Difference between revisions of "ToughGuys"
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− | ToughGuys v1.0 OXP |
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+ | {{OXPNote|This AddOn is deprecated: see [[User:Smivs|Smivs]] back-catalogue at the bottom of his page}} |
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− | Following several discussions on the BB it has become clear that many Commanders thought that the Player has an unfair advantage in terms of both speed and equipment levels. Whilst a good thing for the novice, many experienced commanders were finding things a little bit too easy, and felt that a bit more balance in the game was desirable. |
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+ | '''ToughGuys 4 OXP''' |
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− | Little can be done to make the 'baddies' more aggressive, or aim better, but in an attempt to redress the balance a bit, I have developed 'ToughGuys', an OXP which makes some of the Baddies, well, badder. It is NOT an OXP for Newbies! |
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− | 'Tough Guys' makes the following changes:- |
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+ | ==Overview== |
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− | Adversaries get a weapons upgrade - if they previously had a pulse laser they get a beam laser, and if they previously had a beam laser, they get Military lasers. Those with aft mounts available also get a rear beam laser. |
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+ | This [[OXP]] affects the level of equipment fitted to many NPC ships and the skill of their pilots. |
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− | There is also a greatly increased chance of them having extra defensive equipment, such as shield boosters, military shield enhancement and ECM. Many will have fuel injectors and some will have the equivalent of an Extra Energy Unit, Also the NPC Mk III Cobra now has the same top speed as the player version. |
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+ | ToughGuys v4.0 is the latest version of this popular OXP, and has been designed for Oolite v1.77. It uses new features introduced in 1.77 which allow a much wider variety of NPC upgrades. |
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− | The net result of these changes is that most (but not all) of the pirates you come accross will be much harder to kill, and will hurt you much more when they hit you. These changes only apply to 'core' NPCs which have the role 'Pirate', and I have been mindful to only give ships equipment they could/should have fitted. |
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− | Compatibility:- |
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+ | Pirates will have a slightly increased chance of more defensive equipment such as shield boosters and ECMs. Some will have weapons upgrades as well, with the standard beam laser being replaced by military lasers on some ships, and most will have aft lasers. These may be pulse, beam or military grade. Many pirate pilots will also be much more skillful than 'core game' pirates to reflect the fact that they are seasoned fighters with a wealth of combat experience. |
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− | ToughGuys OXP has been tested on Oolite v1.74.2 but should work on all versions. It uses a shipdata_overrides.plist to override some data in standard Oolite and other OXPs. It has been tested with standard Oolite and Smivs'Shipset, but may be incompatible with OXPs using on-board override.plists. If any incompatibilities are found, please report these on the Bulletin Board. |
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− | Installation:- |
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+ | Many hunters will also be upgraded, with extra equipment and better weapons. These upgrades may be superior to that of the pirates due to the hunters' improved access to GalCop stations and supplies. Some will also be very skillful due to the experience they have gained pursueing their chosen profession. |
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− | Place the .oxp folder in your Oolite AddOns folder, and hold down 'Shift' until you see the spinning Cobra when you start the game for the first time. |
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+ | |||
+ | Traders and escorts also get improvements. Their combat skills may not be quite up to the high standard of the 'professional' fighters, but this is compensated for by better access to equipment and more incentive to have well equipped ships. They will have the highest chance of extra defensive equipment, and will also frequently have upgraded weapons, both fore and aft. |
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+ | |||
+ | '''Plug-in''' |
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+ | |||
+ | There is also a plug-in OXP included in the download file. This '''Extra Mayhem OXP''' adds more pirates and more ships. |
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+ | Half of all systems visited will be unchanged, but around 4 in 10 systems will have an extra gang of pirates somewhere between the witchpoint and the planet, and in 1 in 10 systems there will be a pirate ambush at the witchpoint, and a couple of police ships will also be approaching the witchpoint area, but will be out of scanner range when you arrive. |
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+ | 'Pitbull' and 'Rottweiler' pirate command ships (modified Boas and Boa Class Cruisers) will also appear occassionally. These are very tough and well armed and will have a flotilla of smaller pirate ships escorting them. |
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+ | You may also rarely see a GalCop Police Constrictor in Anarchy and Feudal systems, an attempt to control the pirate menace in these dangerous systems. |
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+ | |||
+ | ==Licence/author/credits== |
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− | Licence/Author:- |
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This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. |
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. |
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− | This basically means that you can do what you like with it...it's yours to play with as you see fit. |
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− | The OXP was developed by Smivs. |
+ | The OXP was developed by Smivs. |
+ | |||
+ | Special thanks go to Gizmo for many hours of testing and much invaluable feedback, Griff for help and advice regarding making this work with his ship sets, and to Cim for scripting help and advice. |
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+ | Also many thanks to Cody, Another_Commander, Fatleaf and Gogz69 for help and advice with previous versions much of which has carried over into the current version. |
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+ | |||
+ | ==Version History== |
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+ | |||
+ | ToughGuys v4.0 Released 14th May, 2013. Requires Oolite version 1.77. |
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+ | |||
+ | This OXP will not be updated beyond Oolite v1.77, and there will be no OXZ version. |
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+ | |||
+ | ==Download and Installation== |
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+ | |||
+ | Unlike previous versions of this OXP, there is a single download file available. The download contains the 'base' OXP plus a selection of 'shipdata-overrides.plist's, one of which will need to be added to the OXP before use. |
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+ | Full instructions are included in the download, and should be carefully read before use. |
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+ | This OXP has been designed to work with the default ships, Griff's ships and Smivs'Shipset. It has not been tested with other ship sets but should work with any set which uses the default ship names (eg 'Adder'). |
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+ | |||
+ | Download ToughGuys 4 OXP [http://www.smitheman.org/smivsonline/oolite.htm here] |
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+ | |||
+ | After reading the instructions, add the correct shipdata-overrides.plist to the Config folder of 'ToughGuys_v4.0.oxp' for your installation, and place the completed .oxp folder into your 'AddOns' folder in the usual way. |
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+ | |||
+ | Also add the 'TG4-ExtraMayhem_Plugin.oxp' to AddOns if this is required. |
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+ | |||
+ | |||
+ | ==Oolite Forum thread== |
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+ | |||
+ | Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/posting.php?mode=edit&f=4&p=202161 here] |
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+ | |||
+ | ==Gameplay and Balance indicator== |
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+ | |||
+ | [[Image:tag-colour-red.png]] |
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− | Download ToughGuys [http://www.smivsonline.co.uk/oxps_Toughguys.htm here] |
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+ | {{mechanics-OXP}} |
Latest revision as of 16:29, 1 January 2021
ToughGuys 4 OXP
Contents
Overview
This OXP affects the level of equipment fitted to many NPC ships and the skill of their pilots. ToughGuys v4.0 is the latest version of this popular OXP, and has been designed for Oolite v1.77. It uses new features introduced in 1.77 which allow a much wider variety of NPC upgrades.
Pirates will have a slightly increased chance of more defensive equipment such as shield boosters and ECMs. Some will have weapons upgrades as well, with the standard beam laser being replaced by military lasers on some ships, and most will have aft lasers. These may be pulse, beam or military grade. Many pirate pilots will also be much more skillful than 'core game' pirates to reflect the fact that they are seasoned fighters with a wealth of combat experience.
Many hunters will also be upgraded, with extra equipment and better weapons. These upgrades may be superior to that of the pirates due to the hunters' improved access to GalCop stations and supplies. Some will also be very skillful due to the experience they have gained pursueing their chosen profession.
Traders and escorts also get improvements. Their combat skills may not be quite up to the high standard of the 'professional' fighters, but this is compensated for by better access to equipment and more incentive to have well equipped ships. They will have the highest chance of extra defensive equipment, and will also frequently have upgraded weapons, both fore and aft.
Plug-in
There is also a plug-in OXP included in the download file. This Extra Mayhem OXP adds more pirates and more ships. Half of all systems visited will be unchanged, but around 4 in 10 systems will have an extra gang of pirates somewhere between the witchpoint and the planet, and in 1 in 10 systems there will be a pirate ambush at the witchpoint, and a couple of police ships will also be approaching the witchpoint area, but will be out of scanner range when you arrive. 'Pitbull' and 'Rottweiler' pirate command ships (modified Boas and Boa Class Cruisers) will also appear occassionally. These are very tough and well armed and will have a flotilla of smaller pirate ships escorting them. You may also rarely see a GalCop Police Constrictor in Anarchy and Feudal systems, an attempt to control the pirate menace in these dangerous systems.
Licence/author/credits
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.
The OXP was developed by Smivs.
Special thanks go to Gizmo for many hours of testing and much invaluable feedback, Griff for help and advice regarding making this work with his ship sets, and to Cim for scripting help and advice. Also many thanks to Cody, Another_Commander, Fatleaf and Gogz69 for help and advice with previous versions much of which has carried over into the current version.
Version History
ToughGuys v4.0 Released 14th May, 2013. Requires Oolite version 1.77.
This OXP will not be updated beyond Oolite v1.77, and there will be no OXZ version.
Download and Installation
Unlike previous versions of this OXP, there is a single download file available. The download contains the 'base' OXP plus a selection of 'shipdata-overrides.plist's, one of which will need to be added to the OXP before use. Full instructions are included in the download, and should be carefully read before use. This OXP has been designed to work with the default ships, Griff's ships and Smivs'Shipset. It has not been tested with other ship sets but should work with any set which uses the default ship names (eg 'Adder').
Download ToughGuys 4 OXP here
After reading the instructions, add the correct shipdata-overrides.plist to the Config folder of 'ToughGuys_v4.0.oxp' for your installation, and place the completed .oxp folder into your 'AddOns' folder in the usual way.
Also add the 'TG4-ExtraMayhem_Plugin.oxp' to AddOns if this is required.
Oolite Forum thread
Any questions, problems or bug reports should be posted on this OXP's BB thread here