Search found 2910 matches

by LittleBear
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.
by LittleBear
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.
by LittleBear
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...
by LittleBear
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...
by LittleBear
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...
by LittleBear
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 ...
by LittleBear
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).
by LittleBear
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...
by LittleBear
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...
by LittleBear
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.
by LittleBear
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 ...
by LittleBear
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.
by LittleBear
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...
by LittleBear
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)...
by LittleBear
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...