Search found 309 matches

by montana05
Tue Feb 06, 2018 4:21 pm
Forum: Expansion Pack
Topic: [WIP] Mercenaries
Replies: 3
Views: 2594

Re: [WIP] Mercenaries

Wow, the xls in the pack is very promising, there are many nice ships inside! :) Thank you Norby, I tired to keep a balance between core- and OXP-ships. BTW when you have a little spare time would it be possible to assign Multiple Lasers to Serpent Class Cruiser and Werewolf ? I am still 2 islands ...
by montana05
Mon Feb 05, 2018 7:32 am
Forum: Expansion Pack
Topic: [WIP] Mercenaries
Replies: 3
Views: 2594

[WIP] Mercenaries

The 3rd module of Galactic Navy Extend: Mercenaries the 1st module Galactic Navy Extend and the 2nd module System Guard Navy could be found here. Specially this one still need a lot attention. :lol: The future target is a group(s) of mercenaries fighting together with the Navies while at the same ti...
by montana05
Mon Feb 05, 2018 7:30 am
Forum: Expansion Pack
Topic: [WIP] System Guard Navy
Replies: 3
Views: 2022

[WIP] System Guard Navy

The 2nd module of Galactic Navy Extend: System Guard Navy the 1st module Galactic Navy Extend and the 3rd module Mercenaries could be found here. This part introduces some new ships, mainly modifications of others or mixtures between Hard and Sniper OXP. FeudalStates, Commies and Dictators adding ad...
by montana05
Mon Feb 05, 2018 7:28 am
Forum: Expansion Pack
Topic: [WIP] Galactic Navy Extend
Replies: 14
Views: 5093

[WIP] Galactic Navy Extend

Since my computer is still facing problems and probably will so for a while longer I decided to publish some modules I am working on. Please keep in mind that specially AI's and scripts are still under construction and the entire project is somewhere in the middle. Comments / feedback / ideas / are ...
by montana05
Tue Jan 23, 2018 11:51 pm
Forum: Expansion Pack
Topic: [WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)
Replies: 7
Views: 2629

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Rustem wrote:
Sun Jan 21, 2018 2:25 pm
This version Q-bomb has safe mode spawning. It will activated if it:
I obviously missed that, thank you Rustem. As soon as I got my new PSU I will run some new tests.
by montana05
Sun Jan 21, 2018 7:41 am
Forum: Expansion Pack
Topic: [WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)
Replies: 7
Views: 2629

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Upgrade Q-bomb AI OXP is released. It is worked for player, NPC-ships and rock-hermits. It is the beta release. Links in the first message. Sorry Rustem, I had some test-runs today, the result was nicely flowing bombs and your log but no explosions. In which version of the Oolite your testing? The ...
by montana05
Sat Jan 20, 2018 12:24 pm
Forum: Expansion Pack
Topic: [WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)
Replies: 7
Views: 2629

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Upgrade Q-bomb AI OXP is released. It is worked for player, NPC-ships and rock-hermits. It is the beta release. Links in the first message. Sorry Rustem, I had some test-runs today, the result was nicely flowing bombs and your log but no explosions. This simple AI is actually working pretty well: {...
by montana05
Sat Jan 20, 2018 11:53 am
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1039
Views: 262485

Re: Random Hits OXP

[script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Random_Hits 1.11.3): Error: System.addGroup: Invalid arguments (67) -- expected number (positive count no greater than 64) Actually not an error from Random Hits, just an overflow of grieving relatives after me. Btw, did the re...
by montana05
Fri Jan 19, 2018 2:32 pm
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 215150

Re: Scripting requests

Just a suggestion of mine, including defense_ship_roles similar to escort_roles would make life easier. I am aware that a script could do the same trick easy so its just an idea. On the other hand I tired scan_description for certain groups and the result was all the time that the game earlier or la...
by montana05
Thu Jan 18, 2018 12:46 am
Forum: Discussion
Topic: Zzzz... fzt.. whu ... oh hey...
Replies: 19
Views: 7964

Re: Zzzz... fzt.. whu ... oh hey...

Are there special favorites from my old sets that people would especially like to see more in tune with the new oolite universe? Not an old set of yours but 1 set that pops up in my mind is Military Fiasco (no offense meant). I personally like the mission and the ships there but if you compare them...
by montana05
Tue Jan 16, 2018 12:20 pm
Forum: Discussion
Topic: Zzzz... fzt.. whu ... oh hey...
Replies: 19
Views: 7964

Re: Zzzz... fzt.. whu ... oh hey...

Welcome back, I just recently had a long look at your former work together with ADCK
by montana05
Fri Dec 15, 2017 12:57 am
Forum: Suggestion Box
Topic: star trek ships?
Replies: 44
Views: 14692

Re: star trek ships?

No. Just no. This is its own universe. As much as I know we got several ships from Star Wars, including the Falcon. Furthermore there are Cylons from Battlestar Galactica and a lot ships from less known movies / stories, as mentioned before you are free to create your personal universe, if you disl...
by montana05
Fri Dec 15, 2017 12:50 am
Forum: Suggestion Box
Topic: star trek ships?
Replies: 44
Views: 14692

Re: star trek ships?

fraterchaos wrote:
Thu Dec 14, 2017 4:40 pm
has anybody thought of adding ships from the Star Trek universe?
Well, there is still the Romulan Bird Of Prey, not Klingon but close enough I hope :wink:
by montana05
Wed Dec 13, 2017 11:15 am
Forum: Expansion Pack
Topic: HTML5 Galaxy Maps
Replies: 16
Views: 7927

Re: HTML5 Galaxy Maps

Thanks a lot for the maps, they proofed very useful for a lot of issues. :)
by montana05
Mon Dec 04, 2017 2:05 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 390861

Re: Scripters cove

A simple way to assign multiple characters to a ship: create your character(s) in the characters.plist in the shipdata.plist using "like_ship" create for every character an escape pod. with "pilot =" you can assign each character to his pod, don't forget to set "unpiloted" = no; include to your ship...