Difference between revisions of "Skilled NPCs OXP"
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| + | [[File:NPC Weapons and Skills.png|thumb|right|320px|F4 screen configuration page (through Library OXP) for ''this'' oxp]] | ||
The pirates and bounty hunters of the spacelanes can easily challenge an inexperienced commander. But once you're climbing the Elite Rankings and buying that iron ass, you might find them starting to get a little too easy. This OXP improves their combat skills so that you don't get too overconfident. | The pirates and bounty hunters of the spacelanes can easily challenge an inexperienced commander. But once you're climbing the Elite Rankings and buying that iron ass, you might find them starting to get a little too easy. This OXP improves their combat skills so that you don't get too overconfident. | ||
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== Difficulty == | == Difficulty == | ||
| + | You won't necessarily need a full iron-ass to deal with the new pilots - but you will need to know how to fly your ship. Still, without basic combat equipment such as ECM, beam lasers, and injectors you'll find it even harder to survive than normal. Even a fully-equipped ship won't keep you alive in the worst Anarchy systems, unless you earned that Elite Ranking. | ||
| − | + | === Note === | |
| + | NPCs with side lasers will use yaw to line up their shots - but no [[vanilla game]] NPC has side lasers. ([https://bb.oolite.space/viewtopic.php?p=234057#p234057 Cim, 2015]) | ||
=== Configuration === | === Configuration === | ||
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In its default configuration, this OXP replaces some but not all of the pilots with trained pilots at various levels of skill. The best will probably be as good as a Competent or even Dangerous player, and there'll be more than one of them. If they're still not tough enough for you, the difficulty can be increased on a sliding scale from 0 to 10 (0 is the default and still a noticeable change). This can be done either by editing the OXP script directly, or by using [[OXPConfig]] (2.2.4 or later). Each step up will give a significant increase in difficulty - by step 10, all pilots will be as skilled as Oolite can make them. | In its default configuration, this OXP replaces some but not all of the pilots with trained pilots at various levels of skill. The best will probably be as good as a Competent or even Dangerous player, and there'll be more than one of them. If they're still not tough enough for you, the difficulty can be increased on a sliding scale from 0 to 10 (0 is the default and still a noticeable change). This can be done either by editing the OXP script directly, or by using [[OXPConfig]] (2.2.4 or later). Each step up will give a significant increase in difficulty - by step 10, all pilots will be as skilled as Oolite can make them. | ||
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| + | From version 1.3, these same configuration settings can also be adjusted using [[Library OXP|Library]]. | ||
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| + | From version 1.5, pirate and assassin roles are now separated. You can also set the levels of each role individually. | ||
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| + | From version 1.6, the reaction time of all groups can be adjusted. | ||
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| + | === Difficulty === | ||
| + | *NPCs with an ''average'' AI are 3x as deadly as the dumbest. | ||
| + | *NPCs with a "10" for response time are unbeatable | ||
== Compatibility with other OXPs == | == Compatibility with other OXPs == | ||
| − | Only ships with a standard role ("police", "trader", "hunter", "pirate", "escort", "thargoid", etc.) will be upgraded. Ships added by OXPs with a different role will not be upgraded unless this setting is modified by the player, and ships given a trained pilot by a different OXP will not have their pilot replaced here. | + | Only ships with a standard role ("police", "assassin", "trader", "hunter", "pirate", "escort", "thargoid", etc.) will be upgraded. Ships added by OXPs with a different role will not be upgraded unless this setting is modified by the player, and ships given a trained pilot by a different OXP will not have their pilot replaced here. |
You can set a <code>"skilled_npc_role"</code> property in <code>script_info</code>, and the value of this property will be used instead of the ship's role to decide what accuracy boosts to apply (therefore, in general it should be a standard role). If set to <code>"off"</code>, Skilled NPCs will never change the ship's accuracy, regardless of the selected configuration. | You can set a <code>"skilled_npc_role"</code> property in <code>script_info</code>, and the value of this property will be used instead of the ship's role to decide what accuracy boosts to apply (therefore, in general it should be a standard role). If set to <code>"off"</code>, Skilled NPCs will never change the ship's accuracy, regardless of the selected configuration. | ||
In version 1.2 or later, only ships with <code>auto_weapons</code> set will ever have their accuracy changed. | In version 1.2 or later, only ships with <code>auto_weapons</code> set will ever have their accuracy changed. | ||
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| + | == Download == | ||
| + | For Oolite 1.79 or later, download [[Media:Skilled_NPCs.oxz|Skilled_NPCs.oxz]] v1.6 (downloaded {{#downloads:Skilled_NPCs.oxz}} times) and place the OXZ in your AddOns folder. | ||
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| + | == Links == | ||
| + | *[[Enhanced Vipers]] just improves the skills of the [[GalCop (Police)]], ''not'' the pirates. | ||
| + | *[[GalCop's Most Wanted]] adds much larger bounties to Oolite. But do their combat skills match the bounties? | ||
| + | *[https://bb.oolite.space/viewtopic.php?f=4&t=18612 Unusual behavior of ships: Could IT BE due to skilled NPC OXP?] (2017) | ||
== Quick Facts == | == Quick Facts == | ||
| − | + | {{OXPLevel|4|6}} | |
| − | {{OXPLevel|4|6}}{{Infobox OXPb| title = Skilled NPCs | + | {|class="floatright" style="alignment:right;margin: 0 auto;" |
| − | |version = 1. | + | |[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']] |
| − | |release = | + | |{{OXPConfig-small}} |
| + | |} | ||
| + | {{Infobox OXPb| title = Skilled NPCs | ||
| + | |version = 1.7 | ||
| + | |release = 2025-07-25 | ||
|license = CC-BY-SA 3.0 | |license = CC-BY-SA 3.0 | ||
|features = Mechanics | |features = Mechanics | ||
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|author = [[User:cim|cim]] | |author = [[User:cim|cim]] | ||
|download = [[#Download|See Download]] | |download = [[#Download|See Download]] | ||
| − | |feedback = [ | + | |feedback = [https://bb.oolite.space/viewtopic.php?f=4&t=13308 Bulletin Board thread] |
}} | }} | ||
Latest revision as of 07:14, 25 July 2025
The pirates and bounty hunters of the spacelanes can easily challenge an inexperienced commander. But once you're climbing the Elite Rankings and buying that iron ass, you might find them starting to get a little too easy. This OXP improves their combat skills so that you don't get too overconfident.
Contents
Difficulty
You won't necessarily need a full iron-ass to deal with the new pilots - but you will need to know how to fly your ship. Still, without basic combat equipment such as ECM, beam lasers, and injectors you'll find it even harder to survive than normal. Even a fully-equipped ship won't keep you alive in the worst Anarchy systems, unless you earned that Elite Ranking.
Note
NPCs with side lasers will use yaw to line up their shots - but no vanilla game NPC has side lasers. (Cim, 2015)
Configuration
In its default configuration, this OXP replaces some but not all of the pilots with trained pilots at various levels of skill. The best will probably be as good as a Competent or even Dangerous player, and there'll be more than one of them. If they're still not tough enough for you, the difficulty can be increased on a sliding scale from 0 to 10 (0 is the default and still a noticeable change). This can be done either by editing the OXP script directly, or by using OXPConfig (2.2.4 or later). Each step up will give a significant increase in difficulty - by step 10, all pilots will be as skilled as Oolite can make them.
From version 1.3, these same configuration settings can also be adjusted using Library.
From version 1.5, pirate and assassin roles are now separated. You can also set the levels of each role individually.
From version 1.6, the reaction time of all groups can be adjusted.
Difficulty
- NPCs with an average AI are 3x as deadly as the dumbest.
- NPCs with a "10" for response time are unbeatable
Compatibility with other OXPs
Only ships with a standard role ("police", "assassin", "trader", "hunter", "pirate", "escort", "thargoid", etc.) will be upgraded. Ships added by OXPs with a different role will not be upgraded unless this setting is modified by the player, and ships given a trained pilot by a different OXP will not have their pilot replaced here.
You can set a "skilled_npc_role" property in script_info, and the value of this property will be used instead of the ship's role to decide what accuracy boosts to apply (therefore, in general it should be a standard role). If set to "off", Skilled NPCs will never change the ship's accuracy, regardless of the selected configuration.
In version 1.2 or later, only ships with auto_weapons set will ever have their accuracy changed.
Download
For Oolite 1.79 or later, download Skilled_NPCs.oxz v1.6 (downloaded 369 times) and place the OXZ in your AddOns folder.
Links
- Enhanced Vipers just improves the skills of the GalCop (Police), not the pirates.
- GalCop's Most Wanted adds much larger bounties to Oolite. But do their combat skills match the bounties?
- Unusual behavior of ships: Could IT BE due to skilled NPC OXP? (2017)
Quick Facts
| Version | Released | License | Features | Category | Author(s) | Feedback |
|---|---|---|---|---|---|---|
| 1.7 | 2025-07-25 | CC-BY-SA 3.0 | Mechanics | Mechanics OXPs | cim | Bulletin Board thread |