Thargorn Threat oxp
Thargoid Witchspace Supremacy
Contents
Intro
This OXP adds a little more credibility to the thargoid-menace and a reason for the Behemoths to receive continued funding from GalCop. It seems that the Thargoid fleet is encroaching ever more into GalCop space. Up until now only scout and raider-class warships have been a common sight for spacefarers, but with the Thargoid core-fleet approaching, more varying ship designs have been spotted by the Navy. Behemoths are being grouped into task-forces to face the oncoming onslaught.
One saving grace for humanity (and friendly alien-kind) is that these groups of thargoids seem more prone to in-fighting, thargoid specialists argue this is possibly due to royal-pretenders arising among the larger populations.
Overview & Download Link
This oxp includes:
![]() Thargoid Terrorizer Frigate |
![]() Thargoid Thargorn Battleship |
![]() Thargoid Thorgon Cruiser |
Not even a bounty hunter with an iron ass or a well equipped military vessel ever welcomes the sight of the Thargoid Battleship. There have been no known peaceful interactions with one of these ships; they always attack human vessels on sight. The characteristic octagonal shape is easy to visually identify from long ranges. The alternating red/green colour scheme is thought to indicate the ship's flight - there have been a few sightings of different colour schemes. The Thargoids have attempted to understand human language, but it is clear that they have some way to go - confused commanders have reported receiving messages such as "Eat violent sitcoms, poet!" and "Why did the groigan dance?".
Download: Thargorn Threat 1.5.2 (Updated 15 April 2012) For Oolite 1.75+
History
The original version of this OXP was written by Arexack in 2006. Eric Walch then helped improve it.
V 1.5.2
- Added code for InterstellarTweaks.oxp.
- Lowered the chance for adding thargoids in interstellar space.
- raised minimum Oolite to 1.75
V 1.5.1
- Prevent a log-warning about unrouted timers when doing multiple jumps.
V 1.5
- Raised minimum Oolite to 1.74.
- Fixed wrong thargon launch positions.
- Used the group feature to make thargoid-thargoid attacks less likely.
V 1.4
- Incorporated the Freaky Thargoid.oxp into this oxp. It is no longer needed as a separate oxp. (NB the shader of the original Freaky Thargoid also stops working correctly with Oolite 1.74)
V 1.3
- This package also includes a copy of the Freaky Thargoid.oxp.
- When installed and your computer used shaders, all Thargorn Threat ships will also use these shaders.
v1.5.2
- 15 april 2012
- - Added code for compatibility with interstellarTweaks.oxp
- - lowered the change of a thargoid encounter in interstellar space.
v1.5.1
- 30 march 2012
- - Prevent timer from firing in the wrong system when the player makes a rapid succession of jumps.
- - Removed 2 ship scripts that are no longer needed for current Oolite.
v1.5
- February 2011
- - Raised minimum Oolite to 1.74.
- - Fixed a wrong thargon launch position. Was behind the ship but should be below the ship.
- - Used the group feature to make thargoid-thargoid attacks less likely.
- - Converted some of the XML plists to ascii.
v1.4
- 15 june 2010
- - Added the shader from freaky thargoid to the ships.
v1.3.1
- 28 june 2009
- - Found an outdated AI command that probably will stop working in oolite 1.74. (Has been in the code for a long time and copied from an old escortAI.plist)
v1.3 26 june 2009:
- - Added a like_ship reference to the original thargoids. This way it will use the shaders from the Freaky Thargoids OXP when that oxp is installed.
v1.2.1
- 12 june 2009:
- -is no longer checking for ships with role behemoth in witchspace, but for all heavy police ships. This way the thargoids are better prepared for future changes with other police battle ships added in witchspace. Checks currently only for Gal-Coop (=police), not for military ships.
- -removed a bug by which it sometimes could try to add 0 targoid battleships.
- -fixed one "thargoid-mothership" role that missed for one ship in the last update.
v1.2
- 21 november 2008:
- -added a javascript for adding ships.
- -added a delayed counter for behemoths because the Javacript version of the behemoths.oxp added it ships after thargorn threat did the count.
- -lowered the total thargoid count a bit, but the script now explicitly adds a few of the stronger ships when it detects a behemoth.
- -the script also detects galactic navy ships in witchspace.
- -removed the expandable [d100_number] bounty as this led to extreme low bounties.
- -added a "thargoid-mothership" role to the thargoids. This role was added with oolite 1.71 to differentiate between the robot fighters and the mothers.
v.1.1
- 6 october 2007:
- -fixed thargoid internecine warfare.
- -fixed escorts being set to escortAI by default, now is set to thargoid-escortAI in launch_actions.
- -fiddled with thargoid cargo: thargoid-transport, -10% maneuvering, speed, etc. carries thargoid cargo.
- -copied thargoid-cargo model and shipdata from wrex-cargo.oxp. added death_actions spawning cargo to transport.
- -altered script to create more massive battles.
- -experiment with variable bounties using expandable [d100_number].
v.1.0
- 22 august 2006
- - initial release.
Installing and Playing
To play the OXP, unzip the download file. This will create a folder named "Thargorn Threat V1.x.x". Open this folder and you will see a folder named "Thargorn Threat.oxp" and a readme. Move the Thargorn Threat.oxp folder to AddOns. As with all OXPs, it's the folder ending in .oxp that you need to put in Oolite's AddOns folder, otherwise Oolite will not read it.
Discussion
More info can be found on the BB at the ThargornThreat topic.
Naming: Thargon/Thorgon/Thargoid
This confusion has a historical reason.
Originally this oxp was called "Thorgorn_Threat". But it had some buggy behaviour. Searching for a reason, it seemed that in Oolite v.1.65 and earlier, the thargoids were recognised by a role starting with "Tharg". So "tharglets" and "thargoids" worked but the "Thorgons" were attacked by other thargoids as they were seen as regular ships! After recognising this the roles were changed into thargons. This made them work - but for some reason the name of the oxp was also changed!
Currently thargoids are recognised by scanclass, so the old "thorgon" role should work again. Eric Walch, 2008
Difficulty Rating
"Difficult". The ships appearing in the OXP are within the power-range of the standard set of ships. No new type of ships are added, none the less, mission ships have more often than usual the maximum shielding and firepower for their type of ship. You wouldn't need a full Iron Ass to take them on, but you should have some basic upgrades fitted such as a Beam Laser, fuel injectors, an energy unit and perhaps a shield booster.


