[RELEASE] Gallery OXP v1.21

Discussion and information relevant to creating special missions, new ships, skins etc.

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Norby
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Re: [RELEASE] Gallery OXP v1.21

Post by Norby »

montana05 wrote:this morning the counter went up again. It might be that I visited the same exhibitions all over again. :lol:
No problem and thank you for the savegame, look well as expected.

So you are on the way again to be Competent Visitor, good luck! :)

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Norby
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Re: [RELEASE] Gallery OXP v1.21

Post by Norby »

Harmless wrote:
Sat Jun 17, 2017 9:44 pm
I found it quite cool that one of those OXZs has ship exhibitions, almost like a car dealership, parked near the witchpoint. If you scratch 'em, you bought 'em! I thought I had come up with a cool exploit to get to "Elite" more quickly -- drop a quirium cascade mine near the exhibition to get a huge kill count! It seems the OXZ author already thought of this -- in that brilliant and dazzling quirium moment, my half-million credits evaporated right along with the 20 parked ships! LOL!
Yes, this is in Gallery oxp, moreover these kills are not counted into your score. The fine is willfully huge, even you should pay off the full price of the destroyed ships, but these are not fully functional ones so currently GalCop asks "only" 100.000 credits for each one. ;)

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montana05
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Re: [RELEASE] Gallery OXP v1.21

Post by montana05 »

I hate to be the bearer of bad news but I recognized that some object like "seedy space bars" or ""Red Knights Squadron" Vipers" (plus the ships I am working on :oops: ) disappear frequently just to be "explored" once again next time you meet them. I am not sure if I missed or massed something up to get this results.
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

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Norby
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Re: [RELEASE] Gallery OXP v1.21

Post by Norby »

It sounds like a bug, just I can not trace down in my limited time, sorry.

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