Search found 628 matches

by Ramirez
Wed Mar 28, 2012 2:19 pm
Forum: Expansion Pack
Topic: The Feudal States
Replies: 645
Views: 176425

Re: The Feudal States

Would I be right in thinking that's related to the Docking Clearance Protocol added in v1.72? I'm afraid I've been a bit ignorant of this feature and haven't ever tried it, let alone modified this or any of my other OXPs to accomodate it. However, a simple fix for this example would be to switch to ...
by Ramirez
Wed Mar 28, 2012 12:24 pm
Forum: Expansion Pack
Topic: The Feudal States
Replies: 645
Views: 176425

Re: The Feudal States

At the moment I've been a bit lax with my use of the 'whom' function, and so any time an opponent dies after the challenge has ended, it forfeits the challenge. I should change this so that only a death caused by the player ends in this result. Just looking at the script again, I've noted my earlier...
by Ramirez
Wed Mar 28, 2012 11:39 am
Forum: Expansion Pack
Topic: The Feudal States
Replies: 645
Views: 176425

Re: The Feudal States

One problem is that I can launch from the station and target my opponent without getting too close and fire until my lasers overheat. From that point most of my work is done! Would it be possible to make it so that to open fire before start bell is an automatic disqualification/loss? That's a good ...
by Ramirez
Tue Mar 27, 2012 6:38 pm
Forum: Expansion Pack
Topic: The Feudal States
Replies: 645
Views: 176425

Re: The Feudal States

Bit tied up with a few things so haven't been able to do much Ooliting recently. However, here's the test OXP: The Feudal States v1.14 TEST So the deal is that I've taken just the three ships from Aronar and have given them turrets instead of lasers. Every time you ask for a challenge you'll get one...
by Ramirez
Mon Mar 19, 2012 8:28 pm
Forum: Expansion Pack
Topic: The Feudal States
Replies: 645
Views: 176425

Re: The Feudal States

Just putting a test OXP together so people can try out the settings for the turrets. I was wondering how to quickly disable lasers as it would look rather ugly to have both turrets and lasers firing during the challenges. I'm stopping short of using turrets for the whole OXP (mainly because that wou...
by Ramirez
Sat Mar 17, 2012 12:14 pm
Forum: Expansion Pack
Topic: The Feudal States
Replies: 645
Views: 176425

Re: The Feudal States

As noted above I am revising this area. Odds are currently calculated based on the player ship's max speed, thrust, energy and missile capacity in comparison to the challenger. Odds are capped at 10:1 in player's favour; meanwhile anything less than 0.2:1 means that the player is a clear favourite a...
by Ramirez
Fri Mar 16, 2012 7:42 pm
Forum: Expansion Pack
Topic: The Feudal States
Replies: 645
Views: 176425

Re: The Feudal States

Finally got a chance to test this and yes, range and weapon energy are both OK in the trunk build. So, now it's just a case of playtesting to find the right balance for the challenges. I'll probably need some volunteers to help with this as challenges are meant to be viable for a wide range of comma...
by Ramirez
Fri Mar 16, 2012 7:22 pm
Forum: Expansion Pack
Topic: [RELEASE] Tracker OXP
Replies: 24
Views: 5281

Re: [RELEASE] Tracker OXP

Thargoid, this is the content of the holebox.dat that I've been using in my test OXP - there's literally nothing there: // output from Obj2DatTex.py Wavefront text file conversion script // runnign within an app created by Platypus // (c) 2005 By Giles Williams // // original file: "holebox.obj" // ...
by Ramirez
Fri Mar 16, 2012 5:29 pm
Forum: Expansion Pack
Topic: [RELEASE] Tracker OXP
Replies: 24
Views: 5281

Re: [RELEASE] Tracker OXP

Yup. I read Ramirez's post (the one I linked above) and thought "I've got a use for that...". Damn, you managed to get your product to market before me! Only joking - I've got a slightly different implementation in mind for use with the crewed ship idea (in what I'm starting to call Wreckers.oxp) a...
by Ramirez
Mon Mar 12, 2012 8:23 pm
Forum: Suggestion Box
Topic: Crew discussion 2012
Replies: 38
Views: 8190

Re: Crew discussion 2012

I've done a basic demo of the advanced targeting system I mentioned, which could act as one of the crew stations. Although It's a little similar to Okti's Long Range Scanner it uses different methods and is intentionally a bit more limited (and therefore a bit more 'gamey'). http://www.arcadia-digit...
by Ramirez
Fri Mar 09, 2012 12:20 am
Forum: Expansion Pack
Topic: Show and Tell (new ships/ ships in progress)
Replies: 764
Views: 156734

Re: Show and Tell (new ships/ ships in progress)

I give you my most complex and possibly mindbending creation yet - behold: the Holebox! http://www.arcadia-digital.net/steve/Oolite/Images/holebox.jpg Is it a box made purely of holes? Perhaps a hole shaped like a box? Or maybe - it's actually both at the same time! I wanted to find a way to place a...
by Ramirez
Thu Mar 08, 2012 11:19 pm
Forum: Suggestion Box
Topic: Crew discussion 2012
Replies: 38
Views: 8190

Re: Crew discussion 2012

Excellent - instant performance increase of 10% across all crew stations due to the hiring of a superb new ship's cook! (Of course the opposite is true - 10% decrease due to salmonella outbreak caused by a dodgy chef with a forged culinary college certificate...) I tend to be way too serious in my O...
by Ramirez
Thu Mar 08, 2012 10:44 pm
Forum: Suggestion Box
Topic: Crew discussion 2012
Replies: 38
Views: 8190

What would I do?

Thanks Maik. We do seem to be thinking along similar lines. Here are the kind of things I came up with (quoting from my hastily-written notes): Simple mechanics: Weapon loading time – let scenario involve a ship with a single missile/torpedo pylon served by some kind of JS-controlled autoloader. It’...
by Ramirez
Thu Mar 08, 2012 10:10 pm
Forum: Suggestion Box
Topic: Crew discussion 2012
Replies: 38
Views: 8190

What does this mean for Oolite?

Putting the Battle of the Atlantic to one side, what does this mean for Oolite? Well an obvious issue is that all the stock equipment, as well as most additional OXP equipment, is easily operated by the pilot alone. With improved scripting, many of the more complex features can also been automated, ...
by Ramirez
Thu Mar 08, 2012 10:05 pm
Forum: Suggestion Box
Topic: Crew discussion 2012
Replies: 38
Views: 8190

What to do with a crew?

So what kind of things could we do with a crew? I often look to other games to plagiarize to take inspiration from. The other day I was planning on having a bit of a play on the excellent subsim Silent Hunter III. Sadly I couldn’t actually get it to run but it prompted me to look at the way crew qua...