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Thargoid Thargoid


Joined: 12 Jun 2008 Posts: 2500
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Posted: Sun Jun 13, 2010 2:28 pm Post subject: [UPDATED] To Catch a Thargoid OXP - v1.04 |
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Yes, I can finally release my first OXP! And for those who are wondering, that is actually a true statement as this is the one I was originally working on before the other 26+ of them got in the way. It requires Oolite v1.74, and will not work under 1.73.x or lower.
Anyway to finally introduce To Catch a Thargoid (or TCAT for short), a new mission and ships OXP set in G3 (as usual). It is a follow-up to the trunk "Thargoid Plans" mission, and is the revenge of the bugs.
To be considered for the mission, the player must have at least 1500 kills and to have completed Thargoid Plans successfully. If these conditions are met, then during your travels around G3 you may be offered the task.
The mission is in three stages, of increasing difficulty. Expect some detective work, plus at least two decent firefights with some of the bugs latest weaponry and ships. To help you the Galactic Navy also has some new arms of its own in the form of the feared Raptor anti-Thargoid frigates. These guys are also tasked with the mission, and will help you out as long as you don't laser-etch their tails.
The OXP adds some of the ships specifically for the mission, but a selection from both sides (including the Raptors) are added to the general mix. The scripting is designed to disable the mission parts once it is complete to limit system impact - so it can be left in to continue to gain assistance from the Raptors in alien combat, and also to see a wider variety of enemy craft.
- = = Download TCAT here = = - _________________ My OXPs via Boxspace or from my Wiki page .
Thargoid TV
Last edited by Thargoid on Wed Jul 14, 2010 6:27 pm; edited 6 times in total |
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DaddyHoggy Intergalactic Spam Assassin


Joined: 05 Dec 2006 Posts: 4887 Location: Newbury, UK
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Posted: Sun Jun 13, 2010 10:00 pm Post subject: |
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Bravo oh-green-one, I admire your resolve, commitment and perseverance! _________________ Life, the Ooniverse, Everything
Real life can be found here: DaddyH's RL
Oolite Life is now revealed here |
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pagroove ---- E L I T E ----


Joined: 21 Feb 2007 Posts: 1743 Location: On a famous planet
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Posted: Sun Jun 13, 2010 10:37 pm Post subject: |
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Nice one T! Don't have enough kills yet but when I have I try it out  _________________ For P.A. Groove's music check
Myspace.com/pagroovemusic
Get it here:http://aegidian.org/bb/viewtopic.php?t=8077 |
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Thargoid Thargoid


Joined: 12 Jun 2008 Posts: 2500
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Posted: Tue Jun 15, 2010 10:05 pm Post subject: |
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OK, time for the first bugfix of the 1.74 OXPs. Small glitch in the TCAT scripting stopping the rather important base station from being spawned, which is a little embarassing when you need to go there for the mission! (Note to self, using 1 mission variable for two entirely separate purposes is a little too economic and not a very good idea!).
Anyway new version 1.01 with it corrected is uploaded and available. If you upgrade to this one and you still don't see the naval station, you may need to reset things. To do that, make a back-up copy of your save game, open the original in a suitable text editor, find the line:
<key>mission_TCAT_mission</key>
If the line below it says <string>OFFER</string>, then you're good to go (you just need to fly around a bit). If it says <string>BRIEFING_1</string> then change it to <string>OFFER</string> (or delete both lines completely) and the mission should be re-offered after a bit of flying about G3. _________________ My OXPs via Boxspace or from my Wiki page .
Thargoid TV |
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Eric Walch Commodore


Joined: 16 Jun 2007 Posts: 2947 Location: Netherlands
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Posted: Wed Jun 16, 2010 7:37 pm Post subject: |
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| Thargoid wrote: | | Anyway new version 1.01 with it corrected is uploaded and available. If you upgrade to this one and you still don't see the naval station, you may need to reset things. | Its not a question of If, you won't see the new station when you started with 1.00.
Find the line: | Code: | missionVariables.TCAT_navalStatus = "false"
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And change it to: | Code: | | missionVariables.TCAT_navalStatus = "ALIVE" |
It would have been nicer if the new version would have corrected this bug in the save-file itself.. hint...
Than another problem: the station is only added when entering from an other system, not when starting from a saved game
So you might need to jump out and back in first to get that station. _________________ UPS-Courier & BuoyRepair & DeepSpacePirates & others at the box and some 1.74 only versions |
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Thargoid Thargoid


Joined: 12 Jun 2008 Posts: 2500
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Posted: Sat Jun 19, 2010 4:06 pm Post subject: |
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OK, now having seen and understood the AI recursion errors in the logs, plus one or two other small items I've updated TCAT to 1.03. This should be the final update I hope!
Also made the endgame mission somewhat tougher, after some feedback that it was too easy for players with cloaks. Well it won't be any more
Download from here from box or here from boxcn _________________ My OXPs via Boxspace or from my Wiki page .
Thargoid TV |
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Thargoid Thargoid


Joined: 12 Jun 2008 Posts: 2500
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Posted: Wed Jul 14, 2010 6:33 pm Post subject: |
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Minor update to fix a little omission in the shipdata.plist that partially de-fanged the Raptors and one or two other ships. Download from the links in the sig or via the wiki as normal.
For those who don't want to download the whole thing again, the updated shipdata.plist is here. Instructions are in the zip file, but just overwrite the shipdata.plist in the OXP's Config folder with the one in the zip file and restart Oolite holding shift until the spinning Cobbie appears. _________________ My OXPs via Boxspace or from my Wiki page .
Thargoid TV |
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