship_turret.dat</string>
	<key>name</key>
	<string>Renegade Turret</string>
	<key>roles</key>
	<string>blueturret</string>
	<key>thrust</key>
	<real>1</real>
	<key>weapon_energy</key>
	<real>20</real>
	<key>laser_color</key>
	<string>blueColor</string>
	<key>setup_actions</key>
	<array>
	<string>initialiseTurret</string>
	</array>
	</dict>

Posted: Sun Mar 25, 2007 8:49 pm
by davcefai
I've found two strange things which, I think are bugs in Renegades.

1. I frequently see the following message on the debug screen:
2007-03-25 21:48:21.466 oolite[2868] ***** PlayerEntity DOES NOT RESPOND TO scriptAction: "AddShips: piratestash 1"

2. I once came across an asteroid which my scanner described as a "treasureoid". It did not seem to be different to the common or garden asteroid and when I shot it nothing different happened.

Are these related? Does anybody know any more about this?

Posted: Sun Mar 25, 2007 9:18 pm
by LittleBear
Not Renegades Bugs!

I don't add anything with the role "piratestash".

Think The Master and Commader added "Treasure Asteroids" at some point!

(Sorry to be "its not my problem" about this, but pretty sure this ins't a renegates.oxp bug.)

Posted: Mon Mar 26, 2007 6:44 am
by Killer Wolf
i get that piratestash as well. related to piratecoves OXP. no idea what causes it tho.

Posted: Mon Mar 26, 2007 9:34 am
by Commander McLane
Can also be caused by Cargo_wrecks_teaser.oxp. But it's harmless anyway. It just says that an entity (ship?, asteroid?) with the role piratestash couldn't be added to the system. So it just won't be there. You won't miss it.

Minor Bug ??

Posted: Thu Dec 13, 2007 6:27 pm
by Ark
This is wonderful opx (very nice concept indeed) congratulations Little Bear.

I don’t know if is this a problem but I want to report it. When I install it I wanted to see the renegade ships in the demo screen. After that I exit oolite and looked in the stderr file. Look want I found

[files.notFound]: ***** ERROR: Could not find texture file "guntex.PNG".

I am definitely sure that this is related to your oxp. It seems that only when I wait to see your ships in the demo screen it appears. I checked the textures subfolder and there is a guntext.png instead of a guntex.png. It seems that it does not affect the operation of your opx. Works fine. Should I rename it manually?

By the way I have found the same problem in Black Monks – also seems not to affect its operation (I have the latest versions from wiki)