Search found 2915 matches
- Sat Aug 09, 2025 2:52 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1056
- Views: 463461
Re: Random Hits OXP
Random Hits checks to see if Random Ship names is installed. If it is then it will assign a name to the target's ship from Random Ships names. The target will be described by their ship name in the mission description eg: "flying a nearly new Sidewinder, the Bewitching Bargain" and they'll...
- Fri Aug 08, 2025 3:09 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1056
- Views: 463461
Re: Random Hits OXP
When spawned by the mission script, the target's name is added to the displayname, so he should appear as "Sidewinder: Archdruid Smith" (or whatever) when targeted.
- Fri Jul 25, 2025 6:36 pm
- Forum: Discussion
- Topic: looking for minimalist HUD
- Replies: 8
- Views: 521
Re: looking for minmalist HUD
I use Xenon HUD as it has a nice transparent uncluttered feel. Clear HUD is also a good one for a minimalist.
- Sat Jun 28, 2025 3:32 pm
- Forum: Discussion
- Topic: Main station variety
- Replies: 43
- Views: 1799
Re: Main station variety
I'd install Solos Alt Stations and Z-Groovy Small System Stations as these OXZs replace the Main Station with various alternatives.
- Fri Jun 20, 2025 9:03 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Assassins Rebooted uses script commands under this.startUp to set up systems and so the changes made by Assassins will override any changes made by other OXZs under planetinfo. This is necessary as both player and NPC actions can change systems as will galactic events (revolutions, invasions, change...
- Mon Jun 09, 2025 8:58 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
If you are really stuck, you can add a beacon to the ship. Open the OXP's config file and then open the shipdata file. Do a search for assassins_rebooted_victim5 You'll see the entry for the ship starts like this: // Victim 5 - Griff's Malfunctioning BattleBot Control Drone. // Armed with 6 Plasma T...
- Sat Jun 07, 2025 11:49 am
- Forum: Discussion
- Topic: Thargoid Worlds
- Replies: 45
- Views: 4257
Re: Thargoid Worlds
I think having:
in shipdata will stop a station launching patrols.
Code: Select all
max_police = 0;
has_patrol_ships = no;
- Fri Jun 06, 2025 3:08 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
I'd save your game at the main station (N on the Advanced Space Compass). Reload. Then Launch and fly out to the Witchpoint Beacon. You'll come across the Control Drone about halfway between the Main Station and the Witchpoint. The Witchpoint beacon will be there when the system first populates (whe...
- Fri Jun 06, 2025 2:38 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
It is in the spacelane flying between the Main Station and the Witchpoint. If you start from the Main Station and fly to the witchpoint (or visa versa) you'll come across it. Your F4 Screen will give you a summary of where each target is, but the Control Drone you are after is the one which went rou...
- Thu May 29, 2025 4:07 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Basically, only kill who you are being paid to kill and get out! Make sure you have fuel injectors and head over to the outpost, fleeing the Thargoids on injectors. There will be more Thargoids attacking the outpost, but they will probably be tangled up with the Special Branch Asps. Let the Asps dea...
- Tue May 27, 2025 5:44 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Off topic. Interesting real life AI which would really have seemed pure Sci-Fi when I originally wrote this OXP! Just to see what would happen, I punched the summarise document feature on Adobe for the Assassins Guild read me PDF. As its 60 pages in the spoilers section, I thought that'll fox it. Th...
- Wed May 14, 2025 11:16 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Its this bit of code from spara's In-System-Traders (with the s!) that is causing it. var newTrader = system.addShips("trader", 1, spawnPosition)[0]; while (!this.$checkAi(newTrader)) { log("In-System Traders", newTrader.displayName + " has a custom AI, removing and spawning...
- Wed May 14, 2025 7:48 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
I Had a look at the wiki page for In System Traders (note the s!), which says: "This oxp is not the same as In System Trader which is on the in-game Expansions Manager. That oxp controls the markets, making them fluctuate with trade (eg from this oxp!) - and moreover, the version on the Expansi...
- Wed May 14, 2025 7:41 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Since the log is reporting that the issue is with in-system trader, try removing it.
- Mon May 12, 2025 11:43 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 44
- Views: 5892
Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Because Oolite starts counting from 0, I think those modifications will actually change planet descriptions in Galaxy 8. Due to Galaxy 1 being zero in code, you'd need to set the Galaxy to 6 to change descriptions in Galaxy 7. Eg: // Set Up Orramaor. System.infoForSystem(6,73).description = "Or...