Hired Guns OXP

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

Moderators: another_commander, winston

User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Hired Guns OXP

Post by Thargoid »

Another little OXP which adds the chance to agree contract terms and gain a pair of escort ships for your next journey between main stations.

There are various terms and conditions to the contract, and they are choosy so don't appear every time even if you do fulfil all the requirements.

Requires Oolite v1.75, a rank of at least Average and a clean record. Can sometimes be picked up at the system main station.

-- = = Download Hired Guns = = --
Last edited by Thargoid on Thu Jul 21, 2011 7:36 pm, edited 6 times in total.
Squeek
Competent
Competent
Posts: 42
Joined: Sun Mar 15, 2009 5:46 pm

Post by Squeek »

This is awesome, and will make the game feel more realistic.

Nice.
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8501
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Post by DaddyHoggy »

Thargoid - you are a value-added-oxp god and I love you
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
Lestradae
---- E L I T E ----
---- E L I T E ----
Posts: 3095
Joined: Tue Apr 17, 2007 10:30 pm
Location: Vienna, Austria

.

Post by Lestradae »

:D

8)

L
overmage
Deadly
Deadly
Posts: 128
Joined: Mon Mar 23, 2009 6:55 pm

Post by overmage »

Now we can use those Dredgers without quaking in our pants. :twisted:
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6547
Joined: Wed Feb 28, 2007 7:54 am

Post by another_commander »

<DeNiro>Yor good... you... you...[points finger] yor VERY good</DeNiro>
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Thank you all. I can't claim 100% credit for it.

As usual the base for the AI is one of Eric's old ones, but I've built on it significantly by linking it up to a JS script (it's now AI of Borg :twisted: ).

Seems to work fairly well, although if you have a fast ship under injectors or use the Torus they do take a little while to catch you up sometimes (but they always should do). Plus the scanclass dodge isn't perfect, but I didn't want the player to be mass-locked by their own escorts (especially if they didn't have injectors).
Last edited by Thargoid on Fri Apr 10, 2009 8:59 am, edited 1 time in total.
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Thargoid wrote:
As usual the base for the AI is one of Eric's old ones, but I've built on it significantly by linking it up to a JS script (it's now AI of Borg:twisted: ).
Player escorts were in UPS since the first release for special missions. Only in later releases they became for hire. But of cause only after the player proofed worthy by doing some jobs.
User avatar
goran
---- E L I T E ----
---- E L I T E ----
Posts: 294
Joined: Sat Feb 23, 2008 12:32 am
Location: Zagreb, Croatia
Contact:

Post by goran »

another_commander wrote:
<DeNiro>Yor good... you... you...[points finger] yor VERY good</DeNiro>
Analyze this. :D

Installed the OXP but as I'm always in a hurry, on injectors or torus, I don't think I can make use of them escorts.

Nice oxp nevertheless. :)
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

They will catch you up and are quite quick themselves, so you might be surprised. Give it a go and see, they may help you for those occasions you do stop and fight.
overmage
Deadly
Deadly
Posts: 128
Joined: Mon Mar 23, 2009 6:55 pm

Post by overmage »

IMO, the best use for these escorts is if you've been a fighter but are intending to switch to a heavy trading ship like the Dredger. You want to make millions but your ships moves slower than the U.S. Economy improves and you can't bring your lasers to bear with that pathetic pitch and roll. ;)
User avatar
Yodeebe
---- E L I T E ----
---- E L I T E ----
Posts: 261
Joined: Mon Oct 13, 2008 7:32 pm
Location: Namab

Post by Yodeebe »

Really Excellent work your alien-ness! love it!
they do indeed catch up pretty quick.

could this be expanded to have different numbers of escort ship, types of escort ship, and competence for different prices? maybe even your own mini army/pirate band for some mission or other?

cool oxp.

:twisted:
User avatar
pleb87
Dangerous
Dangerous
Posts: 66
Joined: Sat Feb 16, 2008 2:51 pm
Location: Oxford, UK

Post by pleb87 »

Yodeebe wrote:
Really Excellent work your alien-ness! love it!
they do indeed catch up pretty quick.

could this be expanded to have different numbers of escort ship, types of escort ship, and competence for different prices? maybe even your own mini army/pirate band for some mission or other?

cool oxp.

:twisted:
yeah i was thinking along these lines, you could have the reserve pilots in the Galactic Navy OXP actually follow you into battle!
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Yodeebe wrote:
Really Excellent work your alien-ness! love it!
they do indeed catch up pretty quick.

could this be expanded to have different numbers of escort ship, types of escort ship, and competence for different prices? maybe even your own mini army/pirate band for some mission or other?

cool oxp.

:twisted:
It could. I didn't do it as I wanted a hired escorts OXP, not a private army one. It's designed to help in fights, not to do all the fighting for you. I didn't want to make the game too easy ;)

But the expansion for different types of escort ship is something I've agreed to happen elsewhere, and the competence will be part of that (in the current version the Vipers are much more deadly than the Cobras, and they likewise to the Sidewinders).

The code is freely usable by anyone who may wish to do so, so if (for example) Matt wanted to re-use them in an upgrade of Galactic Navy to make an attack wing to go against a target then that would be fine with me. I might even do it myself in the future in some mission context.

As to the number of escorts, it's just defined in the system script (hiredGuns_system.js). If you want to make the game easier, just open it in a text editor and in the this.admin function at the bottom, change the line missionVariables.hiredGuns_count = 2; from 2 to however many escorts you want in the fleet. The code is written to be flexible and cope with however many escorts are set in that line (and if you're being complete, the descritions in equipment.plist will also need adjusting to match).
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Post by pagroove »

Good one Thargoid,

I was to late for testing your OXP but from what I saw it is nice and I like that the escorts don't mass lock so that's good. 8)
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
Post Reply