Search found 1998 matches
- Sat Jun 01, 2019 7:30 pm
- Forum: Suggestion Box
- Topic: On Orbits & Sun Distance
- Replies: 25
- Views: 12962
Re: On Orbits & Sun Distance
One other possible interpretation of where the witchpoint of a system is at...is it's in the same orbit as the main planet -- either leading or lagging it by maybe 30-60 degrees in orbit. The planet and sun of the system would remain in a relative fixed position to that and would look the same on ev...
- Sat Apr 20, 2019 12:36 pm
- Forum: Expansion Pack
- Topic: PopulationControl.oxz
- Replies: 33
- Views: 14870
Re: PopulationControl.oxz
Something semi-player-centric could be added in the form of slightly reduced pirates in Galaxy Chart 1, where the player normally starts. This would be on top of reduction of pirates in "unsafe" systems. Likewise, Galaxy Chart 4 could have more pirates, reflecting the extra Anarchy and Multi-Governm...
- Tue Jan 08, 2019 10:48 pm
- Forum: Testing and Bug reports
- Topic: escorts = 0; no longer works?!
- Replies: 4
- Views: 3803
Re: escorts = 0; no longer works?!
OK, I'll test "escort_roles" = 0;
...and will probably be editing this post in a couple days with results.
...and will probably be editing this post in a couple days with results.
- Sun Jan 06, 2019 4:37 pm
- Forum: Discussion
- Topic: Core game money earning
- Replies: 19
- Views: 6377
Re: Core game money earning
Recovering an ejected pirate's escape pod or a trade ship's escape pod after it's been ambushed by something is typically worth 2-10x more than pirate bounties. Using a Mining Laser on a side mount of a Cobra 3 lets you mine asteroids for minerals, but it's only worth doing that in Industrial system...
- Fri Dec 28, 2018 5:50 am
- Forum: Suggestion Box
- Topic: The pirates pack`s "commanders" (in the core game)
- Replies: 2
- Views: 3493
Re: The pirates pack`s "commanders" (in the core game)
Even if not in the core game, cool concept if someone can pull it off.
Kind-of a 'lite' Random Hits.
Kind-of a 'lite' Random Hits.
- Sun Dec 16, 2018 4:04 am
- Forum: Testing and Bug reports
- Topic: escorts = 0; no longer works?!
- Replies: 4
- Views: 3803
Re: escorts = 0; no longer works?!
Thanks, at least my guess was mostly on target.
- Sat Dec 15, 2018 4:55 pm
- Forum: Testing and Bug reports
- Topic: escorts = 0; no longer works?!
- Replies: 4
- Views: 3803
escorts = 0; no longer works?!
In making a modified Galactic Navy OXP, I added Navy Boa 2 Light Cruisers to the ships used by the Galactic Navy. "navy-boa2" has escorts = 4; and escort_ship = "navy-asp"; So it has 4 jump-capable Asps tagging along with it, since it's made to travel to other systems and interstellar space. It refe...
- Fri Dec 07, 2018 10:24 pm
- Forum: Suggestion Box
- Topic: Thought experiment: no currency
- Replies: 33
- Views: 21157
Re: Thought experiment: no currency
Some in our society pretend that they're disconnected from others (rich from poor peoples, to take a blatantly exaggerated example). And some pretend they can do it solo: eg the american myth of the self-made-man. This could be interesting in a game: to instil a particular, cooperative mindset... "...
- Wed Dec 05, 2018 4:19 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 5728
- Views: 1165418
Re: Screenshots
I had to revert to an earlier version of Superhub because it kept killing me when I got near it due to invisible parts of its model. It's a job for the maintainer of this AddOn. New style subentity declarations for docks do work different. I reported it on the Superhub Expansion thread a few months...
- Sun Dec 02, 2018 11:29 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1042
- Views: 283532
Re: Random Hits OXP
CaptSolo, is your ultralight version available somewhere online? I too don't much care for the hit jobs... but more importantly the sheer number of ships it adds makes it run the game slower. I do like having the Space Bar as ambience and am looking into getting a replacement market for it that work...
- Sun Dec 02, 2018 11:23 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 5728
- Views: 1165418
Re: Screenshots
I had to revert to an earlier version of Superhub because it kept killing me when I got near it due to invisible parts of its model.
- Fri Nov 23, 2018 5:55 am
- Forum: Discussion
- Topic: Money!
- Replies: 4
- Views: 3154
Re: Money!
FlightLog.oxz by Thargoid can help keep track of credit changes.
oolite.oxp.spara.market_observer.oxz can be even more detailed about how well you're trading.
oolite.oxp.spara.market_observer.oxz can be even more detailed about how well you're trading.
- Wed Nov 21, 2018 5:52 pm
- Forum: Suggestion Box
- Topic: Thought experiment: no currency
- Replies: 33
- Views: 21157
Re: Thought experiment: no currency
As already mentioned, in the absence of credits there's still trade items and most importantly Gold/Plat/Gems. Now the near-max trading value of a full onboard safe is: 499 kg Gold x ~40 credits each = 19960 credits 499 kg Platinum x ~80 cr. = 39920 credits 499,999 g Gemstones x ~20 cr. = 9999980 cr...
- Thu Nov 15, 2018 6:35 pm
- Forum: Testing and Bug reports
- Topic: Cargo Contracts MOD for Oolite v1.77 and v1.79!
- Replies: 46
- Views: 43415
Re: Cargo Contracts MOD still broken!
Now using Oolite v1.88! I still cannot figure out how to generate lowest and highest possible prices for a remote system or even the system I'm in! Instead i get a bunch of sample prices and just pick the lowest and highest ones of the bunch. Lowest price for starting system, highest price at destin...
- Tue Oct 30, 2018 3:53 am
- Forum: Expansion Pack
- Topic: [Release] Spicy Hermits
- Replies: 300
- Views: 99291
Re: [Release] Spicy Hermits
Some hermits could be given shield boosters and naval shields -- if they get both, they'll be much tougher. This could be randomly done by the core engine via ship data files including the boosters or by script based on the nature of the system (TL, agri/ind, Gov) and the odds need not be random at ...