Search found 1998 matches

by Switeck
Sat Jun 01, 2019 7:30 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 2287

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...
by Switeck
Sat Apr 20, 2019 12:36 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 3486

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...
by Switeck
Tue Jan 08, 2019 10:48 pm
Forum: Testing and Bug reports
Topic: escorts = 0; no longer works?!
Replies: 4
Views: 1465

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.
by Switeck
Sun Jan 06, 2019 4:37 pm
Forum: Discussion
Topic: Core game money earning
Replies: 19
Views: 2431

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...
by Switeck
Fri Dec 28, 2018 5:50 am
Forum: Suggestion Box
Topic: The pirates pack`s "commanders" (in the core game)
Replies: 2
Views: 1404

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.
by Switeck
Sun Dec 16, 2018 4:04 am
Forum: Testing and Bug reports
Topic: escorts = 0; no longer works?!
Replies: 4
Views: 1465

Re: escorts = 0; no longer works?!

Thanks, at least my guess was mostly on target.
by Switeck
Sat Dec 15, 2018 4:55 pm
Forum: Testing and Bug reports
Topic: escorts = 0; no longer works?!
Replies: 4
Views: 1465

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...
by Switeck
Fri Dec 07, 2018 10:24 pm
Forum: Suggestion Box
Topic: Thought experiment: no currency
Replies: 33
Views: 12576

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... "...
by Switeck
Wed Dec 05, 2018 4:19 am
Forum: Discussion
Topic: Screenshots
Replies: 5523
Views: 926113

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...
by Switeck
Sun Dec 02, 2018 11:29 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1039
Views: 239998

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...
by Switeck
Sun Dec 02, 2018 11:23 pm
Forum: Discussion
Topic: Screenshots
Replies: 5523
Views: 926113

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.
by Switeck
Fri Nov 23, 2018 5:55 am
Forum: Discussion
Topic: Money!
Replies: 4
Views: 1442

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.
by Switeck
Wed Nov 21, 2018 5:52 pm
Forum: Suggestion Box
Topic: Thought experiment: no currency
Replies: 33
Views: 12576

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...
by Switeck
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: 31405

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...
by Switeck
Tue Oct 30, 2018 3:53 am
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 78829

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 ...