Difference between revisions of "ToughGuys"

From Elite Wiki
(Updating BB links)
 
(15 intermediate revisions by 3 users not shown)
Line 1: Line 1:
'''ToughGuys 3 OXP'''
+
{{OXPNote|This AddOn is deprecated: see [[User:Smivs|Smivs]] back-catalogue at the bottom of his page}}
 +
 
 +
'''ToughGuys 4 OXP'''
  
 
==Overview==
 
==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.
  
This OXP affects the level of equipment fitted to NPC ships. It can be used in two ways.
+
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.
  
1) As an experienced Commander, you might feel that the 'enemy' are getting too easy to deal with, so you can use this OXP to re-balance the game, giving you tougher adversaries more suited to your combat skills.
+
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.
The first level (ToughGuys:Anarchy) would be suitable for this. The enemy will have a range of weapons upgrades and extra equipment, giving you a wide variety of abilities to deal with. Some enemies will still be quite weak while others will be noticably stronger than in standard Oolite. While making life much harder, an experienced Commander shouldn't find themselves overwhelmed. Only ships with the role 'Pirate' are effected, so Police ships and Traders will remain un-changed.  
 
  
An Ace Commander might want things even tougher though! TG3-EveryDayMayhem will give you a much harsher existance. EveryDayMayhem is pitched between the Apocalypse and Armageddon levels. You will find a witchpoint ambush at roughly one in five of the systems you visit, and all other systems will have extra pirates added. You will also encounter the 'War Dogs' with a similar frequency as at Apocalypse level, and might rarely see Police Constrictors operating in some anarchy systems.
+
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.
  
2)  Using your imagination and degree of immersion in the game this OXP will also allow you to witness and participate in a descent into total lawlessness across the Ooniverse where Pirates and Criminals are in the ascendancy and GalCop forces are overwhelmed. There are no specific missions and it's entirely up to you and your imagination to flesh-out the scenarios. This OXP will give you the environment you need to do this.
+
'''Plug-in'''
This fall towards Armageddon occurs in three phases, and you can work through this as you see fit, quickly if you want to, or perhaps over many weeks or even months. When you think it's time for things to get worse remove the current level from your AddOns folder and install the next level. Of course if you want the situation to improve, you can re-install a lesser level at any time.
 
  
A possible time-line might look like this-
+
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.
  
ToughGuys:Anarchy -
+
==Licence/author/credits==
Law and Order is collapsing across the Eight Galaxies. Criminals and Pirate Gangs are growing stronger and more bold, and the threat to innocent citizens is causing great concern. The spacelanes are becoming very dangerous places, but you should still be safe in an Iron-Ass ship with a good Commander at the helm.
 
  
ToughGuys:Apocalypse -  
+
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.
As time passes, the situation becomes critical. Civilian and Merchant shipping is becoming ever more heavily armed to deal with the criminal insurgency. With the Navy fully occupied dealing with the Thargoid threat GalCop forces are out-gunned and struggling to contain the menace. The Pirate marauders continue to re-arm and strengthen, adding bigger stronger ships to their fleets, while the civilian population cowers. Open warfare is commonplace throughout the spacelanes.
 
  
ToughGuys:Armageddon -
+
The OXP was developed by [[User:Smivs|Smivs]].  
Out-gunned and out-numbered, GalCop forces can no longer maintain Law and Order, and the Pirate Alliances become the dominant force in the Ooniverse, their heavily-armed ships destroying all in their path. Anarchy rules the spaceways and no ship is left to pass in peace.
 
In a last-ditch attempt to restore Order, GalCop takes the expensive step of up-grading the weaponry on it's vast fleets of Vipers, and learning that the Navy is about to take delivery of several hundred of their much-delayed new super-fighter the Constrictor, GalCop controversially requisitions these and adds them to their Police Fleet.
 
In a bid to gain total supremacy, the Pirate Alliance forces begin to blockade the industrial worlds across the Eight Galaxies in a bid to cripple trade and force GalCop into capitulating. Even with their new-found fire-power, the GalCop forces struggle to make any impact.
 
And yet against all the odds, a few brave souls, known only as 'The Commanders' still fight back. These pilots are the finest warriors the Ooniverse has, and they will not concede defeat. They continue the fight to rid the spacelanes of danger in the full knowledge that the odds are against them, their cause is hopeless, and their death lies but a Jump away.  
 
  
Details:
+
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.
  
Level one (Anarchy) gives 'Pirates' better weapons and a higher chance of more equipment, making them stronger than in standard Oolite. Pulse Lasers are replaced with Beam Lasers, and Beam Lasers are replaced with Military Lasers. The chance of pirates having extra defensive equipment such as Shield Boosters and ECM are increased. This level is the equivalent of the original ToughGuys OXP.
+
==Version History==
 
 
Level 2 (Apocalypse) increases further the strength of Pirates and Criminals and introduces the feared 'War Dogs', large strong vessels such as the Boa Pitbull and Boa2 Rottweiler. Level 2 also adds tougher Traders and escort vessels in an attempt to counter the Pirate threat. A script also adds extra pirates to the 'quiet' systems to give a more uniform spread of pirates around the galaxies.
 
 
 
Level 3 (Armageddon) gives the criminal elements very strong to fully equipped Iron-Ass ships including many 'War Dogs'. The Constrictor is added as a Police ship in some Industrial systems. Scripts add more extra pirates to the 'quiet' systems and add a large pirate blockade to the witchpoint at most Industrial worlds. The Blockade script also places a Police Constrictor with two wingmen just out of scanner range approaching the witchpoint. All Police vessels have military Lasers.
 
 
 
==Editions and Compatibility==
 
 
 
Three editions are available.
 
 
 
The standard edition is suitable for basic Oolite (where no other OXPs are installed). It should also work well with most other OXPs, although you may find some interesting cross-OXP 'features'. 
 
Please report any incompatibilities via the ToughGuys2 thread on the Bulletin Board.
 
It has been coded for and tested as working with the individual download versions of Griff's Ships, and should work with any other replacement ship set using the default ship names including Griff's 'replace' set.
 
 
 
[[Image:TG2-launch+text.png|600px|right]]
 
 
 
There are also two special editions.
 
 
 
The 'forGriff's' is optimised for both Griff's 'addition' and 'replace' all-in-one ship sets and also the non-shader version (produced by Capt. Solo).
 
 
 
The 'forSmivs' version is specifically intended for users of Smivs'Shipset v4.1.1, and includes special textures for the the GalCop Constrictor, and the Boa and Boa2 pirates (see picture to right) which have the same texture-switching and death effects features as the main shipset. It is suitable for both 'Add' and 'Replace' versions of Smivs'Shipset, and if the 'Add' version is used both Smivs ships and the default ships will be toughened.
 
 
 
==Installation==
 
Place the chosen '***.oxp' folder into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.
 
 
 
==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.  
+
ToughGuys v4.0 Released 14th May, 2013. Requires Oolite version 1.77.
  
Special thanks go to El Viejo for many hours of testing and much invaluable feedback and to Griff for help and advice regarding making this work with his ship sets. Thanks also go to Another_Commander, Fatleaf and Gogz69 for help and advice.
+
This OXP will not be updated beyond Oolite v1.77, and there will be no OXZ version.
  
==Version History==
+
==Download and Installation==
  
TG3 standard version is now v1.1 - minor tweak to avoid log errors due to like_ship resolution issues. 17th Oct 2012.
+
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').
  
TG3 v1.0 released 18th May, 2012
+
Download ToughGuys 4 OXP [http://www.smitheman.org/smivsonline/oolite.htm here]
  
==Download==
+
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.
  
Download ToughGuys 3 [http://www.smivsonline.co.uk/oxps_Toughguys.htm here]
+
Also add the 'TG4-ExtraMayhem_Plugin.oxp' to AddOns if this is required.
  
Download ToughGuys 3 for Griff's 'addition' all-in-one set [http://www.smivsonline.co.uk/oxps_TG3forGriffs.htm here]
 
  
Download ToughGuys 3 for Smivs'Shipset [http://www.smivsonline.co.uk/oxps_TG3forSmivs.htm here]  
+
==Links==
 +
*Any questions, problems or bug reports should be posted on this OXP's BB thread [https://bb.oolite.space/posting.php?mode=edit&f=4&p=202161 here]
 +
*Much of what this oxp does is replicated in the newer versions of Oolite by the [[Skilled NPCs OXP]] which is available through the in-game [[Expansions Manager]]
 +
*[[Cheating]] - see the list of anti-cheating OXP's
  
==Oolite Forum thread==
+
==Gameplay and Balance indicator==
  
Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/viewtopic.php?f=4&t=11962 here]
+
[[Image:tag-colour-red.png]]
  
 
{{mechanics-OXP}}
 
{{mechanics-OXP}}
 +
[[Category:Deprecated OXPs]]

Latest revision as of 03:37, 29 February 2024

ToughGuys 4 OXP

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.


Links

  • Any questions, problems or bug reports should be posted on this OXP's BB thread here
  • Much of what this oxp does is replicated in the newer versions of Oolite by the Skilled NPCs OXP which is available through the in-game Expansions Manager
  • Cheating - see the list of anti-cheating OXP's

Gameplay and Balance indicator

Tag-colour-red.png