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PostPosted: Thu Dec 30, 2010 8:45 am 
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I think the default values for the hud are:
Code:
	"message_gui" = {
		alpha = "1.00";
		width = 480;
		height = 160;
		x = 0;
		y = "-40";
		"row_height" = 19;
	};
I found that I missed valuable info when it was displayed at the side, so I kept the original position and just made the text smaller by lowering the row_height.

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PostPosted: Thu Dec 30, 2010 9:51 am 
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Quote:
I found that I missed valuable info when it was displayed at the side
This is true at first… but you soon get used to it.

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PostPosted: Fri Dec 31, 2010 6:13 pm 
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In immersion mode, there seems to be the occasional system that is always serious trouble… every time you return to it, it’s the same. Lativege in G7 is one such system… a poor ag/feudal, and always full of hardnuts. I’d taken three thorough beatings here, and had to hyperspace out every time… but I was determined to fight my way in, so I went back for another go. Made it through, but with serious damage to Rolling Thunder:

Image

So then I journeyed over to Edoned, and got ‘robbed’ by GalCop:

Image

Damn it... what a game!

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Last edited by Cody on Fri Dec 31, 2010 6:27 pm, edited 1 time in total.

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PostPosted: Fri Dec 31, 2010 6:20 pm 
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Is that a new feature in 1.75, that you get a bounty instead of an insurance?

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PostPosted: Fri Dec 31, 2010 6:35 pm 
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Quote:
Is that a new feature in 1.75, that you get a bounty instead of an insurance?
Not really new. Until now there were some pilots that had both a bounty and an insurance. e.g. an insured trader that accidentally hit a clean ship in combat. (Also a large part of the oxp added ships had pilots with both values set)
The player just never noticed because he only got the bounty message when both values were present. New it that the player now will know he didn't get the insurance in such cases.:twisted:

(Its all a spin-off from a bug report about scooping pilots)

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Last edited by Eric Walch on Fri Dec 31, 2010 7:06 pm, edited 1 time in total.

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PostPosted: Fri Dec 31, 2010 7:06 pm 
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Ah, thanks Eric… that explains it.

I should add that I got wiped-out again soon after that first pic, so didn’t have to pay for those repairs… but I lost a fair few kills.

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PostPosted: Sun Jan 09, 2011 2:32 pm 
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Hi all. First post.
I had a very nasty experience just the other day. Nothing quite like it has happend before.
I thought Id have a go a starting as Jameson again just for fun, made what purchses i could and blasted out of the station to make my first witchspace jump. On reaching the system I was immediatley ambushed at the witchpoint by 14 Eagle MkIIs which proceeded to end this Jameson's career right there and then. Kinda harsh even for the Ooniverse I thought.
Managed a couple of screenshots...

Check the scanner (and time)

Image



Didn't even take one of them with me
I hope that if I had been in my usual ride things would have been different.

Image



Thanks to all who have made this game. Great board too!


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PostPosted: Sun Jan 09, 2011 2:55 pm 
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Hi Estwing and welcome… the Ooniverse can be a harsh place sometimes.

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PostPosted: Sun Jan 09, 2011 3:03 pm 
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Those 14 Eagles belong to an OXP, but I can't remember which one - I'd suggest, once identified, you remove it until you're a little more iron-assed...

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PostPosted: Sun Jan 09, 2011 4:07 pm 
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I see, thanks, but why did this happen with Jameson and not my rated commander? I've not added or removed any OXPs recently.
Could it be a G1 only thing? Ive added some OXP since I was there. If it is, I will have to make a few galactic jumps with my favourate commander and teach the pirate scum to breathe a vacuum :)


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PostPosted: Sun Jan 09, 2011 4:16 pm 
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Ah! OXPs work for all Commanders if they are installed...they're not selective. If you want to be a born-again Jameson, you should remove most OXPs...just leave eye-candy.

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PostPosted: Sun Jan 09, 2011 4:26 pm 
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Quote:
Those 14 Eagles belong to an OXP, but I can't remember which one - I'd suggest, once identified, you remove it until you're a little more iron-assed...
Yep, that's the Eagle2.oxp. There's a script.js file in there that adds a convocation of Eagles each time you jump into Zaonce. Remove the script, and you'll be fine. (Or avoid Zaonce...)

Edit: Memory is flaky. It's not a script.js, it's a planetinfo.plist:
Code:
{ 
	"0 129" = {
			
			"script_actions" = (
				"checkForShips: eagle2", 												{
					conditions = ("shipsFound_number lessthan 150");
					do = ( "addShipsAtPrecisely: eagle2test 15 wpm 0 0 10" );
				}
			);
		};
	
}

It only triggers for Zaonce, and is just a test thing that didn't get removed prior to release. Perfectly safe to remove (or rename).

Edit2: Changed from 'flock' to the proper collective noun. Although my quick research revealed that some use 'aerie' or 'brood' as well.

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Last edited by CheeseRedux on Sun Jan 09, 2011 5:16 pm, edited 2 times in total.

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PostPosted: Sun Jan 09, 2011 4:48 pm 
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i hit those little buggers a ways back and posted in a grump cos they picked on me! they ALWAYS target the player it seems : i had a cop attack some but as soon as i joined in they all ignored the cop and turned on me :-(

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PostPosted: Sun Jan 09, 2011 5:22 pm 
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CheeseRedux is spot on.

The band of Eagles was added for testing purposes and later forgotten.

You can completely remove the planetinfo.plist inside Eagle2.oxp without doing any harm.

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PostPosted: Sun Jan 09, 2011 5:32 pm 
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Thanks for the info everyone. I'm going to leave the script there and go back (forwards) with my usual commamder/ship to G1.
14 Eagles Vs 1 Falcon. Hmmm, I'll let you know :)


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