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(BETA) Assassin Shipset Pack v0.2.0
http://aegidian.org/bb/viewtopic.php?f=4&t=19169
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Author:  Rustem [ Thu Nov 02, 2017 3:41 pm ]
Post subject:  (BETA) Assassin Shipset Pack v0.2.0

Add ships from Random Hits, Feudal States and other ship OXPs to the Ooniverse for ambiance and challenge in the parcel and passenger missions.

This OXP introduces:
- dangerous assassins in more rich anarchy systems.
- wild feudal raiders in feudal systems;
- armoury and stealth ships in high tech unstable systems (Multi-Government, Dictatorship, Communist);

So this OXP added more regional specific for assassins roles, assigned a home system(WIP).

These ships may take incursions into systems in 7 LY range from basic system also.
Feudal ships specifications slightly rebalanced. Probability of incursions depends of local system government: more stable system is safer.
Also added this ships and ship gun ships(Asp SG and Ferdelance SG) as external dependency into the RH(Random Hits) missions.

You need The Random Hits, The Feudal States and The Thargoid's Stealth OXPs/OXZs installed to use this OXP.
Optional OXPs - see readme.

The expansion of the amount ships by steps:
- decreased weight of roles in the shipdata-overrides.plist.
- added weight of role and adjustment spawn by condition script in the selective systems.

Link: Assassin Shipset Pack OXP/OXZ
---

Question:
1) Need reduce amount of ships (roles) from Random Hits Shipset OXP?
2) Suggestion on addition any ships in this OXP as external OXPs.
3) Setup of home system for assassins is useful property?
4) List of high tech unstable systems (Multi-Government, Dictatorship, Communist) is suitable systems for armoury and stealth ships.

Do you have suggestions for further modification?

Author:  Cody [ Thu Nov 02, 2017 4:35 pm ]
Post subject:  Re: Assassin Shipset Pack

Quote:
Setup of home system for assassins is useful property?
Being a courier, raiding an assassin home system sounds like fun. Payback!

Author:  Rustem [ Wed Nov 08, 2017 10:18 am ]
Post subject:  Re: Assassin Shipset Pack

07.11.2017 - Version 0.0.3.

- Added the ship script for feudal ship.
- Added routines to check bounty for assassin ship based on the oolite-populator rules.
- Updates to shipdata for feudal and stealth raider ships(ship script, script_info, add roles, etc.).

Author:  montana05 [ Wed Nov 08, 2017 11:36 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack

Quote:
Question:
1) Need reduce amount of ships (roles) from Random Hits Shipset OXP?
2) Suggestion on addition any ships in this OXP as external OXPs.
3) Setup of home system for assassins is useful property?
4) List of high tech unstable systems (Multi-Government, Dictatorship, Communist) is suitable systems for armoury and stealth ships.

Do you have suggestions for further modification?
Great idea, I will be happy to try it.

Author:  Rustem [ Thu Nov 09, 2017 10:27 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack

Quote:
Great idea, I will be happy to try it.
System.info mechanics will corrected to near final release. I thinking about optimal version. Any suggestion is welcome.

-----
Version 0.0.4

- Added routines to addition of new lasers for stealth ships (Barracuda) in the script: ship_assassin_tech_shipset.js.
- Adjustments to shipdata.plist file.

Author:  Rustem [ Fri Nov 10, 2017 11:34 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack

Version 0.0.5

- Assigned the ship script for stealth ship (ship_assassin_tech_shipset.js) to the optional ships.
- Adjustments to routines for addition of new lasers for stealth ships.
- Added a bounty for optional ships in higher tech-level systems.
- Fixed some shipKey and roles for compatibility with routines to addition of new lasers.

Author:  Rustem [ Sun Nov 12, 2017 4:30 pm ]
Post subject:  Re: (BETA) Assassin Shipset Pack

Version 0.0.7

- Optimized a scripts for case: New lasers OXP is not installed. Added a level 6: FM, [NONE, AB] (not used in default core-function).
- Adjustments the Super-Sidewinder (light and medium roles) for new version of the Super Sidewinder OXP. Edited a shipKey for some ships.
- Added the Pitviper 2 like hunter medium.
- Modified an exhaust and exhaust color for Barracuda (test).

Author:  gsagostinho [ Tue Nov 14, 2017 8:34 pm ]
Post subject:  Re: (BETA) Assassin Shipset Pack

@Rustem Is this OXP available through the extension manager in the game or do I need to use the links in the first post?

Author:  Rustem [ Wed Nov 15, 2017 8:52 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack

Quote:
@Rustem Is this OXP available through the extension manager in the game or do I need to use the links in the first post?
Yes, i am updated the file in the Box.com

In the extension manager will upload later, perhaps, after sometime, testing and improvement of the spawn mechanic (for high tech assassins) and getting feedback.

Author:  Rustem [ Wed Nov 15, 2017 8:58 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack

Version 0.1.0

- Added a part code from stealth ships script to feudal ship script for check autoWeapons, bounty and AI.
- Adjustments a bounty and max energy of the feudal ships.
- Ship script: Added setting the ship's crew of the escape pod for replaced bounty to more value (legal status + init bounty).
- Clearing code. Delete a some comments [//...].

Author:  Rustem [ Wed Nov 29, 2017 11:37 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack v0.1.0

Version 0.1.1

- Added a integration with GalCop's Most Wanted OXP for armoury assassins(ship script + condition script).
- Added a logging switch for set AI, weapons.
- Code refactoring and some clearing.

Version 0.1.2
- Add transparent value in exhaust emissive color for ship Barracuda.
- Fixed a names for D.T.T. Ship Builders Inc. ships.
- Addition escorts is disabled due to errors of the spawning escorts after jump.
- Bug fixes.

OXP's files been updated in the links of the first post.

Author:  Rustem [ Tue Dec 05, 2017 1:46 pm ]
Post subject:  Re: (BETA) Assassin Shipset Pack v0.1.0

Version 0.1.3

- Enable addition of escorts for armoury assassins.
- Added calculates an array of safe systems for shipset(enable for assassin roles).
- Added integration options for "Bounty System" OXP: add _hiddenBounty property to ships.
- Moved ship script function for setting a roles, AI, bounty, weapons to the worldScript.
- Bug fixes.

Author:  Rustem [ Fri Dec 08, 2017 7:33 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack v0.1.0

Version 0.1.5

- Added encode and decode personality for save information about weapons, equipments for GC MW escorts.
- The military jammer is disabled for Barracuda and in the ship script due to got heavy ship and no scanning capability him by warrant scanner.

Author:  Rustem [ Thu Dec 28, 2017 6:32 am ]
Post subject:  Re: (BETA) Assassin Shipset Pack v0.1.0

Version 0.1.6

- Added the Asp SG, Constrictor SG, Ferdelance SG (from Sniper Gun and Sniper Gun Rebalancer OXPs, Norby) ships.
- Added the some ships to stealth roles.

Author:  Rustem [ Sat Oct 27, 2018 1:45 pm ]
Post subject:  Re: (BETA) Assassin Shipset Pack v0.2.0

Added this ships and ship gun ships(Asp SG and Ferdelance SG) as external dependency into the RH(Random Hits) missions.

27.10.2018 - Version 0.1.7
- Added pack's ships and shiper gun ships(asp-sg and ferdelance-sg) to the RH missions (fighters, marks, hunters and etc.).
- Fixed a error adjacent system in the condition script for assassins from anarchy system.
- Added script_info in the shipdata for randomshipnames.
- Added condition script to some RH-ships.

Need reduced a weight of roles on the RH missions?

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