The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

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

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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by LittleBear »

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. There is no way it will understand this! The summary is surprisingly good. It mis-understands a few things and it seems to deliberately avoid major spoilers.

Posted in a code box is the AI's summary:

Code: Select all

The document is a readme for the "Assassins Guild Rebooted" expansion for the game Oolite, detailing its features, installation instructions, and gameplay elements.
The Assassins Guild Rebooted Overview
The Assassins Guild Rebooted is a comprehensive rewrite of the original OXP, designed for modern builds of Oolite, enhancing gameplay with new missions, ships, and systems. ​ It introduces a narrative-driven experience in Galaxy 7, where players can join a criminal organization and undertake various assignments.

The original OXP was created in 2007 and is incompatible with modern Oolite versions. ​
The reboot includes 21 interlinked missions and 17 news broadcasts, enhancing the storyline. ​
Players can join the Assassins Guild after achieving 200 kills, leading to new missions and interactions.

Features and Enhancements of the OXP
The expansion adds a variety of new elements to the game, enriching the player's experience in Galaxy 7. ​ It includes new ships, weapons, and NPC interactions. ​

Over 30 new NPC ships and 6 new weapons are introduced, with one weapon available for player use. ​
The OXP modifies 22 systems, adding new planets, moons, and gas giants, along with orbiting stations. ​
Custom markets and facilities are available at new stations, some of which can be destroyed or explored.

Difficulty and Mission Structure
The missions in the OXP are designed to increase in difficulty as players progress, requiring better equipment and strategy.

The difficulty rating is "Easy to Iron Ass," with initial missions being easier and later ones significantly tougher. ​
Players are encouraged to equip their ships adequately, as tougher missions require better firepower.
The final missions are designed for players with a Guild Ranking of at least "Cut-throat." ​

Installation and Gameplay Instructions
To play the OXP, specific installation steps must be followed to ensure proper functionality within Oolite.

Download and unzip the OXP file, moving the folder to Oolite’s AddOns directory.
Hold the SHIFT key while loading Oolite to implement the changes made by the OXP.
The first mission is available after docking in Galaxy 7 with at least 200 kills. ​

Spoiler and Walkthrough Information
The OXP includes detailed information about systems and missions, which can serve as a guide for players. ​

Pages 4 to 29 provide entries for each modified system, detailing ships, stations, and NPCs. ​
Pages 30 to 59 outline the mission structure, triggers, and events, which can spoil the storyline. ​
Players can use the document as a walkthrough if they encounter difficulties during gameplay.

Orramaor: A Resort and Industrial Hub
Orramaor is known for its resort world of Apollodorus and serves as the corporate headquarters for Soin Classic Shipyards Ltd, specializing in Serpent Class ships. ​ The planet has a rich industrial economy, a democratic government, and a population of 9.7 billion small rodent scientists. ​

Economy: Rich Industrial
Government: Democracy
Tech Level: 15
Population: 9.7 billion inhabitants
Gross Productivity: 53,489 million credits
Notable Features: Resort world of Apollodorus, Sunset Retirement Home, and Soin Classic Shipyards ​
Mission: Assassination of Be Soin near the Sunset Retirement Home

Esrire: A Criminal Hotspot
Esrire is notorious for its high levels of criminal activity and is home to the gas giant Cerberus. ​ The system operates under anarchy, with a population of 3.2 billion sinister yellow frogs. ​

Economy: Rich Agricultural
Government: Anarchy
Tech Level: 10
Population: 3.2 billion inhabitants
Gross Productivity: 97,252 million credits
Notable Features: Cerberus gas giant and the Corpse Bride station ​
Mission: Join the Guild after killing Be Soin ​

Tiared: The Zero-G Hockey Capital
Tiared is famous for its desert world Diomedes and its passion for Zero-G Hockey, hosting the Galactic Cup competitions. ​ The planet has a corporate state government and a population of 4.4 billion hockey-obsessed lizards. ​

Economy: Mainly Agricultural
Government: Corporate State
Tech Level: 10
Population: 4.4 billion inhabitants
Gross Productivity: 23,232 million credits
Notable Features: Diomedes and Madison Square Orbital Stadium
Mission: Assassination of the Zarausxian Hockey Team ​

Beatle: A Repair Facility with Restrictions
Beatle is known for its moon Augeas, which hosts a renowned orbital repair facility that requires prior written appointment for docking. ​ The planet has a corporate state government and a population of 5.2 billion feline engineers.

Economy: Rich Industrial
Government: Corporate State
Tech Level: 15
Population: 5.2 billion inhabitants
Gross Productivity: 39,902 million credits
Notable Features: Augeas and the Augeaian Orbital Repair Facility
Mission: Assassination of the Fair Wind

Geteve: A Lawful Industrial System
Geteve is recognized for its habitable moon Hercules and serves as a base for GalCop Special Branch. ​ The system has a democratic government and a population of 5.4 billion law-abiding humans.

Economy: Rich Industrial
Government: Democracy
Tech Level: 12
Population: 5.4 billion inhabitants
Gross Productivity: 58,123 million credits
Notable Features: Hercules and Special Branch Outpost
Mission: Assassination of Inspector Thorstan during a Thargoid invasion ​

Ateslete: Robotics and Research Hub
Ateslete is noted for its ice-world Stymphal, where Gri¯ Research Ltd operates factories and an orbital research station. ​ The planet has a corporate state government and a population of 7.2 billion, mostly robots. ​

Economy: Rich Industrial
Government: Corporate State
Tech Level: 15
Population: 7.2 billion inhabitants
Gross Productivity: 78,824 million credits
Notable Features: Stymphal and Gri¯ Research Orbital Base ​
Mission: Assassination involving malfunctioning Control Drones and BattleBots ​

Ataneris: A Duelist's Paradise
Ataneris is famous for its forest world Hippolyte, known for duels between skilled pilots. ​ The system has a confederate government and a population of 3.3 billion bloodthirsty furry felines.

Economy: Rich Agricultural
Government: Confederacy
Tech Level: 6
Population: 3.3 billion inhabitants
Gross Productivity: 7,128 million credits
Notable Features: Hippolyte and the House of Blue Leaves Mining Depot
Mission: Assassination of O-Ren Ishi in a duel

Quandixe: A Mafia-Run System
Quandixe is known for its tropical moon Hesperides, where Megaweed is cultivated, and is rumored to be a front for a Mafia narcotics syndicate. ​ The system has a corporate state government and a population of 6.4 billion legitimate businessmen.

Economy: Rich Agricultural
Government: Corporate State
Tech Level: 15
Population: 6.4 billion inhabitants
Gross Productivity: 84,296 million credits
Notable Features: Hesperides and Darkside Waystation
Mission: Assassination of the Triad leader ​

Estiri: A Naval Stronghold
Estiri is noted for its ocean-covered moon Nemean and serves as the location of the Galactic Supreme Court. ​ The system has a democratic government and a population of 5.6 billion impartial furry felines.

Economy: Rich Industrial
Government: Democracy
Tech Level: 13
Population: 5.6 billion inhabitants
Gross Productivity: 27,654 million credits
Notable Features: Nemean and Naval Outpost: Pillar of Summer
Mission: Assassination of a witness during heightened security

Eszausve: A Civil War Battleground
Eszausve is famous for its rocky moon and twin gas giants, plagued by an oppressive dictatorship. ​ The system has a population of 7.1 billion oppressed harmless fat birds and is embroiled in a civil war.

Economy: Rich Industrial
Government: Dictatorship
Tech Level: 12
Population: 7.1 billion inhabitants
Gross Productivity: 98,764 million credits
Notable Features: Imperial Prison and Hoopy Hotels
Missions: Assassinations of the Sky Marshal and the Dreadnaught

Eszausve's Transition to Democracy
The civil war in Eszausve has concluded, leading to its recognition as a democracy. ​ The system is now populated with various ships and structures reflecting this new status, including police ships and memorials.

The Dreadnaught has been destroyed, marking the end of the civil war.
Eszausve is officially recognized as a democracy, changing its governance from dictatorship. ​
A War Memorial is established at the site of the former prison, surrounded by an asteroid field.
Nine additional police ships are added to enhance security, alongside pirate ships in the system. ​
Various liners and escorts are introduced to facilitate travel and commerce in the newly democratic system.

Angeriri's Unique Political System
Angeriri is characterized by its unique democratic process, where citizens vote telepathically on government decisions. The system remains unchanged except for a mission involving the collection of Graviton Missiles.

Angeriri is home to cybernetic red lizards with a population of 5.9 billion.
The planet is rich in industrial resources, with a gross productivity of 47,200 million credits.
A secret rebel base is added for a mission to collect Graviton Missiles, with hostile ships patrolling the area. ​
The base is destroyed after the player completes the mission, removing it permanently from the game. ​

Infestation of Malfunctioning BattleBots
Following the assassination missions, a timer is initiated that leads to the infestation of nearby systems with Malfunctioning BattleBots. ​ This infestation replaces pirates with hostile BattleBots that attack non-BattleBot ships. ​

Six systems within 7 light years of Ateslete become infested in a specific order. ​
Each infestation increases the escape level variable by 1, culminating in a total of 30 jumps.
The systems affected include Qudior, Erdiares, Cemaer, Onarmala, Gegeso, and Esleve. ​
The presence of Malfunctioning BattleBots becomes a permanent feature in these systems. ​

Assassins Guild Mission Stages
The player progresses through various stages of missions offered by the Assassins Guild, each with specific triggers and events. The missions involve assassinations, contracts, and interactions with other factions.

The player starts with a contract to kill Be Soin, advancing through stages by completing missions.
Each stage has specific requirements, such as making jumps or docking at certain stations.
The player can earn significant rewards, with fees ranging from 200 credits to 50,000 credits for major missions.
The narrative includes interactions with rival factions, such as the Triads and the Mafia, leading to various conflicts.

Civil War and Its Aftermath in Eszausve
The civil war in Eszausve leads to significant changes in governance and military presence. The aftermath includes battles between imperial and rebel forces, ultimately resulting in a new democratic order.

The civil war is marked by battles involving Deamon Class Cruisers and Rebel Sonoran fighters.
The imperial dictatorship is challenged, leading to the eventual recognition of the rebels as the lawful government.
The Dreadnaught's destruction is pivotal, allowing for the establishment of a new government.
The system's description, productivity, and population are updated to reflect the new democratic status. ​

Final Events and Guild Completion
The conclusion of the OXZ involves the player destroying the Dreadnaught and receiving recognition from the Assassins Guild. The final news broadcast announces the results of the Eszausve election and the completion of the OXZ. ​

The player is rewarded for destroying the Dreadnaught, receiving a 50,000 credit bounty. ​
The final news broadcast reveals the establishment of a war memorial and the transition of Eszausve to a democracy. ​
The Assassins Guild ranks the player as "The Hand" upon completion of the final mission.
The OXZ concludes with the player being informed of the guild's investigation into its activities. ​

Encounter Mechanics in Galaxy 7
The text outlines the mechanics of ship encounters in the Galaxy 7 systems, particularly influenced by the Assassins Guild. Encounters are determined by the number of jumps made and the government type of the system.

Encounters occur every 5 jumps, resetting the jump counter if an encounter happens. ​
Ships may not always be encountered even if present due to various factors like jumping out or being destroyed. ​
The type and chance of ships appearing depend on the system's government and tech level. ​

Government Types and Ship Encounters
Different government types in Galaxy 7 influence the nature of ship encounters, including hostility and ship types.

Anarchy & Feudal: Non-hostile unless attacked; 5% chance for various ships like Mongoose Fighters and Scorpion Frigates. ​
Multi-Government & Dictatorships: Military ships assist clean ships; similar 5% chances for various military ships. ​
Communist & Confederacy: Police ships respond to distress; 5% chance for Military Aeron Class Frigates and BattleBots.
Democratic & Corporate States: Similar to Communist systems with a focus on military assistance; 5% chance for Military ships and Special Branch Couriers.

Tech Level Influence on Encounters
The tech level of a system significantly affects the types of ships that can appear during encounters. ​

Tech Level 10 or higher: Military ships attack Thargoids and criminals but assist clean ships; 5% chance for Navy Control Drones and BattleBot Interceptors. ​
Cumulative chances increase with higher tech levels, leading to a 90% chance of ship appearances in high-tech systems. ​

Cumulative Encounter Chances After Jumps
After a series of jumps without encounters, the likelihood of ship appearances increases significantly.

After 10 jumps without an encounter, there is a cumulative 100% chance of a ship appearing, regardless of government type. ​
Ships from the unlocked ships group have a 10-12% chance of being present, though encounters may still not occur. ​

Open the Pod Bay doors please Adobe.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by Wildeblood »

LittleBear wrote: Tue May 27, 2025 5:44 pm
Open the Pod Bay doors please Adode.
What an odd co-incidence. Just this afternoon, I decided to try out some different online LLMs, as I'd only ever tried ChatGPT and Qwen before. I thought, "What's a good prompt I could use to compare their output?" And, I decided on, "What does the monolith in 2001: A Space Odyssey symbolize?"

I still have seven browser tabs open with their various responses.
"Must keep this response efficient to preserve remaining context."
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by 80's_Elite_player »

LittleBear wrote: Tue Apr 15, 2025 8:09 pm
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 The Assassins Guild Rebooted.

This OXP is a rewrite from scratch of the original OXP with modern ships, stations, planetary textures, Ais and scripting. It is compatible with all other OXZs (except the 2007 version of The Assassins Guild) and has no dependencies. If you have previously played the original version of The Assassins Guild, then installing the Assassins Guild Rebooted will reset the OXP to the start allowing you to replay the Rebooted Version. Although you do not need to install any other OXZs to play the Assassins Guild, if you have The Galactic Almanac OXZ installed, then you should update to Version 0.94 or higher to ensure the planets and stations added by the Assassins Guild are correctly named.

The expansion adds a lot of flavour to Galaxy 7 as 22 systems are modified by the OXP to add additional planets, moons and gas giants together with orbiting stations. Some systems are controlled by local criminal organisations such as the Mafia and the Triads, whist others are controlled by the Navy, private corporations, expansionist dictators, scientific foundations, sporting associations and the shadowy Assassins Guild itself. Details of some of the organisations added by The Assassins Guild rebooted are shown on the Wiki’s Powers & Organisations Page. After a spoiler warning, full details of all the changes made by the OXP are set out in the Readme.

The OXP is suitable for all commanders as the changes it makes do not effect game balance. With the exception of the Navy Capital Ships, all the ships appearing at the modified systems are within the power range of the Classic Elite Ships. Some systems will be better policed than otherwise and some worse. Stations added by the OXP have custom markets and facilities, but most charge docking fees and some may be situated far outside the spacelanes.

If you are in Galaxy 7 and have 200 kills or more, you will be contacted by the Guild and asked to undertake a small removal job for them. If you chose to do so, you will be offered the opportunity to join the Guild. It is entirely voluntary whether you chose to do so or accept any contracts that you are offered. If you chose to join the guild, then the OXP’s story missions will begin to unfold. News Broadcasts will start to appear foreshadowing galactic events and you will be periodically contacted by the guild and offered assignments.

The OXP contains 21 interlinked missions and 17 News Broadcasts. Progress depends on completing the previous mission. A new mission will be offered or a news broadcast will be received once you have made a certain number of hyperspace jumps since completing the previous mission or receiving a news broadcast. The OXP only affects Galaxy 7 and events and missions will only be offered whilst you are in Galaxy 7.

Once you have more than 200 kills hang out in Galaxy 7 going about your ordinary Oolite business and things will start happening to you. When the name Agent Wombat means something to you, you will have seen everything the OXP does.

For the First Release, the Assassins Guild Rebooted is available in OXP format on the Wiki (Link in my signature). Once a few people have completed it, I'll upload it in OXZ format to the Expansion Manager. Please post any bug reports or feedback on this thread.

To play the OXP, download and unzip the file from the Wiki page.

This will create a folder named "AssassinsRebootedV2.4". Open this folder and you will see a folder named "Assassins_Guild_RebootedV2.4.oxp" and a Readme PDF.

Move the Assassins_Guild_RebootedV2.4.oxp folder to Oolite's AddOns folder. The next time you load up Oolite, keep the SHIFT key held down until you see the rotating Cobra on the start screen. Once installed, all the changes made to Galaxy 7 by the OXP will be implemented. The first mission will be offered to you when you dock anywhere in Galaxy 7 and have at least 200 kills.

After a Spoiler Warning, the Readme contains a section setting out all changes the OXP makes to systems in Galaxy 7 and a step by step guide to exactly what the OXP does at every stage, listing the triggers for all events and missions the OXP contains. You can use the Spoilers section of the Readme as a walkthrough if you find yourself stuck.

Edits for Updates.

Version 2.4 - 02/05/25 - Fixed a missing ; in Shipdata which meant the OXP worked on Windows but would not run on the Apple Mac. Also fixes a bug in the script which meant that if you suffered a mis-jump at exactly the moment a trigger for one of the missions was meant to fire, the script could get stuck and not advance.

Version 2.3 - 19/04/25 - Fixed a bug with the script for the final mission. Added equipment overwrites to avoid a warning if the energy bomb is not installed.

Version 2.2 - 18/04/25 - 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.

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 property errors in the subentries and some ships being treated as stations.
Hi Littlebear - I'm struggling to cope / get anywhere when arriving at Geteve and the Thargoid invasion. Depite my ship being equipped with a Thargoid cannon, I'm no match for them and keep getting killed. Am I doing something wrong?

(loving the OXP!)
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by LittleBear »

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 deal with the bugs. Whilst your target is engaged in valiantly defending humanity, shoot him in the back. Then jump out. The Thargoids are a distraction and you ain't a hero.
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by 80's_Elite_player »

LittleBear wrote: Thu May 29, 2025 4:07 pm
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 deal with the bugs. Whilst your target is engaged in valiantly defending humanity, shoot him in the back. Then jump out. The Thargoids are a distraction and you ain't a hero.
Thanks Littlebear! took me a wile but I got there - Thargoid tastic! almost couldn't spot Thorstan's ship in amongst the Thargoid robot fighters :shock:

now onto the next misson! love this OXP!
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by 80's_Elite_player »

LittleBear wrote: Thu May 29, 2025 4:07 pm
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 deal with the bugs. Whilst your target is engaged in valiantly defending humanity, shoot him in the back. Then jump out. The Thargoids are a distraction and you ain't a hero.
Sorry Littlebear.........me again.........managed to see of Thorstan - I'm now onto trying to destroy The BattleBot Drone in the Ateslete system.

I get to the Griff research orbital base.....I see the messages about Drone / ECM testing.....can see the 15 dones.....but no matter how much I fly about the system I can't find the malfunctioning battlebot drone.....what am I doing wrong???
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by LittleBear »

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 rouge and is attacking civilians in the main spacelane rather than unarmed ones at the Griff Research station. You'll also encounter the armed malfunctioning BattleBots the Drone has manufactured in the spacelane.

If you have Nuit Station II installed, the Drone's AI can have some difficulties navigating round it, due to the station's massive size, causing the Drone to wander off (fixed for the next version). If you tried the main space lane and couldn't find it then I'd temporally take out Nuit II and try it again.
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by 80's_Elite_player »

LittleBear wrote: Fri Jun 06, 2025 2:38 pm
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 rouge and is attacking civilians in the main spacelane rather than unarmed ones at the Griff Research station. You'll also encounter the armed malfunctioning BattleBots the Drone has manufactured in the spacelane.

If you have Nuit Station II installed, the Drone's AI can have some difficulties navigating round it, due to the station's massive size, causing the Drone to wander off (fixed for the next version). If you tried the main space lane and couldn't find it then I'd temporally take out Nuit II and try it again.
Thnks Littlebear. So - I've flown back to the docking station at Ateslete - is that the 'main base?' I can't see the witchpoint buoy though - is that unusual?

my F4 screen - or F4 button just shows me my starboard cockpit view?

pretty sure I don't have Nuit II instsalled.

the only ships I can see are a griff research wolf, a few worms, the odd cobra......no drones or anything else.......

Soz, I'm pants at this! :)
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by LittleBear »

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 (when you load a save game or jump in), but it will get attacked and destroyed by BattleBots eventually.

If you press F4 when docked (not when in flight), it will bring up the Dockside Services Screen. You can open a link to the Assassins Guild there, which will show your ranking and reputation together with a summary of your current mission.
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by 80's_Elite_player »

LittleBear wrote: Fri Jun 06, 2025 3:08 pm
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 (when you load a save game or jump in), but it will get attacked and destroyed by BattleBots eventually.

If you press F4 when docked (not when in flight), it will bring up the Dockside Services Screen. You can open a link to the Assassins Guild there, which will show your ranking and reputation together with a summary of your current mission.
Incredible. docked at the main station. saved. relaunched and bingo - there he is!

thanks again Littlebear :D
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by 80's_Elite_player »

LittleBear wrote: Fri Jun 06, 2025 3:08 pm
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 (when you load a save game or jump in), but it will get attacked and destroyed by BattleBots eventually.

If you press F4 when docked (not when in flight), it will bring up the Dockside Services Screen. You can open a link to the Assassins Guild there, which will show your ranking and reputation together with a summary of your current mission.
b*gger.

thought I'd spotted the Rogue battlebot control drone......but it was just another malfunctioning drone.

I dock at the main station and relaunch - but just see 3-4 malfunctioning drones. I've tried killing all of them.....see if that makes the cnotrol drone appear - but no joy. Have tried trading to and fro Cemaer a few times to see if it 'resets' anything.

Have docked, exited the game and reloaded my saved game - still no luck.

I defo don't have the Nuit OXP. Not sure what more I can do....?
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by LittleBear »

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:

Code: Select all

    // Victim 5 - Griff's Malfunctioning BattleBot Control Drone.
    // Armed with 6 Plasma Turrets and 2 Hardened Missiles, but no laser weapons.
    // Escorted by 4 BattleBots.
    
    "assassins_rebooted_victim5" = {
        script = "assassins_rebooted_victim5.js";
        name = "Control Drone: Logan 5";
        ai_type = "assassins_rebooted_victim5AI.plist";
        roles = "assassins_rebooted_victim5 assassins_rebooted_chaotic_character";
Add a beacon by adding this to the start of the entry:

Code: Select all

    beacon = "Test Ship";
    beacon_label = "Test Ship";
So that the entry now looks like this:

Code: Select all

    // Victim 5 - Griff's Malfunctioning BattleBot Control Drone.
    // Armed with 6 Plasma Turrets and 2 Hardened Missiles, but no laser weapons.
    // Escorted by 4 BattleBots.
    
    "assassins_rebooted_victim5" = {
        beacon = "Test Ship";
	beacon_label = "Test Ship";
        script = "assassins_rebooted_victim5.js";
        name = "Control Drone: Logan 5";
        ai_type = "assassins_rebooted_victim5AI.plist";
        roles = "assassins_rebooted_victim5 assassins_rebooted_chaotic_character";
Now save the file.

Load up Oolite, but keep the SHIFT key down until you see the rotating cobra on the start screen in order to update the change you've made.

The Control Drone will now have a beacon allowing you to find it with the Advanced Space Compass. It is in the spacelane and will fly between the station and the witchpoint. Waiting at either will cause you to encounter it (eventually). But fly towards the beacon you've added and you will meet it in the spacelane.

The ship is quite large, so you should be able to see it visually from about 50kms. You'll also find it a bit easier if you save at the main station and then reload you game before you go out looking for it. Reloading resets the system, so it will start in the middle of the spacelane.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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80's_Elite_player
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by 80's_Elite_player »

That did the trick Littlebear - thank you so much.

suspect the rogue battle bot controller was there all along - I just couldn't see / find it.

all good - onwards and upwards! :)
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by Cholmondely »

Thy eminence,

I'm just editing/updating the Famous Planets oxp. It includes some 20 planets in G7.



Are you aware that it overwrites several F7 descriptions? (6:0 - 6:12; 6:14-19; 6:134)

6:18 Geteve (The Human colonials of this planet have an annoying habit of repeating everything they say. They have a saying ‘If it is not worth saying twice it is not worth saying’. They are also a fun-loving people but have a disturbing love of all types of gambling and as such they are mildly known for their Hoopy Casinos.)?

6:19 Sobeer (The planet Sobeer is mildly fabled for the Sobeerian mountain slug which brings in scientists from all over the Eight. It seems there is some evidence to suggest eating one raw slug per day wards off even the most virulent of diseases. The Cats of this planet don’t seem to mind eating them though. But they are also living in very poor conditions with most buildings in bad condition because of the earthquakes which they are occasionally cursed with.)



Any suggestions?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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LittleBear
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)

Post by LittleBear »

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, changes in military deployments, mass poisoning of imported cheese and so on). The addition of planets, moons, stations and ships (and also how those ships behave) is also set by script.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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