Anarchies 2.8 now available

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

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Cholmondely
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Re: Anarchies 2.8 now available

Post by Cholmondely »

Bicorn wrote: Tue Jul 01, 2025 9:46 am
Cholmondely wrote: Tue Jul 01, 2025 7:19 am
... Perhaps we should add some more bogus equipment? A salvaged reversible Galactic Hyperdrive? A salvaged coffee-maker? A salvaged bubble-bath? Salvaged Naval Shields? Salvaged Naval Lasers?
How about equipment that only mostly works? Akin to my previous suggestion with the salvaged E-bomb, perhaps a salvaged galactic hyperdrive would have <some percentage> chance of working as intened, <some percentage> chance of misjump, and <some percentage> chance of sending you to a random system in the same galaxy.
I suppose that it would make sense to gather all the suggestions and put them together so that if Phkb (or someone else) decides that it makes sense to do a rework of this one, all the relevant details are at hand.

For me, it works just fine. I'm untroubled by the bogus energy bomb, and feel it fits in just fine. But your ideas make sense (to me) and it should also be possible to buy lasers with possible problems (the range suddenly halves - or it overheats too quickly), too.

And this stuff should also be purchasable downplanet in say a rubbish dump or a shady repairshop at the spaceport.

Add in McLane's hopes, and the list becomes quite long. One of those is actually rather important.
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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Re: Anarchies 2.8 now available

Post by Wildeblood »

Cholmondely wrote: Tue Jul 01, 2025 7:19 am
... Perhaps we should add some more bogus equipment? A salvaged reversible Galactic Hyperdrive? A salvaged coffee-maker? A salvaged bubble-bath? Salvaged Naval Shields? Salvaged Naval Lasers?
We need EQ_VIDEOPHONE, EQ_CALENDAR, any other excuse to add pictures of pretty girls to Oolite.
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Re: Anarchies 2.8 now available

Post by Cholmondely »

Wildeblood wrote: Tue Jul 01, 2025 10:04 am
We need EQ_VIDEOPHONE, EQ_CALENDAR, any other excuse to add pictures of pretty girls to Oolite.
I thought you'd already done it! More excuses?
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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Re: Anarchies 2.8 now available

Post by Wildeblood »

Cholmondely wrote: Tue Jul 01, 2025 10:34 am
Wildeblood wrote: Tue Jul 01, 2025 10:04 am
We need EQ_VIDEOPHONE, EQ_CALENDAR, any other excuse to add pictures of pretty girls to Oolite.
I thought you'd already done it! More excuses?
Yes, more excuses. I did have a calendar script that rotated the background image on a mission screen after x dayChanged events. I never finished it because I had more than 7, but fewer than 30, good images. That script you just linked was the next experiment, when I was learning how to put the images on normal screens, instead of needing a mission screen.

Then after that came the "Wildeblood Manor" script, where I was learning how to deal with the special case of the F7 screen.
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Re: Anarchies 2.8 now available

Post by Bicorn »

How easy would it be to have the salvaged energy bomb run a script when activated? Here's my suggestion for the results:
rnd < 0.8 (80% chance) Fires actual energy bomb
rnd < 0.9 (10% chance) Dud - plays a "snap-crackle-pop" sound and is replaced by a broken energy bomb
rnd < 0.99 (9% chance) Power surge - plays a loud sizzling noise; both your shields and energy banks get drained almost completely
else (1% chance) Fake bomb - plays sad trombone sound and gives a mocking comms message (e.g. "You've been pranked by <randomly generated hacker group name>, enjoy your dogfight!")
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Re: Anarchies 2.8 now available

Post by phkb »

Bicorn wrote: Wed Jul 02, 2025 10:10 pm
How easy would it be to have the salvaged energy bomb run a script when activated? Here's my suggestion for the results:
rnd < 0.8 (80% chance) Fires actual energy bomb
rnd < 0.9 (10% chance) Dud - plays a "snap-crackle-pop" sound and is replaced by a broken energy bomb
rnd < 0.99 (9% chance) Power surge - plays a loud sizzling noise; both your shields and energy banks get drained almost completely
else (1% chance) Fake bomb - plays sad trombone sound and gives a mocking comms message (e.g. "You've been pranked by <randomly generated hacker group name>, enjoy your dogfight!")
Easy enough, although you'd need to change the Anarchies code to not swap the salvaged energy bomb for the real one, and instead have a custom one that "looks" like the real thing. You'd need to...

Well, hey, this looks like fun. Hang on a minute while I cook something up....

OK! Here you go: SalvagedEnergyBomb.oxz
You can do the testing for this one. Let me know if you find any issues.
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Re: Anarchies 2.8 now available

Post by Bicorn »

phkb wrote: Wed Jul 02, 2025 11:32 pm
Bicorn wrote: Wed Jul 02, 2025 10:10 pm
How easy would it be to have the salvaged energy bomb run a script when activated? Here's my suggestion for the results:
rnd < 0.8 (80% chance) Fires actual energy bomb
rnd < 0.9 (10% chance) Dud - plays a "snap-crackle-pop" sound and is replaced by a broken energy bomb
rnd < 0.99 (9% chance) Power surge - plays a loud sizzling noise; both your shields and energy banks get drained almost completely
else (1% chance) Fake bomb - plays sad trombone sound and gives a mocking comms message (e.g. "You've been pranked by <randomly generated hacker group name>, enjoy your dogfight!")
Easy enough, although you'd need to change the Anarchies code to not swap the salvaged energy bomb for the real one, and instead have a custom one that "looks" like the real thing. You'd need to...

Well, hey, this looks like fun. Hang on a minute while I cook something up....

OK! Here you go: SalvagedEnergyBomb.oxz
You can do the testing for this one. Let me know if you find any issues.
Will do!
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Re: Anarchies 2.8 now available

Post by Bicorn »

phkb wrote: Wed Jul 02, 2025 11:32 pm
OK! Here you go: SalvagedEnergyBomb.oxz
You can do the testing for this one. Let me know if you find any issues.
Alright, found a couple of bugs. Hope you don't mind that I dug into the files and hunted down the causes:
  • manifest.plist, line 9 - "identifier" is misspelled as "identified".
  • equipment.plist, line 9 - "salvaged_energy_bomb_equipment.js" should be "salvaged_energy_bomb_equip.js".
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Re: Anarchies 2.8 now available

Post by phkb »

Bicorn wrote: Thu Jul 03, 2025 3:59 am
Alright, found a couple of bugs. Hope you don't mind that I dug into the files and hunted down the causes:
Not at all! I did throw this together really quickly and (I have to confess) didn't actually test it myself. :oops:
Anyway, let me know if you find anything else. I won't post an update until you've had a reasonable playtest.
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Re: Anarchies 2.8 now available

Post by Bicorn »

phkb wrote: Thu Jul 03, 2025 5:02 am
Bicorn wrote: Thu Jul 03, 2025 3:59 am
Alright, found a couple of bugs. Hope you don't mind that I dug into the files and hunted down the causes:
Not at all! I did throw this together really quickly and (I have to confess) didn't actually test it myself. :oops:
Anyway, let me know if you find anything else. I won't post an update until you've had a reasonable playtest.
After some more testing all the outcomes appear to work as intended. (I hacked the probabilities to make the low-probability ones more likely for testing, of course.)
Some additional thoughts:
  • The "power surge" sound could probably be a little louder and sharper.
  • I don't think you need the "result > " check in each of the probability tests. Since it's an else if, the previous steps' "result <=" checks have already taken care of testing that.
Incidentally, keyconfig.plist includes a key_energy_bomb for "compatibility", but cim's version of the E-bomb doesn't appear to check for it (it has fast_affinity_offensive instead). Does the keybind actually do anything?
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Re: Anarchies 2.8 now available

Post by phkb »

Bicorn wrote: Thu Jul 03, 2025 6:15 am
Incidentally, keyconfig.plist includes a key_energy_bomb for "compatibility", but cim's version of the E-bomb doesn't appear to check for it (it has fast_affinity_offensive instead). Does the keybind actually do anything?
They end up doing the same thing. If you haven't got anything assigned to the "TAB" fast activate key, the "fast_affinity_offensive" key will auto-bind this equipment to it. And in 1.91, keyconfig.plist is no longer in use: it's keyconfig2.plist, and you can do it all from in game, without having to mess around in plist files.
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Re: Anarchies 2.8 now available

Post by phkb »

Bicorn wrote: Thu Jul 03, 2025 6:15 am
The "power surge" sound could probably be a little louder and sharper.
Find me a better "power surge" sound on https://freesound.org/ and I'll put it in!
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Re: Anarchies 2.8 now available

Post by Wildeblood »

phkb wrote: Thu Jul 03, 2025 6:57 am
Find me a better "power surge" sound on https://freesound.org/ and I'll put it in!
What a nasty website; one can't even bookmark a sound file or share a link without creating an account, and there's no "just use google" fast account creation.
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