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 Post subject: Re: New Lasers v0.3.oxz
PostPosted: Thu Jun 18, 2015 8:11 am 
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Quote:
Could it be just my system?
To be fair, I was testing v0.4 not v0.3, so maybe it sneaked into that version somehow.
So don't contact the exorcist/psychiatrist just yet :wink:

0.4 within 24 hours... I hope :mrgreen:

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 Post subject: Re: New Lasers v0.3.oxz
PostPosted: Thu Jun 18, 2015 8:17 am 
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Quote:
edit: seriously is my system haunted ? now I see 2 "ingram M1928A2 beam lasers" available :?
You don't perchance have an earlier version of the OXP sitting in your AddOns folder?


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 Post subject: Re: New Lasers v0.3.oxz
PostPosted: Thu Jun 18, 2015 9:49 am 
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Quote:
]You don't perchance have an earlier version of the OXP sitting in your AddOns folder?
Well that's odd. my addons folder doesn't have an earlier version, but my ManagedAddons in GNUstep/Library/ApplicationSupport/Oolite/ManagedAddons/
has the earlier version also.!
But that is supposed to be resolved by the package manager automatically.
I never put anything manually in there :shock:
Code:
~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns $ ls |grep new_lasers
oolite.oxp.redspear.new_lasers_0.3.oxz
oolite.oxp.redspear.new_lasers.oxz


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 Post subject: Re: New Lasers v0.3.oxz
PostPosted: Thu Jun 18, 2015 11:08 am 
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Quote:
Quote:
]You don't perchance have an earlier version of the OXP sitting in your AddOns folder?
Well that's odd. my addons folder doesn't have an earlier version, but my ManagedAddons in GNUstep/Library/ApplicationSupport/Oolite/ManagedAddons/
has the earlier version also.!
But that is supposed to be resolved by the package manager automatically.
I never put anything manually in there :shock:
Code:
~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns $ ls |grep new_lasers
oolite.oxp.redspear.new_lasers_0.3.oxz
oolite.oxp.redspear.new_lasers.oxz
Ah, that might be my fault on account of the name difference... Sorry.

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 Post subject: Re: New Lasers v0.3.oxz
PostPosted: Thu Jun 18, 2015 11:36 am 
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Quote:
Code:
oolite.oxp.redspear.new_lasers_0.3.oxz
oolite.oxp.redspear.new_lasers.oxz
This is why the version should not be in the manifest ID. I think redspear will remove the number from the next version but the game will recognize it as a different oxp, so all players who installed v0.3 must remove it by hand before install v0.4 to avoid double installation.

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 Post subject: Re: New Lasers v0.3.oxz
PostPosted: Thu Jun 18, 2015 12:47 pm 
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Quote:
Ah, that might be my fault on account of the name difference... Sorry.
no problem just glad I didn't purge my laptop in holly water for no reason :lol:


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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Fri Jun 19, 2015 8:50 am 
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Quote:
no problem just glad I didn't purge my laptop in holly water for no reason :lol:
Me too! :lol:

v0.4 is now available from the manager:
  • Unrestricted Beam Emission Regulator (UBER) laser coupler enables high powered/silly lasers
  • Stabilised MegaForce Usage Gear (SMUG) laser coupler prevents them from appearing
  • Various tweaks including some colour fixes

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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Fri Jun 19, 2015 9:41 am 
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Quote:
Unrestricted Beam Emission Regulator (UBER) laser coupler enables high powered/silly lasers
Stabilised MegaForce Usage Gear (SMUG) laser coupler prevents them from appearing
These sound great.
I can't wait to get my hands on your Peak Energy Naval Incapacitation System!

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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Fri Jun 19, 2015 9:47 am 
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Quote:
I can't wait to get my hands on your Peak Energy Naval Incapacitation System!
I beg your pardon! :lol:

What with your status as a pan-dimensional entity, the above statement may now mean that I have trouble sleeping :shock:

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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Fri Jun 19, 2015 9:52 am 
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<chuckles, mischievously>

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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Fri Jun 19, 2015 10:07 pm 
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I added the table of the Uber lasers into the wiki.

My suggestion: double the heat parameter of all ubers: still will do around double damage than the Military Laser in overheat, but the current 4x is too much imho, especially the defence type which need 5.5 minutes(!) to overheat and the "slowdown" mean from 3.3 shot/sec to 3 shot/sec (almost nothing).

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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Fri Jun 19, 2015 10:34 pm 
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Quote:
I added the table of the Uber lasers into the wiki.

My suggestion: double the heat parameter of all ubers
Thanks again Norby.
Yes, I might need to tune them down a bit (probably shouldn't have tested them in an adder...) but perhaps in different ways for different lasers.
Quote:
the defence type which need 5.5 minutes(!) to overheat and the "slowdown" mean from 3.3 shot/sec to 3 shot/sec (almost nothing).
That's actually intentional :D
I wanted that kind of arcade laser that you could fire indiscriminately, so in this case I should probably review the damage rather than the heating.

Tempted to make a Negligable Emitted Radiation Fire (NERF) laser coupler for really crummy lasers that make pulse lasers look like battle cannons :wink:

Although 'uber' isn't normally about game balance (or not about maintaining it anyway), I think you're probably right. Now that they're out there for people to try I'll consider how to tweak them for the next version.

I also altered some of the other lasers for 0.4 so I may edit those tables in the future.

Thanks for your continued interest Norby.

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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Sat Jun 20, 2015 9:33 am 
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Thanks also. :)

I do not know the current lifetime selection between UBER and SMUG is intentional or not. Due to the incompatibility is set to each other the player can not change without editing the savegame.

There is another way if you want to allow switching between these:
-if equipment is SMUG in playerBoughtEquipment then removeEquipment UBER,
-if bought UBER then remove SMUG.

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 Post subject: Re: New Lasers v0.4.oxz
PostPosted: Sat Jun 20, 2015 8:23 pm 
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Quote:
I think redspear will remove the number from the next version but the game will recognize it as a different oxp, so all players who installed v0.3 must remove it by hand before install v0.4 to avoid double installation.
Yep, that's what's been done.
Quote:
I do not know the current lifetime selection between UBER and SMUG is intentional or not. Due to the incompatibility is set to each other the player can not change without editing the savegame.
Not quite true, as the equipment will not travel with you should you purchase a new ship.
I thought that the equipment list is crowded enough with this oxp, also both UBER and SMUG should not show up on the F5 screen once purchased.

I may need to make a seperate lasers menu for the F3 screen in a future version though...
Quote:
There is another way if you want to allow switching between these:
-if equipment is SMUG in playerBoughtEquipment then removeEquipment UBER,
-if bought UBER then remove SMUG.
I hadn't thought of that TBH (and it might be the best way to do things) but I'd need to think some more to decide if that's how I wanted it to work.

Thanks.

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 Post subject: Re: New Lasers v0.5.oxz
PostPosted: Wed Jun 24, 2015 11:20 pm 
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v0.5 is now available

Some tweaks, especially to the JK laser which is now an improved mining laser rather than a budget one.
Quote:
I thought that the equipment list is crowded enough with this oxp, also both UBER and SMUG should not show up on the F5 screen once purchased.

I may need to make a seperate lasers menu for the F3 screen in a future version though...
With the above in mind I used another strategy. Not every laser is available in every system. Once you've found a few of the standard ones you'll likely know where to look for the others. As for the 'uber' lasers they're distributed differently but you can likely work out where to look.

Of course you can find them by accident or alternatively you might be in a suitable place but the tech level is too low.
All of them can be found in main stations.

If anyone can't work it out then just ask or PM me, but as I said, you can find all of them by accident if you explore enough.

Happy hunting :)

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