Search found 2550 matches

by spara
Fri Mar 29, 2019 5:34 am
Forum: Discussion
Topic: Diplomatic Corps Ships
Replies: 18
Views: 4590

Re: Diplomatic Corps Ships

:mrgreen: Flying veggie?
by spara
Tue Mar 12, 2019 10:27 am
Forum: Expansion Pack
Topic: [Release] Rescue Stations
Replies: 115
Views: 54754

Re: [Release] Rescue Stations

Somebody *please* tell me how to find a Black Box - I've been flying around a system for about 6 hours trying to find one ... I've installed the "hot and cold" OXP, which seems to work, but there's nothing shows up in the scanner. It's driving me mad! :shock: :oops: :? I must confess. Without the C...
by spara
Mon Mar 11, 2019 4:28 pm
Forum: Discussion
Topic: New Jameson here, some initial feedback
Replies: 61
Views: 6965

Re: New Jameson here, some initial feedback

@starting with the Adder I've restarted with the Adder and to be honest I'm not finding it difficult at all. I just corkscrew to avoid pirate fire, make sure I buy things at a good price and sell at a good price. The big problem is its a long haul to be able to afford a new ship and without cargo e...
by spara
Tue Mar 05, 2019 3:02 pm
Forum: Discussion
Topic: New Jameson here, some initial feedback
Replies: 61
Views: 6965

Re: New Jameson here, some initial feedback

One of my favorite topics over the years is brainstorming how the game would need to be changed for the Adder start to be the default start. Try starting the game in Adder. Even with the cargo expansion hack from the Start Choices OXP, you'll notice that it's a huge effort to cumulate enough capital...
by spara
Sat Mar 02, 2019 2:17 pm
Forum: Expansion Pack
Topic: [Release] Start Choices
Replies: 88
Views: 48766

Re: [Release] Start Choices

I (still) firmly believe that modding is the key to keeping this game alive. On top of constantly developing the core game of course. <grins> Don't forget the players! You can mod and dev all you want, but without us dumb pilots... quo vadis? I stand corrected, sir. :D The correct mixture is devvin...
by spara
Sat Mar 02, 2019 12:45 pm
Forum: Expansion Pack
Topic: [Release] Start Choices
Replies: 88
Views: 48766

Re: [Release] Start Choices

How does the time fly :D. The previous update was from 2015! A new version which incorporates phkb:s fix is now uploaded. Thanks a lot phkb for taking care of yet another of my old oxps. And to anyone who hesitates to update or fix or modify or alter or change or whatever with my oxps, please don't....
by spara
Tue Jan 01, 2019 3:37 pm
Forum: Expansion Pack
Topic: Star Fuel OXZ
Replies: 17
Views: 6711

Re: Star Fuel OXZ

OK, so it's effectively a way to cram more fuel into the tank. Oh ye who lack in thee faith! It might _look_ like that if you blasphemously peek at the sacred code, but be aware that Holy Fuel (tm) is in fact produced by sacred blessings in the vast halls of Black Monk Monasteries with rites unfit ...
by spara
Fri Nov 09, 2018 10:01 am
Forum: Discussion
Topic: Time
Replies: 9
Views: 2169

Re: Time

Just a quick comment here. If someone takes this further, it should probably work so that some sort of transaction key needs to be pressed for things to actually happen. You would kind of create a list of actions and then execute it.
by spara
Mon Nov 05, 2018 7:48 pm
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 79864

Re: [Release] Spicy Hermits

coriolis: 25000 What? Corolis stations can be destroyed , without special OXP funny business? I think variable strength for rock hermits would add some fun and realism. How about the following? Non-pirate hermits: energy between 1500 and 2000, with a chance of shields - via the NPC Shields OXP - of...
by spara
Mon Nov 05, 2018 5:24 pm
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 79864

Re: [Release] Spicy Hermits

Good points on the default max_energy of hermits. For reference: boa2: 525 hermit: 1000 coriolis: 25000 So beefing up the hermits sounds like a reasonable idea for this oxp. Kind of like simulating shields. Don't know about the variable strength though. Sounds nice on paper, but is kind of hard to n...
by spara
Mon Nov 05, 2018 5:06 pm
Forum: Expansion Pack
Topic: [Release] Stations for Extra Planets
Replies: 124
Views: 59759

Re: [Release] Stations for Extra Planets

New version is up (2.0.1)

* fixed buoy tumbling as per UK_Eliter's report
* fixed shininess of S-A1 Coriolis Station as per Nite Owl's report
by spara
Mon Nov 05, 2018 3:27 pm
Forum: Expansion Pack
Topic: [Release] Stations for Extra Planets
Replies: 124
Views: 59759

Re: [Release] Stations for Extra Planets

Found a minor problem with the S-A1 Coriolis Station by smivs. Had trouble manually docking at this station as the docking port was always showing up as extremely dark on at least two of the five sides. This made it difficult to judge my ship's distance from those sides. Took a look at the shipdata...
by spara
Mon Nov 05, 2018 3:17 pm
Forum: Expansion Pack
Topic: [Release] Stations for Extra Planets
Replies: 124
Views: 59759

Re: [Release] Stations for Extra Planets

I haven't played Oolite in a couple years but I just realized that, since people don't like the Constores because they make the game too easy by their location at the witchpoint, perhaps they could be incorporated into SFEP. Who does not like Constores? Shame on them. :mrgreen: SFEP already has tha...
by spara
Sun Oct 28, 2018 4:04 pm
Forum: Discussion
Topic: Screenshots
Replies: 5523
Views: 934435

Re: Screenshots

How cool is that 8) You could have ads in front of the docking bay :mrgreen:
by spara
Sun Oct 28, 2018 3:52 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1039
Views: 241592

Re: Random Hits OXP

Nice :D . That's a bug you've discovered. I'll check there aren't others like that lurking around and fix it asap. Edit: And oxp updated with the fix. Well, another one probably still lurking around is [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Random_Hits 1.11.3): Err...