[UPDATE RELEASE] Xeptatl's Sword OXP

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Hoopy
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Re: Xeptatl's Sword

Post by Hoopy »

I was getting tempted to tweak my ASP to give it scoops but since you say I need two missile pods it's probably time to sell all the equipment on it, find a nice high tech planet and replace everything on a new ship.

Thanks :)
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Hoopy
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Re: Xeptatl's Sword

Post by Hoopy »

Think I might have found another wee bug - again it's a minor 'clash' with another OXP and is nothing major :)

At one stage you have to try and get a GalPod from somewhere. But on the way there I passed a Communist Worker Factory that sold Galactic Hyperdrives.
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Smivs
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Re: Xeptatl's Sword

Post by Smivs »

Ha, yes I think we had this one before. In practice there is nothing I (or any OXP author) can do about things like this, as we have no control over other peoples' work, and there are so many potential issues that they cannot all be allowed for. It is actually one of the reasons I use so few OXPs myself - far too many skew the game in various ways and they can play merry hell with other OXPs! as well as the obvious consequences they have on normal gameplay.
For what it's worth this part of the mission is actually one of my favourites, so is worth doing even if you don't really have to :wink:
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Hoopy
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Re: Xeptatl's Sword

Post by Hoopy »

Of course I did go and do it 'properly' afterwards and it was good fun :) Even if I was miffed that I was 5000Cr down on the two GalPods I'd had. Only got 1.75 million Credits left now!

I guess it's the 'problem' with an Open Source game like this - there's no one to say 'No!' whenever two OXPs clash.
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Re: Xeptatl's Sword

Post by Smivs »

In theory most of these things could be avoided. In a case like this it could be handled by predicting what other OXPs will add to a system, checking for any that might cause a problem, then removing them. The problem is scale...there are so many OXPs with so many features! And I don't suppose anybody knows in detail what each and every one does.

Keep the GalDrivePods...you might need them 8)
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Re: Xeptatl's Sword

Post by sdrubble »

Smivs wrote:The problem is scale...there are so many OXPs with so many features! And I don't suppose anybody knows in detail what each and every one does.
How to **REPLY** without hijacking a thread...

Cheers :mrgreen:

sdrubble

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Re: Xeptatl's Sword

Post by Hoopy »

The warhead is pretty hard to find! Especially when it flies away from the Boa at a speed of about .4 (could catch it with Witchspace injectors but not without them) but then couldn't see it the first 10 times.

And I love the weapon assembly bit :)
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Re: Xeptatl's Sword

Post by Smivs »

Ha, yes, I learnt to 'cheat' a bit during testing. I'd stop and switch to rear view before releasing it :wink: I didn't suggest this though, as it spoils the fun a bit. :D
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Re: Xeptatl's Sword

Post by Smivs »

Just a quick note about a few problems experienced by some players.
Several times during the mission events are triggered on witchspace exits, and things are getting broken when the player arrives at the target system and then goes to the main station and Saves. Upon re-launch the characters and entities are no longer present and the mission is broken.
This is clearly due to shortcomings in the mission design and will be addressed in due course, but will require a re-write of the main script which is a massive job and will take some time.
In the mean time then some general advice to players. Saving often is a good thing, but avoid saving at target systems unless you are told specifically to go to the main station there. Good times to save would be at a main station where you are given instructions to go somewhere, or to save en route, perhaps at the system before your target system. As much of the mission has been designed around the need to save often this should be easy to do.
The index page of XeptatlsSword.com has been updated to include this advice.
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Tichy
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Re: Xeptatl's Sword

Post by Tichy »

Hoopy wrote:I was getting tempted to tweak my ASP to give it scoops but since you say I need two missile pods it's probably time to sell all the equipment on it, find a nice high tech planet and replace everything on a new ship.

Thanks :)
Try the Red Racer: http://www.aegidian.org/bb/viewtopic.php?f=4&t=12928

A little slower than the Asp, but with 5T cargo and three missile slots :)

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Re: Xeptatl's Sword

Post by DKSE »

I have a small problem with the selling of pylon based equipment (when selling missiles individually) with XeptatlsSword-Main-Remover.js under Oolite v1.76. It lets me sell missiles for 10 times the purchase price, and I had to edit this script to replace all incidences of .price with .price/10. Was wondering if this was a general issue that others had encountered, or just a personal incompatibility due to my having 72 other oxps installed?

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Re: Xeptatl's Sword

Post by Smivs »

Hi DKSE, and welcome to the Friendliest Board this side of Riedquat.
While I have not come across this particular problem at all, there are known issues with the 'Sell pylon based equipment' feature. This feature was designed for this mission, but has never worked properly due to (we believe) a bug in the main Oolite code. Sometimes it works, sometimes it has been known to cause a Crash-to-desktop, and it sounds like you may have found another problem with it. From what you say this might be a simple coding error, and I will take a look at this when I get a moment, but the feature is known to be not reliable.
Despite this it was included in the OXP as a 'Last Resort' for those who had not cleared pylons in more conventional ways, but its routine use is NOT recommended.
You will be prompted in advance throughout the mission when pylons will be needed so that you can ensure that they are free when required, so my best advice is to try to clear pylons as soon as you are told that you will need an empty one, or depending on your ship, always keep one or two empty.
Thanks for your report - these are always useful and help to keep OXPs up to date and reliable, and I hope in this instance that your enjoyment of the OXP has not been affected.
Regards,
Smivs.
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Re: Xeptatl's Sword

Post by cim »

Smivs wrote:This feature was designed for this mission, but has never worked properly due to (we believe) a bug in the main Oolite code. Sometimes it works, sometimes it has been known to cause a Crash-to-desktop
Assuming this wasn't a completely different "crash to desktop when removing missiles by script" bug, then that should no longer be a problem in 1.76.1

There is a less neat way to remove individual missiles safely before 1.76.1, if you want to support earlier versions: remove all of them, then add back the ones you still want. Examples of this are in Feudal States (the lodge fights) and Rescue Stations (the solar lab mission), and perhaps other OXPs.

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Re: Xeptatl's Sword

Post by Smivs »

Thanks for that cim.
Unfortunately the scripting wizard behind much of Xeptatl's Sword is currently occupied with RL work etc, so if I can't fix this myself it might need to wait for Okti's return.
I have a list of tweaks needed for this OXP, so an update will be along at some point.
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Re: Xeptatl's Sword

Post by Smivs »

Just a quick update note.
As you will be aware there are a few minor bugs in XS at the moment, and since I became ill recently I have also learnt that it may not be entirely v1.77 compatible.
I have officially updated XS to v1.0.3 now, the only difference being a change to the requires.plist adding a max_version of 1.76.1 until this can be looked at. I hope to be up and running in a week or so and my first priorities will be to update XS to clear the bugs and confirm compatibility with Oolite v1.77.

Edited to add:-
The 1.77 compatibility issues are more complex than originally thought, and therefore this may take a little longer to fix than I'd hoped. Work is ongoing and an Oolite v1.77 compatible re-release will be along as soon as possible.
Apologies for any disappointment or inconvenience caused.
Smivs. 28th January, 2013.
Last edited by Smivs on Mon Jan 28, 2013 11:49 am, edited 1 time in total.
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