(Original) ToughGuys OXP

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

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Switeck
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Post by Switeck »

My mod also added more equipment to ai ships and they even got a slightly better fleeing ai profile.
http://wiki.alioth.net/index.php/Switeck%27s_Mod_OXP

But I'll check this out to see what's different.

Note: There were a few original ships with rear-firing lasers -- pretty much the really big traders (Anaconda, Boa, Boa 2) had at least a pulse laser. But since they're never normally pirates, you'd probably never see that. :lol:
In my mod, they are very rare pirate types.
Thargoid warships also have a rear laser, but theirs acts more like a turret so it hardly counts.

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Cody
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Post by Cody »

Now working fine with Griff's shipset... had a good scrap with an asterisked Asp or two and a Python Blackdog.

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Smivs
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Post by Smivs »

El Viejo wrote:Now working fine with Griff's shipset... had a good scrap with an asterisked Asp or two and a Python Blackdog.
That's good to hear, thanks.

:)
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Killer Wolf
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Post by Killer Wolf »

Eric Walch wrote:
maik wrote:
Killer Wolf wrote:i'm w/ DarkBee here, i'm racking my brains and i can honestly say i've never seen an NPC using a rear weapon. if i come up behind and fire, we start a twist dogfight, i've never had one fire at me w/ a rear gun. is there some AI condition that determines what they use and when?
I've had a few NPCs use their aft lasers on me, but I think they were all from Random Hits.
That you don't see rear lasers in use often is because none of oolites own ships has them and only very few oxp ships. They are mainly found in mission oxps like Random Hits and others. (said the pilot, who was just blown up by a q-mine that was ejected by an ups target :cry: )
seems to be a Catch-22 w/ my ships then, cos i've not put additional gunpoints in my NPC Vampires simply because i thought they didn't use them!
for clarity - and tweaking of my current OXP - do NPCs just have Fore and Aft, but no side weapons?

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Post by Thargoid »

Yes

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Cody
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Post by Cody »

This Tough Guys oxp combined with Caracal’s Furball oxp certainly makes for one helluva firefight… a dozen or more bandits, the same number of Vipers, a Boa and it’s six escorts… and me. Chaos and carnage, or what!

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Post by Arexack_Heretic »

Maybe you could make the OXP conditional?

Like... when a player has achieved Deadly rank and/or is in gal4 and up,
have a newscast or something announce that organised crime has made off with the weapon stockpiles of Saider-krupp.
Or that gal+1 has a sale on all beam weapons. something like that.

It being dependent on players to install/deinstall just seems incomplete.

No offence meant, just 2cc.
Riding the Rocket!

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