probs editing oxps

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bagman
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probs editing oxps

Post by bagman » Wed Dec 01, 2010 9:54 pm

I would like to make my own OXPs. So Im thinking start small. change some numbers in a OXP something like the price on a ship. So I opened cober3njx.oxp/config/shipyard.PLIST with notepad++ changed the line <real>0.4</real> to <real>1</real> this as I understand will make it 100% to come up at the ship yard. Then the price of the ship <integer>274000</integer> to <integer>4000</integer> . This will make the ship 4000 credits and always available at a ship yard of the appropriate tech level. So I saved the file and launched the game only to find that there is no change?? Where am I going wrong?? Do I need to do some sort of encoding?? :(

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Cody
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Post by Cody » Wed Dec 01, 2010 9:57 pm

Hi bagman and welcome.

When you restarted the game, did you hold 'shift' down until the spinning Cobra appears?
If you edit a plist, you need to do this to clear the cache.

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Post by bagman » Wed Dec 01, 2010 10:04 pm

Just tried starting game with shift held down but still no change? :cry:

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Post by Cody » Wed Dec 01, 2010 10:12 pm

Ah… then you’ll have to wait for one of our experts to come along… I’m just a player.

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Svengali
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Post by Svengali » Wed Dec 01, 2010 11:08 pm

Welcome onboard, bagman.

It would be pretty useful to know about your OS and Oolite version and the location of Oolite (e.g. C:\Oolite). And if you have a logfile (stderr.txt or Latest.log) this could also be a winner .-)

...But strange enough - VirtualStore springs to my mind...

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Lestradae
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Re: probs editing oxps

Post by Lestradae » Wed Dec 01, 2010 11:24 pm

bagman wrote:... I opened cober3njx.oxp/config/shipyard.PLIST with notepad++ changed the line <real>0.4</real> to <real>1</real> this as I understand will make it 100% to come up at the ship yard. ... So I saved the file and launched the game only to find that there is no change?? Where am I going wrong?? ...
There's another thing that might go wrong, how many ship oxps do you have installed?

Because if you have lots of them, the "<real>1</real>" part does not automatically translate into "100% to come up at the ship yard"!

After which method the game then chooses which ships to offer and which not and how/where it stops offering is something probably only one of the devs can answer.

Hope that helps.

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Post by Switeck » Fri Dec 03, 2010 9:37 pm

You may have to jump out and back into the high-tech system to see shipyard changes (which are saved in your savegames).

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