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Galactic Navy OXP
Posted: Sun May 31, 2009 12:19 pm
by Nemoricus
This is a great OXP and an excellent addition to Oolite, but the OXP itself has not been updated in some time.
Does anyone know what's being done with it now?
Posted: Sun May 31, 2009 12:55 pm
by Diziet Sma
You could always PM matt634 and ask him.. last known sighting of him here was only 3 weeks ago, so there's a good chance he'd reply..
Re: Galactic Navy OXP
Posted: Sun May 31, 2009 1:01 pm
by Screet
Nemoricus wrote:This is a great OXP and an excellent addition to Oolite, but the OXP itself has not been updated in some time.
Does anyone know what's being done with it now?
Around last christmas he said that he's updating the oxp...but then he vanished for a looong time, but as Diziet Sma already wrote, he's been back recently.
I'd be glad if there were a larger version of GN coming...I really love that oxp!
Screet
Posted: Sun May 31, 2009 1:04 pm
by Nemoricus
I've already PMed him, but it's been about a week and I haven't heard back from matt yet.
I hope he does make a comeback. There's a lot that I'd love to see done with the Galactic Navy.
Posted: Sun May 31, 2009 2:04 pm
by Capt. Slog
There is a discussion going on Galactic NavySpec ops... This is possibly the sighting of matt364 referred to. Be warned that it contains (ROT13 mostly) information about the mission.
Posted: Thu Jun 11, 2009 7:11 pm
by Nemoricus
I've been going through Galactic Navy's code, and I found that it adds headhunters to certain systems while the Admiral mission is active. However, these are clean ships that appear to be added with no rhyme or reason.
Does anyone know what these are all about?
Posted: Sat Jun 13, 2009 12:48 am
by Capt. Slog
Nemoricus wrote:I've been going through Galactic Navy's code, and I found that it adds headhunters to certain systems while the Admiral mission is active. However, these are clean ships that appear to be added with no rhyme or reason.
Does anyone know what these are all about?
I think they're just to hinder your progress. They're Kurtz henchmen and he controls this part of the galaxy, so, officially they're clean.
Posted: Sat Jun 13, 2009 1:42 am
by Nemoricus
That's just annoying then. There's no in-game explanation for their existence and I don't like that.
Adding one would enhance immersion and make the mission more interesting.
Thoughts?
Posted: Sat Jun 13, 2009 7:14 am
by Screet
Nemoricus wrote:That's just annoying then. There's no in-game explanation for their existence and I don't like that.
Adding one would enhance immersion and make the mission more interesting.
Thoughts?
Like the idea. Some newsflash or people tell rumours to the player while he visits a bar maybe?
I'm not sure, but are those headhunters the slave ships I saw occasionally, where the people then could sell the hunter as slave later on? If not, I'm afraid I don't even know them, or they simply did not manage to register in my memory.
Screet
Posted: Sun Jun 14, 2009 5:01 pm
by Capt. Slog
Nemoricus wrote:That's just annoying then. There's no in-game explanation for their existence and I don't like that.
Adding one would enhance immersion and make the mission more interesting.
Thoughts?
Fine, I'd almost forgotten these because I spent so much time hunting Kurtz. Messages at stations or radio messages when you encounter them?