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PostPosted: Tue Nov 11, 2014 7:13 am 
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Quite Grand Sub-Admiral
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Quote:
I saw a post by cim about doing choices, but I lost it...
[wiki]Scenarios.plist[/wiki] is what you may be thinking of

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PostPosted: Tue Nov 11, 2014 9:32 am 
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In my opinion, Sunracer is better choice - small and fast.


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PostPosted: Tue Nov 11, 2014 1:38 pm 
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Quote:
getting the Hardships in the startup choices again?
Just select the "Normal Start" and you will see the Hardships menu in the next screen.

Note if you install both Start choices and Hardships, then the last will take over all other starts (like hauler) also. The old fix of this problem is these starts are copied into the Hardships menu. Now the scenarios can solve this using a better way so will be implemented in the next version.

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PostPosted: Tue Nov 11, 2014 5:32 pm 
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Thanks for clearing that up! I had Start Choices installed before I installed Hardships, and didn't realize that it would cause problems. You should probably put Start Choices as a conflicting OXP. Or, since it only partly breaks it, just put a note in the description that the start choices part is broken by the Start Choices OXP.
Quote:
[wiki]Scenarios.plist[/wiki] is what you may be thinking of
I don't know if that's what I saw, but that looks like it would work! :)

EDIT: One more thing. I always play with trunk, unless I am checking to see if something is a problem in trunk only, or with an OXP. With trunk, the Beam laser damage and heat has been halved, to help to balance the game. That does pose a problem with this OXP though, because now the beam laser only does 6 units of damage, and the hard armor deflects 10, meaning that no matter how long you shoot at a Hardship with a beam laser, you will never do any damage. I'm not sure how you want to deal with it, and you can probably wait till trunk becomes stable, (though you could also do a v0.87.1 for trunk, and leave 0.87 for 1.80,) but I thought I would let you know. :D

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PostPosted: Tue Mar 10, 2015 11:03 am 
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HardShips v0.88 is available in the manager:
-Hard Armor made less hard, following reduced laser power in Oolite 1.81.
-Allow selection of extra ships with Start Choices OXP.
-Sholud send less emails with Email System OXP.

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PostPosted: Sun Nov 20, 2016 2:15 pm 
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V0.89 fix Hard Boa Mk2 to allow fitting Military Shields, thanks to javirodriguez.

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PostPosted: Sat Dec 03, 2016 7:28 pm 
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Hi!
i've been playing "hardships oxp" for weeks (around twenty hours) and i have also installed "skilled NPC oxp", that makes the game really difficult, but sometimes i've come up against some standard ship which seems to be impossible to kill.
I installed DETECTORS OXP (it also have some minor issue that i will write in another post) in order to test what was happening to ship's energy and i was able to check out that however much i shoot at it, the ship never loses power. it always remain intact/constant.
Much to my regret i had to uninstall "hardships oxp". i've played for hours and there are no longer any "immortal ships".
Things got back to normal.
I would like to know if anyone has come across such a situation and any solution for it.
Sorry again for my bad english.
Thanks!!!!!!!


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PostPosted: Sat Dec 03, 2016 10:29 pm 
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Yes, this is an undocumented fact in current [wiki]HardShips[/wiki]. I simply could not solve it when I tried anno, so I left in as a feature, making the game a bit harder via there are a few ships what you must leave alone. Only the few user of [wiki]Detectors[/wiki] can discover that there is a bug in the background so after more retry I decided to give up the fixing.

This is a competition for anybody who think that has good skills in Oolite js: please try to fix it in hardships.js. If we will have a winner then we will have a solution. :)

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PostPosted: Sat Dec 03, 2016 10:37 pm 
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Quote:
... i have also installed "skilled NPC oxp", that makes the game really difficult
I like that OXP a lot - my eyes light-up when I get a top-rated assassin in an Asp on my six!
Quote:
Sorry again for my bad english.
No need to apologise - your English is fine.

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PostPosted: Sun Dec 04, 2016 9:04 am 
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Quite Grand Sub-Admiral
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javirodriguez's bug report and subsequent posts moved to the relevant Hardships.oxp thread.


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PostPosted: Tue Apr 04, 2017 1:36 am 
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Hi, I need your advice again, this time for a test for detecting drones from HardShips OXP

In Telescope, you're using
Code:
( entity.isPiloted || entity.forwardWeapon )

but I just discovered that navigation buoys also pass that test! It has:
Code:
forwardWeapon: [EquipmentInfo EQ_WEAPON_NONE "Remove Laser"],
That's why, when near a station, the navigation buoy is listed near the top of Telescope list, an excellent feature IMO :wink:
I think the buoys should stay where they are on the list (I'm aiming to get have no outward changes in behavior)
but I could use a better test for drones. Thanks

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PostPosted: Tue Apr 04, 2017 9:18 am 
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When I wrote HardShips the remove laser "weapon" was not in the game, it is added later. For a better test I do no know another general way but you can check against all used dataKeys or roles.

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PostPosted: Wed Apr 05, 2017 12:06 am 
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Ah, the joys of coding in a fluid environment!

I think I'll stick w/ testing for 'drone' in dataKey; dataKey's don't change as often as role's can :D

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"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.


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