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Realistic Shipyards / Oolite Extended - Old Thread

Posted: Mon Mar 10, 2008 3:12 pm
by Lestradae
=> Please go to end of thread :wink:

...

V1.05 --> V1.06: A few lines of code I left accidentally in for testing the OXP led to the unplanned introduction of thargoidic pirates and to the stolen Thargoid Warship appearing much too often in shipyards. The bugs have been squashed - only a dead bug is a good bug!

So, V1.06 should have no more thargoidic pirates and the appearance of the stolen Warship should be restricted to very rare appearances in the TL 15 shipyard of your choice - if you`re Clean & Deadly, that is!

You`ll find a link to the updated version download in my signature.

Realistic Shipyards OXP V1.06

------------------------------------------------------------------------------------------------

An addon for Oolite by Giles Williams & Jens Ayton

Based on "Elite" by Ian Bell and David Braben.

Made by Lestradae

Special thanks for their support go to:
* Harald.ist.org (Who helped me create the stolen Thargoid Warship)
* Sung (For kindly providing the Thargoid Redux PNG from his brilliant textures)
* Charlie (Who`s reworked Condor OXP provided the basis for the playable Condor Flagship)

V1.06 - compatible with Oolite 1.70 and above - 20th March 2008.

------------------------------------------------------------------------------------------------


Improvements on game mechanics & overall atmosphere:
----------------------------------------------------

* Game Mechanics - Consistent Ship Prices & Tech Levels: The prices that ships have and the Tech Levels as of which they are available are now completely consistent within the game, irrelevant of whether they are from strict mode or any OXP available today. The more a ship can do the more expensive it is and the higher the Tech Level nescessary to have a chance of it appearing in the shipyard.

* Atmosphere - Consistent Ship Prices & Tech Levels: What Tech Level a world has can now directly be experienced in its shipyard as well, not only in the equipment dock. The kind of ships that appear at a given Tech Level have a certain feel to them of being in the same league - the reason being, that they actually are.

* Game Mechanics - Alternate Beginnings: Newbies to Oolite were often complaining about the too-difficult starting conditions. The question was, how-to make the game more easy to access at the beginning without implementing "get-rich-fast" schemes. This OXP probably solves that problem. With many ships cheaper than the Cobra MkIII available from the Lave shipyard onwards, which are characterised by specific strengths but also major weaknesses compared to the Jameson`s Cobra, the beginner`s path becomes much clearer. New, interesting options become available from the very start of the game without tipping the game balance or the implementation of get-rich schemes!

* Atmosphere - Alternate Beginnings: The game`s beginning is much more complex. Any Jameson can now sell the Cobra MkIII for a transporter which has 100 tons of Cargo Space but no Lasers and no missiles and start trading in earnest; or buy a ship with 0.4 LS and do UPS-Courier runs; or buy a Fighter Ship with good shields and the like and do some beginner`s random hits mission. But this comes at the price of exclusion of any other career path - until the very first trading/courier/fighter scheme enables the beginner to re-buy a ship with more options - or just more of the same.

* Game Mechanics - Game Balance & Strategic Elements: I have spent a lot of time thinking about game mechanics, balance and suggestions from members on the Oolite Boards before creating the prices & TL formulae and this OXP. Ships now become a real, plannable strategic element of the game, instead of insanely over- or underpriced flavour stuff alone. As the Realistic Shipyards` prices and availabilities have directly to do with the ship's quality - and also their individual combinations of strengths & weaknesses - with the help of the included ship stats FOR ALL THE SHIPS currently available IN ANY OXP (!) you can strategically plan your ascent to Elite veteran with an eye on your Credits and tastes alike.

* Atmosphere - Game Balance & Strategic Elements: Think about it - what kind of person do you want to play in Oolite? A pirate? A trader? A law enforcement officer? Space Navy? A courier? A bit of everything or any given combination of the above? Now those are real choices that affect the game. What kind of money can you spend? What might, depending on the aforementioned choices, become your next ship? And the ship after that? And where will you have to go to acquire that kind of ship? All this will now not only happen in your head, but in the game.

* Game Mechanics - Uber Ship problem: There are no more Uber ship problems, as there are no more Uber ships. That doesn`t mean that I`ve changed anything about their stats (I haven`t). But now with the Realistic Shipyards OXP, Uber ships simply become the High-End ships of the Ooniverse, fitting into the overall game mechanics without breaking the game or getting boring. They are available only in systems with the highest Tech Levels and have prices that can reach far beyond the 1 Million Credit range - but that`s only realistic.

* Atmosphere - Uber Ship problem: No more guilty conscience if you fly the better-at-everything Super Cobra, the mighty (original) Imperial Courier or even the interstellar-capable ultrafast Morrigan Beyonder Vessel. Because if you own one of those ships with this OXP in, you`ve fought and traded and did missions long and hard to acquire that much money, and perhaps searched for those vessels a long time in shipyards of the highest supertechnology that the Ooniverse has to offer: You`ve earned it! :)


Overview
--------

It all started when I was unnerved at the absurd ship pricing in Oolite. Why should you pay so much money for an Asp MkII if it`s really such a let-down from the Jameson`s Cobra MkIII? And aren`t the ultra-fast Benulobiweed ships, the Imperial Courier Battleship and the better-in-all-and-everything SuperCobra Uber ships, to be shunned by the honest player?

I thought not. What was missing for me was a method of accurate pricing, that actually had some kind of relation to any ship`s performance. So I devised a method to derive a more realistic ship pricing from the ship stats. How large is its Cargo Bay? How fast is it? Can every piece of equipment be fitted in? And, most importantly, is it a ship that unites loads of different bonuses (SuperCobra) or maluses (Adder) at once?

I believe this OXP solves the problem of Uber ships and strange prices alike. Now, if you like to own an Asp MkII just for fun, you don`t have to pay twice the price of a Cobra MkIII to do it. If you want to fly the SuperCobra but it felt like cheating, not any more. Because now you`ll have to earn it - by paying 1.6 million Credits ...

In the early and middle stages of the game, you will know that if you buy a ship with more of something, you pay more. And the other way around. Oolite now realistically trades off cargo space against speed against handling and so on - giving you as the player transparent choices of what you are going for. You can work yourself up a continuous ladder of better and better ships.

I think that the Realistic Shipyards OXP can even open up new Vistas of gameplay for Deadly & Elite veteran Commanders. Seen everything? Won against anything? Well, now you might buy and fight some Dreadnought Carrier with 1000 tons of Cargo, 10 Energy Banks & Missile Slots that can fly at 0.75 LS! You will just have to earn an unprecedented 60 million Credits first. So the game will still have to offer the Elite veteran in his Iron Ass SuperCobra something to strive (and trade!) for.

This is my first OXP, and the first time in the last twenty years that I tried my hand at something remotely resembling programming, so bear with me. If you find any bugs or performance issues that are not already listed here, feel free to PM me and I`ll see what I can do about it.


Revised Tech Level of Ship Availability
---------------------------------------

I revised the Tech Levels from which onwards a ship will become accessible according to ship quality - i.e., price. Availablility is now as follows:

29.999 Cr or less: TL 1
30.000 to 49.999 Cr: TL 2
50.000 to 74.999 Cr: TL 3
75.000 to 99.999 Cr: TL 4
100.000 to 149.999 Cr: TL 5
150.000 to 199.999 Cr: TL 6
200.000 to 299.999 Cr: TL 7
300.000 to 399.999 Cr: TL 8
400.000 to 499.999 Cr: TL 9
500.000 to 599.999 Cr: TL 10
600.000 to 699.999 Cr: TL 11
700.000 to 799.999 Cr: TL 12
800.000 to 999.999 Cr: TL 13
1 to 3 Million Cr: TL 14
3 Million Cr or more: TL 15


How-To switch from your game without Realistic Shipyards to one with this OXP in (without cheating):
----------------------------------------------------------------------------------------------------

The Prices and Availablities of ships in the Realistic Shipyards OXP are often massively different from their original ones. If you are starting a completely new game with Commander Jameson anyways, ignore the following text. But if you no longer own your original Cobra MkIII and don`t want to cheat or loose a fortune when changing from Oolite without to Oolite with the Realistic Shipyards OXP in, I suggest you act as follows:

1. Transfer your most recent saved game to a version of Oolite without the "loose 25% when buying/selling ships" - thing, if possible.

2. Buy a standard Cobra MkIII in this version.

3. Change back to your original Oolite version with the Realistic Shipyards OXP on.

4. Think about your new options and with which kind of ship you want to continue your game.

5. Buy the new ship with the Realistic Shipyards OXP on.

6. Enjoy the game including the new shipyards options.

There is a second possibility:

1. Find out what your ship used to cost without the OXP and what it costs with the OXP.

2. Calculate the difference in the amount of credits so that it fits again. I.e., you fly a Tesoura, which used to cost 270.000 Cr and costs 430.000 Cr now. You own 250.000 Cr. The difference is that you would have 430.000 - 270.000 ~ 160.000 Cr to much. Deduce them from your free cash 250.000 - 160.000 ~ 90.000 Cr. That`s your new cash balance.

3. Edit your savegame credit stats accordingly. In the above example, you would edit your credits down from 250.000 to 90.000 Cr. From then onwards the Shipyards OXP will play out properly anyways.

You don`t have to follow the above routine to play Zzzz Realistic Shipyards OXP. You can just put the OXP into your AddOns folder and start playing. But, if you don`t, you might effectively cheat or loose a fortune by doing that. It`s your decision; you have been warned :)


Known Performance Issues
------------------------

* Do not rename this OXP! The Zzzz - Beginning is nescessary so that the Ship Pricing OXP`s revised prices and Tech Level limits overwrite all other ship price and TL stats, so the Z`s have to stay on or the OXP will not work properly.

* If you find any bugs or performance issues that are not already listed here, feel free to PM me and I`ll see what I can do about it!

* In Oolite 1.70, it is irrelevant for the function of the Realistic Shipyards OXP if you have all ship OXPs in existence installed or the Realistic Shipyards is the only OXP in your AddOns folder or anything inbetween. Note that it is currently unknown if this OXP can work with versions of Oolite below 1.70. Feedback is appreciated!

* I will be very grateful if other OXP`ers notify me if they create new OXP`s with shipyard.plists in or change existing one`s. I will attempt to upgrade the Realistic Shipyards OXP so that it covers everything shipwise currently available. Just PM me with the stats of your new/revised ship and I will include the additional information.


Revised Ship Prices & Tech Levels
---------------------------------

Ship: Price: Minimal TL:
----- ------ -----------

TECH LEVEL 1+ SHIPS:

Flying strut: 276 Cr* 1
Adder (2nd Hand): 25.340 Cr 1
Adder Generic Racer: 25.700 Cr 1
Adder: 29.500 Cr 1

TECH LEVEL 2+ SHIPS:

Mongoose Fighter: 32.150 Cr 2
Vintage Adder: 32.250 Cr 2
Cobra MkI: 33.080 Cr 2
Cobra Mark I: 33.270 Cr 2
Mamba: 35.880 Cr 2
Hatchling BoyRacer1: 37.000 Cr 2
Krait: 39.040 Cr 2
Tribant Trader: 39.050 Cr 2
Sidewinder Scout Ship: 39.600 Cr 2
Cobra Mark I 'Grim': 40.070 Cr 2
Viper: 40.240 Cr 2
Hatchling BoyRacer2: 40.740 Cr 2
Shreddies Super Star: 40.860 Cr 2
StarSeeker Personal Shuttle: 42.200 Cr 2
Eagle Mk II: 43.850 Cr 2
Hatchling BoyRacer3: 44.600 Cr 2
Drake: 46.180 Cr 2
Viper Escort: 46.300 Cr 2
Renegade Viper: 46.700 Cr 2
Viper Pursuit: 47.100 Cr 2
Moray Medical Boat (2nd Hand): 48.600 Cr 2

TECH LEVEL 3+ SHIPS:

GalCop Viper: 53.800 Cr 3
Sidewinder Escort: 60.150 Cr 3
Eagle Mk II (Black): 61.300 Cr 3
Moray-R Medical Boat: 61.840 Cr 3
Moray Medical Boat: 61.840 Cr 3
Asp Mark I: 66.360 Cr 3
Icarus: 66.500 Cr 3
Krait Dragster: 67.850 Cr 3
Gecko: 70.760 Cr 3
Cobra Mark II-X: 70.800 Cr 3
Ringhals: 73.540 Cr 3
Ionics Whitetail: 74.300 Cr 3

TECH LEVEL 4+ SHIPS:

Saber: 75.300 Cr 4
Aphid: 76.000 Cr 4
Ophidian Class Yacht: 79.750 Cr 4
Delta Long-Range Escort: 79.800 Cr 4
Moray-R Star Boat: 80.300 Cr 4
Moray Star Boat: 80.300 Cr 4
Moray Star Boat (2nd Hand): 80.350 Cr 4
Cobra Mark III (YAH): 84.000 Cr 4
Zorg Racing Sidewinder: 85.200 Cr 4
Gemini Escort: 85.430 Cr 4
Outrider: 85.500 Cr 4
Fer-de-Lance (2nd Hand): 89.300 Cr 4
'Sun' Ray: 90.400 Cr 4
Chuckwalla: 92.900 Cr 4
Ghavial: 94.350 Cr 4
Nemesis: 97.200 Cr 4
Asp Explorer: 98.900 Cr 4
Ionics Huntsman: 99.900 Cr 4

TECH LEVEL 5+ SHIPS:

Asp Mark II: 101.600 Cr 5
Fer-de-Lance: 103.000 Cr 5
Cribo Mark II Chicaneer: 104.000 Cr 5
Cribo Mark IV Chicaneer: 104.000 Cr 5
Spearhead MK1: 107.800 Cr 5
Cobra Clipper SAR: 113.400 Cr 5
Velocity 150: 115.200 Cr 5
Chameleon: 115.500 Cr 5
Ferdepai: 119.000 Cr 5
Trident Executive Shuttle: 120.800 Cr 5
Asp MkII: 120.960 Cr 5
Navy Surplus Asp Mark II: 120.960 Cr 5
Bandy-Bandy Courier: 123.800 Cr 5
L-Crate Transporter: 127.100 Cr 5
Lambdashuttle: 127.200 Cr 5
Cobra Mark III (2nd Hand): 132.300 Cr 5
Drake Mk II: 133.780 Cr 5
Asp Mark II Special: 136.080 Cr 5
Cobra Clipper Stealth: 136.080 Cr 5
Kukri Mark I Dragster: 137.170 Cr 5
Longshot: 146.250 Cr 5

TECH LEVEL 6+ SHIPS:

Cobra MkIII: 150.000 Cr 6
Llama: 150.000 Cr 6
Python (2nd Hand): 151.000 Cr 6
Wolf Mark I: 153.300 Cr 6
Mosquito Sport: 155.200 Cr 6
Adder Mk II: 157.500 Cr 6
Kukri Mark II Dragster: 159.300 Cr 6
Griffin Two: 161.300 Cr 6
Cobra Rapier: 164.600 Cr 6
Cobra Mark III: 165.000 Cr 6
Taipan: 167.080 Cr 6
Salamander: 170.600 Cr 6
Monitor: 171.700 Cr 6
Excalibur: 174.640 Cr 6
Cat Mark I: 177.000 Cr 6
Python 'Blackdog': 172.600 Cr 6
Grass Snake: 173.750 Cr 6
Chopped Cobra: 174.650 Cr 6
Pelamis: 176.400 Cr 6
Python: 177.650 Cr 6
Cobra Courier SE: 178.600 Cr 6
Vampire MkI: 187.800 Cr 6
Mussurana: 188.300 Cr 6
Far Star: 194.640 Cr 6
Iguana: 195.000 Cr 6

TECH LEVEL 7+ SHIPS:

Mosquito Trader: 207.400 Cr 7
Cobra III NjX: 209.700 Cr 7
Cobra Courier: 210.600 Cr 7
Hamadryad: 236.500 Cr 7
Strelka Cruiseliner: 240.000 Cr 7
Remorse Of Conscience v2: 246.960 Cr 7
Purple Haze: 252.400 Cr 7
Shield-tail: 252.400 Cr 7
Rigel Tactical Bomber: 265.000 Cr 7
Cobra III NjX (Ex-Mil): 269.000 Cr 7
Starwolf Mark I: 270.600 Cr 7
Military Stingray (2nd Hand): 271.800 Cr 7
Eel Rapier: 277.500 Cr 7
Ixian No-Ship Mark I: 279.000 Cr 7
Josher: 284.540 Cr 7
Boa (2nd Hand): 286.600 Cr 7
Urutu MK III: 287.280 Cr 7
Python ET Special: 288.100 Cr 7

TECH LEVEL 8+ SHIPS:

Jabberwocky: 300.700 Cr 8
Ionics Redback: 314.000 Cr 8
Boa: 315.200 Cr 8
Dragon Assault Craft: 317.500 Cr 8
Seymour Class Cargo Sled: 324.700 Cr 8
Urutu MkIV: 325.800 Cr 8
Phoenix: 338.580 Cr 8
Wolf Mark II: 340.000 Cr 8
Wolf Mark II SE: 340.000 Cr 8
Military Stingray: 366.900 Cr 8
Paladin: 381.500 Cr 8
Starhawk Class Cruiser: 386.700 Cr 8
Starbelly Class Sled: 386.700 Cr 8
Firewasp: 387.800 Cr 8
Imperial Courier (New Vs.): 392.000 Cr 8

TECH LEVEL 9+ SHIPS:

Fer-de-Lance NG: 411.000 Cr 9
Viper Interceptor: 425.250 Cr 9
Ixian Gunship: 427.000 Cr 9
Tesoura: 432.000 Cr 9
GalCop Viper Interceptor: 486.000 Cr 9
Python Class Cruiser: 492.480 Cr 9

TECH LEVEL 10+ SHIPS:

Swift: 564.300 Cr 10
Vampire MkII - Purgatori: 572.000 Cr 10

TECH LEVEL 11+ SHIPS:

BTL-53 Y-Wing: 620.500 Cr 11
Boa Class Cruiser (2nd Hand): 644.500 Cr 11
Naga: 651.200 Cr 11
Boa Class Cruiser: 679.900 Cr 11

TECH LEVEL 12+ SHIPS:

Merlin: 705.800 Cr 12
Anaconda: 714.150 Cr 12
Team Zorg Anaconda: 714.150 Cr 12
Vampire MkII - Reaper: 721.000 Cr 12
Kestrel: 736.500 Cr 12
Terrapin: 782.400 Cr 12
Lampyris: 783.000 Cr 12

TECH LEVEL 13+ SHIPS:

TIE-Fighter: 872.500 Cr 13
Ixian Freighter MK1: 895.800 Cr 13
Anaconda (2nd Hand): 946.000 Cr 13

TECH LEVEL 14+ SHIPS:

Firefly: 1.073.400 Cr 14
Incom T-65 X-Wing: 1.079.600 Cr 14
Tiger Mark I: 1.147.600 Cr 14
Penelope Class Freighter: 1.271.000 Cr 14
TIE-Interceptor: 1.303.000 Cr 14
A-Wing: 1.542.000 Cr 14
Super Cobra: 1.622.000 Cr 14
B-Wing: 2.070.000 Cr 14
Tepiu: 2.299.000 Cr 14
Pallas: 2.677.000 Cr 14
Imperial Courier (Old Vs.): 2.850.000 Cr 14

TECH LEVEL 15+ SHIPS:

Falcon: 3.384.000 Cr 15
Falcon-S: 3.384.000 Cr 15
Constrictor: 3.470.000 Cr 15
Thargoid Warship (Stolen): 3.500.000 Cr 15
The Morrigan: 4.820.000 Cr 15
Condor Flagship: 17.130.000 Cr 15
The Ultimate Uber Ship: 345.610.000 Cr** 15

* Fun item (fictional lowest limit) I took out (by revising its required Tech Level to 99)
** (Fictional? upper limit) - An ultimate Uber Uber ship


Alphabetical List of OXPs which`s ships have been included into this version:
-----------------------------------------------------------------------------
* All strict mode ships
* Aegidian-Special
* All-Stars
* AphidV2
* Assassins
* A-Wing
* Boyracers
* B-Wing
* Cobra3Njx
* Cobra35
* CobraClipperPC
* Commies
* Condor
* Dragon
* Dreams01Beta
* Dredger
* DWCobra3
* Eagle2
* Executive Spaceways V2.2
* Far Star
* Ferdelance_NG
* Ferdepai
* Firewasp
* Grass_Snake
* Greekshipset1
* Griffin2
* Hotrods
* Icarus
* Illicit_Unlock_FIX1.56
* Impcourier (Old)
* Impcourier2 (New)
* Interceptor
* Ionics-1.2.1
* Isisinterstellar
* Ixianfreighter
* Ixianships
* Jabberwocky
* Kestrel&Falcon
* Lambda
* Lane_Legal
* Llama
* Longshot
* Marett_Vol1
* Merlin
* Morrigan
* MPakRedux
* Murgh_XShips
* Newships
* Oldships
* Outrider
* Pallas
* Pelamis
* Phoenix
* PTI
* PythonClassCruiserV2.6
* Racers
* Renegade_Viper
* RoC
* SalezaV2
* Shield-Tail
* Shreddies
* Spearhead_1
* Stingray
* Stingray_Mk_II
* Supercobra
* Swift
* Terrapin
* Tesoura
* TIE
* Tiger
* Tribant
* Urutu_IV
* UrutuMkIII
* Velocity
* WolfMk2
* Wolfwoods_Variants
* X-Ships
* X-Wing
* Your_Ad_Here
* Y-Wing
* Zz-Oo-Haul


How-To calculate the Revised Ship Prices
----------------------------------------

The Basic Reference Ship is the

Cobra MkIII:
Extended Cargo Capacity: 35 tons
Speed: 0.35 LS
Energy Banks: 4
Missile Slots: 4
Possible Equipment: All
Manoeuvrability (Pitch/Roll): 1.5
Gun Mounts: All 4
Energy recharge rate: 4
Price without Equipment: 150.000 Cr

Cobra MkIII is taken as standard with a Standard Price of 150.000 Cr, and then

Extended Cargo Capacity: Price is raised/lowered 20%/10% per 20 additional/smaller Cargo Bay
Speed: Price is doubled (each time)/lowered 20% per 0.1 LS jump up/down
Energy Banks: Price is raised/lowered 20%/10% per additional/fewer Energy Bank
Missile Slots: Price is raised/lowered 20%/10% per additional/fewer Missile Slots
Possible Equipment: Price is taken down 10% per essential equipment piece not available
Manoeuvrability (Pitch/Roll): Price is raised/lowered 20% per 0.5 additional/lower Pitch/Roll
Gun Mounts: Price is lowered 10% per unavailable, 5% per reduced capacity Gun Mount
Energy recharge rate: Price is raised/lowered 20%/10% per 1 additional/lower Energy recharge rate

Any Price without Equipment is the result of 150.000 Cr multiplied by all multipliers!


Example Revised Ship Price Calculations
---------------------------------------

Adder:
Extended Cargo Capacity: 2 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.24 LS (0.1 LS down, price lowered 20% as slow vehicle) M=0.8
Energy Banks: 1 (3 Energy Banks less, price lowered 30%) M=0.7
Missile Slots: 1 (3 Missile Slots less, price lowered 30%) M=0.7
Possible Equipment: No MilSh, No ECC (Price lowered 20% as 2 essential EQ N/A) M=0.8
Manoeuvrability (Pitch/Roll): 2.4 (Price raised by 40% as 1 additional Pitch/Roll) M=1.4
Gun Mounts: 1 (Price lowered 30% for 3 unavailable Gun Mounts) M=0.7
Energy recharge rate: 2 (Price lowered 20% for -2 Energy recharge rate) M=0.8
Price without Equipment: 150.000 Cr * 0.7"3 * 0.8"4 * 1.4 ~ 19.7% ~ 29.500 Cr

Gecko:
Extended Cargo Capacity: 3 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.30 LS (0.05 LS down, price lowered 10% as slower) M=0.9
Energy Banks: 3 (1 Energy Bank less, price lowered 10%) M=0.9
Missile Slots: 4 (Price stays as is) M=1.0
Possible Equipment: No MilSh, No ECC (Price lowered 20% as 2 essential EQ N/A) M=0.8
Manoeuvrability (Pitch/Roll): 2.25 (Price raised 30% as 0.75 additional Pitch/Roll) M=1.3
Gun Mounts: 1 (Price lowered 30% for 3 unavailable Gun Mounts) M=0.7
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.7 * 0.8"2 * 0.9"2 * 1.3 ~ 47.2% ~ 70.760 Cr

Asp MkII:
Extended Cargo Capacity: 0 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.40 LS (0.05 LS up, price raised 50% as fast vehicle) M=1.5
Energy Banks: 5 (1 Energy Bank more, price raised 20%) M=1.2
Missile Slots: 1 (3 Missile Slots less, price lowered 30%) M=0.7
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 2 (Price lowered 20% for 2 unavailable Gun Mounts) M=0.8
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.7 * 0.8"2 * 1.2 * 1.5 ~ 80.6% ~ 120.960 Cr

Python:
Extended Cargo Capacity: 115 tons (Price raised 80% due to big cargo space) M=1.8
Speed: 0.20 LS (0.15 LS down, price lowered 30% as slow) M=0.7
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 2 (2 Missile Slots less, price lowered 20%) M=0.8
Possible Equipment: No Military Shield (Price lowered 10% as 1 essential EQ N/A) M=0.9
Manoeuvrability (Pitch/Roll): 1.4 (Price lowered by 4% as 0.1 less Pitch/Roll) M=0.96
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 2.5 (Price lowered 15% as -1.5 Energy recharge rate) M=0.85
Price without Equipment: 150.000 Cr * 0.7 * 0.8 * 0.85 * 0.9 * 0.96 * 1.6 * 1.8 ~ 118.4% ~ 177.650 Cr

Tesoura:
Extended Cargo Capacity: 135 tons (Price raised 100% due to big cargo space) M=2.0
Speed: 0.30 LS (0.05 LS down, price lowered 10% as slower) M=0.9
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 4 (Price stays as is) M=1.0
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.9 * 1.6 * 2 ~ 288% ~ 432.000 Cr

Fer-de-Lance
Extended Cargo Capacity: 12 tons (Price lowered 10% for smaller cargo space) M=0.9
Speed: 0.60 LS (Price doubled twice & half due to 0.25 LS up) M=6.0
Energy Banks: 2 (2 Energy Banks less, price lowered 20%) M=0.8
Missile Slots: 2 (2 Missile Slots less, price lowered 20%) M=0.8
Possible Equipment: No ECC (Price lowered 10% as 1 essential EQ N/A) M=0.9
Manoeuvrability (Pitch/Roll): 2.3 (Price raised 30% as 0.8 additional Pitch/Roll) M=1.3
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 4.5 (Price raised 10% for +0.5 Energy recharge rate) M=1.1
Price without Equipment: 150.000 Cr * 0.8"2 * 0.9"2 * 1.3 * 6 ~ 404.4% ~ 606.500 Cr

Anaconda:
Extended Cargo Capacity: 750 tons (Price raised 720% due to monstrous cargo space) M=8.2
Speed: 0.14 LS (0.2 LS down, price lowered 40% as slow vehicle) M=0.6
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 7 (3 Missile Slots more, price raised 60%) M=1.6
Possible Equipment: 2* No Shield, No ECC (Price lowered 30% as 3 essential EQ N/A) M=0.7
Manoeuvrability (Pitch/Roll): 0.55 (Price lowered by 40% as 1 less Pitch/Roll) M=0.6
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 3 (Price lowered 10% for -1 Energy recharge rate) M=0.9
Price without Equipment: 150.000 Cr * 0.6"2 * 0.7 * 0.9 * 1.6"2 * 8.2 ~ 476% ~ 714.150 Cr

Imperial Courier:
Extended Cargo Capacity: 135 tons (Price raised 100% due to big cargo space) M=2.0
Speed: 0.35 LS (Price stays as is) M=1.0
Energy Banks: 8 (4 Energy Banks more, price raised 80%) M=1.8
Missile Slots: 8 (4 Missile Slots more, price raised 80%) M=1.8
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 1.8"2 * 2 ~ 648% ~ 972.000 Cr

Super Cobra:
Extended Cargo Capacity: 55 tons (Price raised 20% due to bigger cargo space) M=1.2
Speed: 0.45 LS (Price doubled for +0.1 LS) M=2.0
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 7 (3 Missile Slots more, price raised 60%) M=1.6
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.7 (Price raised 10% as 0.2 additional Pitch/Roll) M=1.1
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 7 (Price raised 60% for +3 Energy recharge rate) M=1.6
Price without Equipment: 150.000 Cr * 1.1 * 1.2 * 1.6"3 * 2 ~ 1080% ~ 1.622.000 Cr

The Ultimate Uber Ship of Ultimate Destiny:
Extended Cargo Capacity: 750 tons (Price raised 720% due to monstrous cargo space) M=8.2
Speed: 0.755 LS (Price quadruple doubled due to 0.4 LS up) M=16.0
Energy Banks: 13 (9 Energy Banks more, price raised 180%) M=2.8
Missile Slots: 13 (9 Missile Slots more, price raised 180%) M=2.8
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 2.5 (Price raised by 40% as 1 additional Pitch/Roll) M=1.4
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 7 (Price raised 60% for +3 Energy recharge rate) M=1.6
Price without Equipment: 150.000 Cr * 1.4 * 1.6 * 2.8"2 * 8.2 * 16 ~ 230406% ~ 345.610.000 Cr


Have fun!


Lestradae

Posted: Mon Mar 10, 2008 5:27 pm
by The Edible Poet
Wow, that is cool! :D

Gonna give it a go now.

Feedback wanted

Posted: Mon Mar 10, 2008 9:44 pm
by Lestradae
Hey,
Wow, that is cool!
Happy, that you like it! :)

By the way, I am interested in feedback, of course praise :D but, what might be even more important, feedback about things that don`t work or at least don`t work as they should.

One thing I already found out is that the Realistic Shipyards obviously don`t work with Oolite version 1.68. I would not recommend playing the OXP with anything else but 1.70 anyways, but information about version compatibility is still welcome! :idea:

Enjoy the game :!:

L

Posted: Mon Mar 10, 2008 10:04 pm
by FSOneblin
Umm... so, if you have the illicit unlock oxp, there will be no constrictor :cry:, or will it still be there :D.


Don't panic: FSOneblin

It will be there ...

Posted: Mon Mar 10, 2008 11:02 pm
by Lestradae
No, don`t panic :lol:
Umm... so, if you have the illicit unlock oxp, there will be no constrictor , or will it still be there .
The Constrictor will be there when you run a certain classified mission in any case :!:

But later - when you have risen to the rating of Dangerous at least - AND if you have the Realistic Shipyards AND Illicit Unlock IN (both OXPs need to be in) - then the Constrictor will start appearing in shipyards of the highest possible Tech Level (15) from time to time. :idea:

But, the aforementioned mission will happen anyways! 8)

It`s called an OXP dependency if an OXP needs another OXP to be installed simultanously that a given effect happens. I am already starting to talk Ooneese ... :?

To finish my confusing explanation (it`s already midnight here, so what do you expect)

1. Put in the Realistic Shipyards AND Illicit Unlock OXPs

2. Then play the mission involving the Constrictor

3. Then rise to the rating of Dangerous

4. After that, visit as many TL 15 systems as you can

5. Then Constrictors will start appearing in such a high-end shipyards every now and then. Don`t expect it to be fast to acquire, though - it costs well beyond 3 million credits. And believe me, it`s worth that :D

All clear :?: :twisted:

Cheers

L

Posted: Tue Mar 11, 2008 12:42 am
by FSOneblin
Ok, thanks for the answers, man. The last time someone paniced on my ship, I made them clean the air lock, with a rock about to fall on the button :twisted:. Now, umm... let's make a real version of what spaceship magazine!

EDIT: No, I really tried to make a what spaceship with pages, total chaos.

Pages? :)

Posted: Tue Mar 11, 2008 9:20 am
by Lestradae
I really tried to make a what spaceship with pages, total chaos.
How so? :lol:

* tries to imagine & doesn`t manage * :?

L

Realistic Shipyards Reloaded

Posted: Tue Mar 11, 2008 11:17 am
by Lestradae
Re-download the OXP if possible! V1.03 --> V1.04: Found typos that would put ridiculous pricings on a special version of the Fer-de-Lance and the Team Zorg Racing Anaconda! For V1.04, obviously, this has been corrected ...

1.04 --> 1.05

Posted: Wed Mar 12, 2008 4:11 pm
by Lestradae
The next update to the Realistic Shipyards:

Now contains a short story about a conspiracy theory involving the Galactic Navy and Benulobiweed, Inc.

You heard it at your local Hacker`s Outpost!


Cheers 8)

L

Posted: Thu Mar 20, 2008 2:23 pm
by Commander Mysenses
got v.1.05
That bloody stolen thargoid warship! It turns up, bimbling around in every system I visit! Doesn't take too long to shoot down either.

I thought they were supposed to be rare, I've shot down 4 already!

Posted: Thu Mar 20, 2008 4:22 pm
by The Edible Poet
Commander Mysenses wrote:
got v.1.05
That bloody stolen thargoid warship! It turns up, bimbling around in every system I visit! Doesn't take too long to shoot down either.

I thought they were supposed to be rare, I've shot down 4 already!
hehe. :lol:

Great OXP. Definitly a vast improvement for me. Outstanding work Lestradae! :D

But it does seem a bit like they're giving free stolen thargoid warships away free with every purchase down at the local Tescoo Ooxpress it the moment. :wink: (well not nearly that bad, but you know what I mean).

And it could do with being a fair bit tougher too really.

Oops ...

Posted: Thu Mar 20, 2008 5:19 pm
by Lestradae
OK, that`s all NOT supposed to happen! :?

It will perhaps take two weeks or so to fix this as I`m going on holiday tomorrow and will only have the possibility of looking into it from April onwards again. :(
That bloody stolen thargoid warship! It turns up, bimbling around in every system I visit! Doesn't take too long to shoot down either. I thought they were supposed to be rare, I've shot down 4 already!
Actually, it`s not even supposed to appear as a non-player ship AT ALL! :shock: Perhaps player ships are randomly chosen from the game to appear in non-player roles from time to time?

We will have to ask one of the wiseguys concerning that, as there are no defined roles or scripted appearances for this ship in the Realistic Shipyards oxp ... Ahruman, Little Bear, etc. ... help? :oops:
Great OXP. Definitly a vast improvement for me. Outstanding work Lestradae!
Thanks! :)
But it does seem a bit like they're giving free stolen thargoid warships away free with every purchase down at the local Tescoo Ooxpress it the moment. (well not nearly that bad, but you know what I mean).
Do you mean, it appears in shipyards all the time (now it REALLY shouldn`t do this) or that it appears as a non-player entity every so often?

If it appears in a shipyard of some oxp-scripted station, it could be a bug in the OXP the station is from - if it`s shipyard has accidentially been set to 99 or beyond 15, this could mean that all the super-ships appear in it all the time.

And IF it appears, it should cost in the 3 million Cr range - not exactly a free give-away ...
And it could do with being a fair bit tougher too really.
Well, it`s ship stats are exactly the same as those of all other non-player in-game Thargoid Warships - that was deliberate.

Also, making it even tougher would drive it`s price into hilarious regions - doesn`t make much sense to me.

So, I have three questions for both of you:

1. Which Elite ranking are you with how many kills? (the stolen Thargoid Warship shouldn`t appear AT ALL if you`re not at least Deadly)

2. Does the Thargoid Warship appear in shipyard`s below Tech Level 15 (it shouldn`t do that either), and how often does it appear in-shipyard (per visit)?

3. If it appears in-shipyard, how much does it actually cost? (should be 3 million Cr plus)

A bit puzzled :?

Lestradae

Bugs squashed! (literally?!)

Posted: Thu Mar 20, 2008 7:22 pm
by Lestradae
So, the two mistakes have been found.

Turns out that I actually left a few lines of code in that were actually for testing :oops:

If you re-download Realistic Shipyards V1.06 by clicking on my signature, there should be no more Thargoid pirates and the frequency with which the stolen Warship appears should be massively reduced.

It should still not have appeared under 1.05 if you are not Deadly yet! So please, if you could still answer the three above questions for me ...

Have fun 8)

L

Posted: Thu Mar 20, 2008 7:46 pm
by Commander Mysenses
Running v.1.71 under Windows XP
Competent
Galaxy one
Not seen it for sale.
I've just been attacked by one a few times (and royally kicked it's ass).
It's not that it's an easy kill, but the NPC AI is a bit pedestrian, once you get on it's six it's a duck-shoot.
HTH

.

Posted: Thu Mar 20, 2008 7:49 pm
by Lestradae
I've just been attacked by one a few times
Won`t happen again!
Competent - Galaxy one - Not seen it for sale.
Then that`s actually as it should be. 8)
(and royally kicked it's ass).
Hehe :)
v.1.71 under Windows XP
From where did you get V1.71? :shock: Want have that, can has version :?: :idea: :!:

Cheers,

L