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Cheats

Posted: Tue Jan 05, 2010 1:50 pm
by Face-Man
Do any of u know any oolite mac cheats :?:

Posted: Tue Jan 05, 2010 1:56 pm
by another_commander
You can open any save-file with a text editor and change whatever you want: Credits, kills, equipment, ship, location, cargo bay contents, anything you want. It's all there in XML format and pretty easy to edit, too.

Posted: Tue Jan 05, 2010 2:46 pm
by JazHaz
Cheats!! :shock: LOL! :twisted: :twisted:

Posted: Tue Jan 05, 2010 2:51 pm
by Cmdr James
It depends what you mean by "cheat". There are some OXPs such as illicit unlock which alows you to buy any ship, even the ones which are not intended for players. And other OXPs which provide ships which some people regard as cheating (too uber).

There is save file or OXP editing, which a_c mentioned, so its pretty easy to make missions easier or whatever.

I guess forced misjumps are kind of a cheat, and to my mind the time changes (speedup) in game is also a bit of a cheat. I dont think there are any up up down down left right type cheats if thats what you want.

Posted: Tue Jan 05, 2010 4:03 pm
by ClymAngus
Most of my oxp's could be considered (by the slightly more austere members of the community) as cheats. So yes if you want to cheat spend some time with a plist or two and within an hour, I'm sure you'll have caused a small modicum of damage.

Posted: Tue Jan 05, 2010 4:33 pm
by JazHaz
Cmdr James wrote:
There are some OXPs such as illicit unlock which alows you to buy any ship, even the ones which are not intended for players.
Incidentally, does that really work?

Its pretty old now (I got mine off of Oosat) but have not installed it, thinking it may not work with the latest test versions (I have 1.73.4)...

I so want to fly a Viper!! :P

Posted: Tue Jan 05, 2010 4:50 pm
by Cmdr James
It certainly used to work. I think all it does is add a player version of each ship, so it only adds the ones that are n the core game. It ought to be pretty easy to make vipers available by editing the plist anyway even without it.

Posted: Tue Jan 05, 2010 5:52 pm
by ADCK
It works, i use it, but i've edited out the strut (really, why add that at all?) and the transport/shuttle/worm and made the vipers really rare.

As for the Krait, mamba and gecko, i see no reason why they shouldn't be unlocked in the vanilla game, it's not like they're OP, and the pirates have to buy them from somewhere, plus the mamba isn't just a pirate, it's also a escort ship.

Posted: Tue Jan 05, 2010 5:59 pm
by Disembodied
I assume the Krait, Mamba and Gecko are non-player-buyable because they're not jump-capable. It's more to avoid player annoyance, where someone buys one of these ships then finds out they're stuck in one star system. OK, they can just go back in and trade in for a jump-capable ship (or spend their life lurking around behind other ships and following them into wormholes), but it would be an unnecessary nuisance for something which wouldn't add to the game experience.

Posted: Tue Jan 05, 2010 10:51 pm
by JazHaz
Disembodied wrote:
I assume the Krait, Mamba and Gecko are non-player-buyable because they're not jump-capable.
Just installed it to have a look. The Krait, Mamba and Gecko ARE jump-capable.

Posted: Tue Jan 05, 2010 10:57 pm
by Cmd. Cheyd
That OXP (or some other) may make them, but in the manual it clearly states - No Hyperdrive. :/

Posted: Wed Jan 06, 2010 8:45 am
by Commander McLane
The problem with the "non witchjump capable" ships is that technically there is no such thing in Oolite. There is no flag or property of any ship (and never has been) that would prevent it from jumping, provided it has sufficient fuel.

Therefore the "non witchjump capable" NPCs have to use a trick. Either the game-code somewhere has to check explicitely what kind of ship is attempting a witch jump, and doesn't continue if it is one of the "non witchjump capable". But I think this is highly unlikely. Or they are just not given fuel, which effectively prevents them from jumping.

But of course this doesn't work anymore, as soon as these ships are defined as player ships. The player can always buy fuel, and off he goes.

I think I have once suggested a flag/property that would prevent a ship from starting the hyperspace countdown, regardless of its fuel, but I think at this point this isn't a high priority.

Posted: Wed Jan 06, 2010 1:46 pm
by Disembodied
JazHaz wrote:
Just installed it to have a look. The Krait, Mamba and Gecko ARE jump-capable.
Commander McLane wrote:
Therefore the "non witchjump capable" NPCs have to use a trick. Either the game-code somewhere has to check explicitely what kind of ship is attempting a witch jump, and doesn't continue if it is one of the "non witchjump capable". But I think this is highly unlikely. Or they are just not given fuel, which effectively prevents them from jumping.
Well, you live and learn ... Kraits definitely have fuel, though, as they can scoot about on injectors. I wonder how this works?

Posted: Wed Jan 06, 2010 2:46 pm
by Eric Walch
Disembodied wrote:
Well, you live and learn ... Kraits definitely have fuel, though, as they can scoot about on injectors. I wonder how this works?
As McLane writes: there is no check if ships are capable to jump. It is only a matter of fuel and an AI that instructs ships to jump. Ships that have a trader role are sometimes launched as exiting traders. Her the system add fuel on launch, when not present, so traders will always be able to jump.

Krait, Mamba and Gecko are only added as pirate or hunter. Pirates only will try to jump when they have a cargo-bay and it is full. This code never worked correct, but since 1.73 we again see an occasionally pirate jumping out of the system after scooping. The Mamba and Gecko have no fuel so they still wont jump than, but the Krait sometimes has enough fuel left after its battle to jump to an adjacent system to sell its loot. Only the Krait has so little mass that its wormhole won't stay visible long. (probably only a few seconds, to little to follow him)
In most cases the player misses this jumping of the pirate, but he notices them when entering the adjacent system himself and he finds ships with offender status that don't attack but just head for the main station.

(These are often the most interesting targets as they have a lot of cargo on board)

Posted: Wed Jan 06, 2010 3:02 pm
by ADCK
Hmm... Doesn't reallly make sense that there are non-jump-capable ships, especially considering theyre in every system in all 8 galactic sector, how did they ever leave the world where they were created?
Elite Manual wrote:
GECKO: Patented by Robert Bream, but not manufactured until Ace and Faber improved upon the original design specifications after the death of the inventor. Later the design was stolen and widely circulated to a number of "backyard" workshops who produced the ship in vast numbers with many individual variances to protect companies against lawsuits. Mainly used as a single- pilot combat craft, typically pirates.
OK that one's explained, it's made in chop shops from spare parts.
Elite Manual wrote:
KRAIT: Small, reliable one-man fighter, common until the standardized version of the Mamba became available on the open market. Several of these early Faulcon deLacy designed craft may still be found in service in remote areas, but spare parts are no longer available and the need to cannibalize has reduced numbers still further in recent years.
Seems like the same as above.
Elite Manual wrote:
MAMBA: Fighter which grew out of custom-built primarily designed for racing purposes but adopted and armed by pirates due to its high speed and maneuverability. Cargo space was added later when Raddlett and Rayburn Shipyards (based at Reorte) standardized the variences and began manufacturing the craft in large numbers.
Well this one is usually used as an escort, and so it can simply follow it's "mother" through the wormhole.

The Krait and Gecko I can see not being buyable from a GalCop station since they're no longer in production and seem to be made only by pirates, But the Mamba IS still in production, but since there's no vanilla escort missions, not really ideal.

Same with the shuttle/transporter, planetfall.oxp ads landing capability, but not much beyond that, and you're not actually "landing" on the planet

/end rant.