(BETA) Assassin Shipset Pack v0.2.0

Discussion and information relevant to creating special missions, new ships, skins etc.

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Rustem
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(BETA) Assassin Shipset Pack v0.2.0

Post by Rustem »

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
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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?
Last edited by Rustem on Sat Oct 27, 2018 1:34 pm, edited 3 times in total.
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Re: Assassin Shipset Pack

Post by Cody »

Setup of home system for assassins is useful property?
Being a courier, raiding an assassin home system sounds like fun. Payback!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Assassin Shipset Pack

Post by Rustem »

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.).
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Re: (BETA) Assassin Shipset Pack

Post by montana05 »

Rustem wrote: Thu Nov 02, 2017 3:41 pm
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.
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: (BETA) Assassin Shipset Pack

Post by Rustem »

montana05 wrote: Wed Nov 08, 2017 11:36 am
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.
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Re: (BETA) Assassin Shipset Pack

Post by Rustem »

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.
Last edited by Rustem on Wed Nov 15, 2017 11:53 am, edited 1 time in total.
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Re: (BETA) Assassin Shipset Pack

Post by Rustem »

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).
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Re: (BETA) Assassin Shipset Pack

Post by gsagostinho »

@Rustem Is this OXP available through the extension manager in the game or do I need to use the links in the first post?
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Re: (BETA) Assassin Shipset Pack

Post by Rustem »

gsagostinho wrote: Tue Nov 14, 2017 8:34 pm
@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.
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Re: (BETA) Assassin Shipset Pack

Post by Rustem »

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 [//...].
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Re: (BETA) Assassin Shipset Pack v0.1.0

Post by Rustem »

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.
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Re: (BETA) Assassin Shipset Pack v0.1.0

Post by Rustem »

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.
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Re: (BETA) Assassin Shipset Pack v0.1.0

Post by Rustem »

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.
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Re: (BETA) Assassin Shipset Pack v0.1.0

Post by Rustem »

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.
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Re: (BETA) Assassin Shipset Pack v0.2.0

Post by Rustem »

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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