Armoury OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Thargoid
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Armoury OXP

Post by Thargoid » Sun Jun 13, 2010 3:37 pm

As I had a few too many OXPs around the place, I decided to combine a few (and upgrade them and add a whole bunch of new bits and bobs). So I present to you Armoury OXP.

This meta OXP includes all the content of:
  • AMS.oxp
  • Captured Thargons.oxp
  • Drones.oxp
  • Missile Rack.oxp
  • Probe.oxp
If you are installing Armoury.oxp and have any of the above also installed, please remove them as Armoury supercedes and updates them for the current version of the game.

Also new in Armoury:

New Bombs - four new pylon-mounted bombs are made available.
  • Buzz bomb - electromagnetic emitter which can cause damage to all ships in scanner range, with more damage to closer ships. Less effective against alien technology.
  • Bug bomb - a tuned version of the buzz bomb set up to damage alien craft at the expense of damage to normal ships.
  • Stun bomb - tuned to affect ships systems, causing ships to become uncontrollable and be unresponsive for a short period.
  • Uni bomb - Tuned to affect quirium-using ships engines, with the effect of overloading them and causing catastrophic failure and usually explosions.
All of the above drain ships energy to achieve their effects, to use with care.

Missile Machine
- a piece of equipment located in the cargo bay with a feed-through auto-loader mounted on a ships pylon. This uses the ships cargo to manufacture missiles whilst in-flight. 1 ton of radioactives + 1 ton of alloys plus a little fuel can be used to make 3 standard-grade missiles, whilst adding 1 ton computers to the mix enables ECM-proof missiles to be made (this will be done if suitable cargo is available).

Production can go on as long as suitable raw materials are available, although it is stopped when the ship is not in flight for maintenance crew safety.

Plus many more new weapons that are added to the OXP as I think of them and as we go along - for more details see this thread or the wiki page for the OXP.

- = = Download Armoury.oxp here = = -

(Anyone who has a beta version of this OXP installed is asked to remove it and replace it with this full release version)
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Last edited by Thargoid on Fri Mar 22, 2013 5:47 pm, edited 7 times in total.

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Corny
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Re: [NEW RELEASE] Armoury OXP - v1.00 (needs Oolite 1.74)

Post by Corny » Sun Jun 13, 2010 7:47 pm

Thargoid wrote:
Missile Machine
- a piece of equipment located in the cargo bay with a feed-through auto-loader mounted on a ships pylon. This uses the ships cargo to manufacture missiles whilst in-flight. 1 ton of radioactives + 1 ton of alloys plus a little fuel can be used to make 3 standard-grade missiles, whilst adding 1 ton computers to the mix enables ECM-proof missiles to be made (this will be done if suitable cargo is available).

Production can go on as long as suitable raw materials are available, although it is stopped when the ship is not in flight for maintenance crew safety.
I didn't fully understand that - does it produce missiles automatically or do I have to activate the machine?

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Post by Thargoid » Sun Jun 13, 2010 8:20 pm

You have to activate it. Select it like you would any normal missile/mine and then trigger it with "m" (or whatever key you have defined).

It will go away and do it's thing for a little while, and once completed up to 3 missiles will be loaded up onto available empty pylons.

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Post by CheeseRedux » Sun Jun 13, 2010 8:27 pm

The big question is, can you sell 'em?
If yes, that's another clever way to make a buck on your milkruns...
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Post by Thargoid » Sun Jun 13, 2010 8:31 pm

CheeseRedux wrote:The big question is, can you sell 'em?
If yes, that's another clever way to make a buck on your milkruns...
Yes, but unless you're very lucky they'll cost more to make than the value of the radioactives and alloys (and optionally computers) needed to produce them.

It's a missile machine, not a cash machine ;) They're not just default missiles that are awarded - I already thought of the resale value aspect :twisted:

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Post by pagroove » Mon Jun 14, 2010 4:02 pm

Splendid. Didn't notice this release. Missile Machine looks yummy. Also fun is trying out the new bombs. Thanks Thargoid.
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Post by JazHaz » Tue Jun 15, 2010 1:35 am

Can NPCs use the missile machine? If so then its almost an infinite missiles cheat for them (and us) lol.
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Post by Thargoid » Tue Jun 15, 2010 5:24 am

In theory they could be scripted to do so, but in practice no it's not available to them.

And it's not infinite missiles, unless you've got an infinte cargo bay full of infinite radioactives and infinite alloys (and infinite fuel and infinite computers).

But it does give you more options, if you're prepared to have the cargo available to sacrifice and the time to make the missiles (it's deliberately not instantaneous).

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Post by PhantorGorth » Tue Jun 15, 2010 7:12 am

Nice one Thargoid.

Creates a use for radioactives and alloys which are in my opinion next to useless trading good.

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Post by Lestradae » Tue Jun 15, 2010 8:02 am

Missile machines, what a great idea.

Perhaps this could be done for other equipment items, too? Industrial Factories of varying TLs for really large ships like the Anaconda, create your own equipment from Computers, Machines, Alloys, Radioactives, etc. ...

What a cool idea.

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Post by Smivs » Tue Jun 15, 2010 8:06 am

PhantorGorth wrote:Nice one Thargoid.

Creates a use for radioactives and alloys which are in my opinion next to useless trading good.
Not so! If you pick them up from a Rock Hermit en route to a Rich Industrial planet you'll easily make around 15-20 Cr per Ton. The same is true for minerals. :)
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Post by Switeck » Wed Jun 16, 2010 8:02 pm

If I find a rock hermit, I usually drop off everything I have at the main station and go shuttle what the rock hermit has to the main station as well. I usually get 1-3k credits profit for my efforts.

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Post by DaddyHoggy » Wed Jun 16, 2010 8:20 pm

Thargoid wrote:In theory they could be scripted to do so, but in practice no it's not available to them.

And it's not infinite missiles, unless you've got an infinte cargo bay full of infinite radioactives and infinite alloys (and infinite fuel and infinite computers).

But it does give you more options, if you're prepared to have the cargo available to sacrifice and the time to make the missiles (it's deliberately not instantaneous).
Suddenly an Anaconda with 750TC of space seems like a good idea (possibly not for the player) but as an NPC ship with escorts and scavengers, churning out missiles from its innards - to be shared amongst its battle group... Potentially quite formidable...
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Post by JazHaz » Wed Jun 16, 2010 10:17 pm

Earlier today I had an NPC drop a stun bomb on me! :wink:

The wiki says: "When used against a player craft it causes the ship to tumble into a new random orientation. "

I got a message to say thats what happened, but nothing happened to me, not even a hit on my shields. My position didn't change.

Looks like a bug to me! :wink:
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drew wrote:£4,500 though! :shock: <Faints>
Cheers,
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Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
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Post by Thargoid » Thu Jun 17, 2010 5:52 am

Adds to the list underneath more checks on TCAT...

Thanks - that one's odd though, maybe the script went weird somewhere. It's just a small randomisation of ships orientation, as I couldn't think of a way to get the PC to smack the player around the head enough to stun them :twisted:

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