Search found 2910 matches
- Fri Apr 18, 2025 10:30 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 42
- Views: 3724
Re: The Assassins Guild Rebooted - Version 2.2 (Updated 18/04/25)
The systems moded by Assassins won't work properly if you used V2.1. The system changing features happen as soon as you install the OXP, so if you are in G7 I'd use 2.2 to make sure the systems modified are working properly.
- Fri Apr 18, 2025 7:59 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 42
- Views: 3724
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
Update to Version 2.2 - 18/02/25 - Fixed a bug introduced by V2.1 which meant that mission ships and ships appearing near the stations added by the OXP were not spawned.
- Fri Apr 18, 2025 6:44 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 42
- Views: 3724
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
I think its a harmless error, but its due to the fact that you can't use your energy bomb (if you have one) whilst your Mark Transponder Scanner is active. When you are in the same system as a contract target, the script disables your cloak and energy bomb (only if you have them). However, the playe...
- Thu Apr 17, 2025 2:46 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 42
- Views: 3724
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
Updated to V2.1 Version 2.1 - 17/04/25 - Fixed a bug in the main script which meant that the custom arrival reports were not being shown when docked at the stations added by the OXP; Added "Use Strict" to all script files to prevent log errors; rejigged Shipdata file by PHKB fixing some pr...
- Wed Apr 16, 2025 7:15 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 42
- Views: 3724
Re: The Assassins Guild Rebooted - Version 2.0 (Released 15/04/25)
Yep. It is compatible with all other OXZs which add planets and ones such as orbits and strangers world which move planets around. If Assassins is the only planet adding OXP you have installed, then just the Assassins planets will be present in the systems it modifies. If you have other planet packs...
- Tue Apr 15, 2025 8:09 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 42
- Views: 3724
The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
The Assassins Guild Rebooted OXP Version 2.4 – 02/05/25 The original Assassins OXP (downloadable from the Expansion Manger) was written in 2007 for Version 1.65 of Oolite. It will no longer work properly on modern builds of Oolite. If you have it installed, then you must remove it before installing ...
- Mon Apr 14, 2025 11:27 pm
- Forum: Expansion Pack
- Topic: Galactic Almanac OXZ - Full Version 0.94 (Updated 15.04.25 - Now on the Expansion Manager)
- Replies: 149
- Views: 94266
Re: Galactic Almanac OXZ - Full Version 0.94 (Updated 15.04.25 - Now on the Expansion Manager)
Full Version 0.94 - 14.04.25. This version makes some code changes to ensure that stations and planets added by the forthcoming release of The Assassins Guild Rebooted OXP are correctly named. The number of hand named systems are also increased (1,002).
- Thu Apr 10, 2025 10:06 am
- Forum: Expansion Pack
- Topic: The Assassins Guild OXP (Non-Functional 2007 Version)
- Replies: 192
- Views: 158196
Re: The Assassins Guild OXP (Non-Functional 2007 Version)
It's a reboot as none of the original code is reused, with the OXZ being re-written from scratch in modern script. The 2007 version will no longer work on modern Oolite as the mission ships and planets will not appear at the correct co-ordinates. You were able to find stations from the original as t...
- Wed Apr 09, 2025 9:15 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild OXP (Non-Functional 2007 Version)
- Replies: 192
- Views: 158196
Re: The Assassins Guild OXP (Non-Functional 2007 Version)
It's completed and I've updated the Wikki Page to describe the new version. I decided to add a status screen to the F4 screen once you have joined the guild showing your rank, achievements, reputation with the local factions and details of any current mission. So I've got to do one last playtest fro...
- Thu Jan 02, 2025 8:56 pm
- Forum: Expansion Pack
- Topic: Griff's Glowroids
- Replies: 57
- Views: 37312
Re: Griff's Glowroids
To make sure, you can just give your version a ridiculously high role probability eg:
roles = "griff_ice_splinter(99999999)";
That should nuke the site from orbit.
roles = "griff_ice_splinter(99999999)";
That should nuke the site from orbit.
- Tue Dec 17, 2024 1:21 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1786
- Views: 833900
Re: Scripters cove
It's cos in terms of the 'story' the player is meant to be outside their ship in a space suit exploring the station as the main power and life support have failed. As there's no power and the inhabitants are all dead, there's no way to use the ship yard. As part of the text adventure the player has ...
- Tue Dec 17, 2024 1:00 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1786
- Views: 833900
Re: Scripters cove
Thanks. That worked perfectly and I'm now missileless. I should be able to award the special missiles with the same loop but this time with loop set to the player.ship.missileCapacity and awarding them instead of removing them.
- Tue Dec 17, 2024 11:56 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1786
- Views: 833900
Re: Scripters cove
I'm a bit stuck with doing a simple loop to remove all the missiles from the player's pylon. This is used in a mission screen as the player is required to explore a station on foot using the mission screen as a 'choose your own adventure' style text adventure and having solved the text adventure, th...
- Sat Nov 16, 2024 1:37 am
- Forum: Discussion
- Topic: So I got thinking about Freelancer, Freespace 2 etc...
- Replies: 21
- Views: 6939
Re: So I got thinking about Freelancer, Freespace 2 etc...
No probs. I think as a player, the game does kind of do already what you are looking for as the inbuilt missions and the missions added by OXZs do use the chaining and conditions stuff. Trying not to post spoilers (you can have a look on the Wiki missions page to see the triggers for story missions)...
- Thu Nov 14, 2024 5:38 pm
- Forum: Discussion
- Topic: So I got thinking about Freelancer, Freespace 2 etc...
- Replies: 21
- Views: 6939
Re: So I got thinking about Freelancer, Freespace 2 etc...
You can use conditions both in mission offering and for ship conditions. For example: if (missionVariables.assassins_rebooted_stage === 0 && galaxyNumber === 6 && player.score > 199) { } In that example, the mission will only be offered if you are in Galaxy 7 and have 200 or more kil...