Jaguar Company
Version | Released | License | Features | Category | Author(s) | Feedback |
---|---|---|---|---|---|---|
1.7 | 2012-07-21 | CC BY-NC-SA 3.0 | New patrol | Mechanics OXPs | Tricky | BB-Link |
Jaguar Company | |
---|---|
Download Link | Download Links |
Version | 1.7 (2012-07-21) |
History | Version History |
Stations | Jaguar Company Base |
Ships | Jaguar Company |
Missions | None |
Equipment | None |
Alternative HUD Available |
None |
Sound Set Available |
None |
Category | Mechanics OXPs |
Author | Tricky |
A work in progress OXP.
Sometime ago I posted some images on the Screenshots thread of the Oolite BB, of what is possible with Griff's multi-decal Player Cobra Mk III OXP. I mentioned that I have a lioness on the back of my Cobbie 3 hunters. Someone else suggested that jaguars might be better. This formed an idea in my head and Jaguar Company was born.
Contents
Overview
Adds in an Elite group of pilots to patrol the space lanes in Anarchy, Feudal and Multi-Government systems.
The members of Jaguar Company are part-time reservists so there is a chance that they will appear if there is a major Galactic Naval convoy in the system.
Requirements
- Oolite 1.75+
- OXPConfig
Jaguar Company
Half of Jaguar Company |
Jaguar Company |
Jaguar Company Base
Downloads
- box.com
- dropbox.com
- rsync://ebspso.dnsalias.org/jaguar_company or ebspso.dnsalias.org::jaguar_company (rsync)
Install
After unzipping, move or copy the folder, "jaguar_company_1.7.oxp", into your AddOns directory.
Uninstall
Delete the directory, "jaguar_company_1.7.oxp", from your AddOns directory.
Version History
v1.7 (2010-07-21)
- Simplified the intercept AI.
- Heavily commented the scripts and AIs.
- Stray comma in pirate-victim-roles.plist removed.
- Used Obj2DatTexNorm.py on the models and preserved the material names.
- Modified the shipdata to use the material names.
- Relaxed distance code to cope with battalion sized groups. (64 ships tested)
v1.6.2 (2012-07-14)
- Bug fix for the ship script.
- Bug fix to the waypoint AI. Never exited the stock AI.
- Cascade Weapon detection actually works for pre v1.77
- Took the opportunity to clean up some files and re-do the textures.
v1.6 (2012-07-12)
- There is now no concept of leaders and wingmen. All ships keep in a group.
- Complete rewrite of the AI to reflect the above.
v1.5 (2012-07-08)
- Vertex and fragment shaders for the base.
- Docking bay looks like a rippling pool.
v1.4 (2012-07-04)
- Flee for Q-Bombs.
- Be more mercenary when in intercept mode.
- Get back into formation after fighting.
- Port and starboard flashers.
- Moved the naming scheme into the ship script.
- New proto base. Doesn't spawn yet.
v1.3.1 (2012-06-21)
- Simplified the AI for the leader.
- Reduced accuracy to 7.5
- Added in "randomshipnames" = no, into script_info of ship data.
- Uses OXPConfig to change logging levels. Set 'displayAll' in OXPConfig to show this OXP.
v1.3 (2012-06-18)
- Fixed the decal rotation.
- Added lots of new ship names. Altered one for profanity reasons.
- Tweaked all the AI's.
v1.2 (2012-06-13)
- Cleaned up the scripts with JSLint.
- navyPresent variable in jaguar_company.js fixed.
- Tightened up the escort formation distances.
v1.1 (2012-06-10)
- Tweaks to the AI.
- Added in pirate-victim-roles.plist
- Added some random ship names for variety.
v1.0 (2012-06-07)
- Initial WIP release.
Future Versions
Jaguar Company to start off docked at the base and dock when finished their patrol. Launch from the base to start patrol. Torus drive sync for the boring bits. Currently if you attack Jaguar Company and then run away they forget about you. This will need to be changed. AI for the base needs to be written. Check for player helping. Can this be done? Black box base and Jaguar Company locator. Market for the base. Discount for "friends". Welcome message on docking. Integration with Snoopers OXP if available.