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ramon
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Post by ramon »

Arexack_Heretic wrote:
Sometimes bar names are weird. ;)

:lol:
How about 'The Queen's Beaver' ?
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Disembodied
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Post by Disembodied »

Commander McLane wrote:
@Disembodied: Yes, "Barbe" is the name of a fish, and in plural it would be "Barben". But I hardly see any connection to "Bell". Although this is German as well. It's the sound a dog makes, so the English translation would be "bark", only that in German it's an imperative, not an infinitive. Still we would have an English "and" between these two German words.

And still I wouldn't know what "Bark! and carps" would be supposed to mean.
Well, we've got pubs called "The Pig and Whistle", "The Drum and Monkey", etc. -- so "The Bell and Carps" isn't too far-fetched. "The Bell and 'Bark, I say!'" is, I admit, a little odd...
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Post by Commander McLane »

Disembodied wrote:
"The Bell and 'Bark, I say!'" is, I admit, a little odd...
And still it would be "'Bark, I say!' and The Carps", even odder.
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Dr. Nil
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Post by Dr. Nil »

How about changing the name to Die bellende Barben then?
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Post by Commander McLane »

Dr. Nil wrote:
How about changing the name to Die bellende Barben then?
Die bellende Barbe (singular) or Die bellenden Barben (plural). And a German pub/hotel/restaurant/bar would be called "Zur bellenden Barbe", not "Die...". So how about that?

I have to say, I like it. Why should only English language survive in the 32nd century? (More likely it's going to be Chinese or Hindi anyway.) And it'll be kind of an in-joke only we chosen few will know of in a couple of years. :wink:

(BTW and totally off-topic: All of this reminds me somehow of trying to translate the book-title "At swim-two-birds" by Flann O'Brien. There are more or less weird German translations of that.)
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Post by Dr. Nil »

:lol:

I guess I didn't fail high school German for nothing (probably because i got a question for the oral exam on a text called "Das rote Hemd" and after some stuttering had to admit that I had no idea what Hemd (shirt) meant.

There have been some ads in Your Ad Here in other languages.

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Probably has mistakes being by me and in German :lol:

I also tried a few in Spanish, but my Spanish isn't much better (Blue Lobsteroids Group).

There's also been a few others. Someone made a serious translation to Japanese (the ones I did in Japanese and Korean were Babelfish translations).

It's fun with a little variation, but generally I like the Britishness of Oolite - I find it somewhat exotic ;)
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Post by Commander McLane »

Dr. Nil wrote:
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Probably has mistakes being by me and in German :lol:
It's just fine. (And looks very typical.)
Dr. Nil wrote:
It's fun with a little variation, but generally I like the Britishness of Oolite - I find it somewhat exotic ;)
LOL
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Post by Disembodied »

Commander McLane wrote:
Disembodied wrote:
"The Bell and 'Bark, I say!'" is, I admit, a little odd...
And still it would be "'Bark, I say!' and The Carps", even odder.
Ah! Yes, right enough. Sounds like a band from the '60s...

I think "Zur bellenden Barbe" has -- if you'll pardon the pun -- a nice ring to it, myself, despite the adolescent sniggering it might cause in the UK*. We, being in the know, could all snigger about it for much more mature reasons.



*I'm not going to explain this.
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Post by Captain Hesperus »

Disembodied wrote:
I think "Zur bellenden Barbe" has -- if you'll pardon the pun -- a nice ring to it, myself, despite the adolescent sniggering it might cause in the UK*. We, being in the know, could all snigger about it for much more mature reasons.
<snigger> He said barbe! <guffaw>

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Post by LittleBear »

<nudges thread back to topic> :wink:

As I'm off work injured, I've been doing quite a bit of AIing for the space bar and the hunters aboard. The bar looks for any sort of criminal activity or criminal ships being present and launches bounty hunters (in a selection of 30 odd oxp / native ships) with a customAI to hunt down anyone with a bounty with 25km. They won't venture futher than that and after picking up and loot witch out dock or sunskim. They provide some protection to clean players, but they're hunters not Cops so if you are being blasted by a couple off offender pirates they may well take out a non-agressive trader with a fugitive tag for trading in narcotics before comming to your aid! Walking into a bounty hunters bar as a fugitive is most unwise.

The AI below is working well, but it hardly ever launches a Defenceship. This dosent matter much playwise as the AI goes to the attack state and launches 4 or 5 hunters. As the attacker will have become a fugitive for attacking the Bar the hunters attack him anyway. Is there any major bug I'm missing as to why it so tardy about launching a defence ship?

Code: Select all

{

"GLOBAL" = {
"ENTER" = ("setStateTo: LOOK_FOR_PLAYER");  };

"ATTACK" = {
 "ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip);
 "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, "sendTargetCommsMessage: [spacebar-warning]", "launchShipWithRole: random_hits_patrol");
 "ENTER" = ("launchShipWithRole: random_hits_patrol", increaseAlertLevel);
 "EXIT" =();
 "INCOMING_MISSILE" = (fireECM, setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip);
 "NO_TARGET" = ("setStateTo: SCAN_FOR_CRIMINAL_PLAYER");
 "RED_ALERT" = ("launchShipWithRole: random_hits_patrol");
 "TARGET_DESTROYED" = ("setStateTo: SCAN_FOR_CRIMINAL_PLAYER");
 "TARGET_LOST" = ("setStateTo: SCAN_FOR_CRIMINAL_PLAYER");
 "UPDATE" = ("launchShipWithRole: random_hits_patrol", "pauseAI: 20.0");    };

"SCAN_FOR_CRIMINAL_PLAYER" = {
 "ENTER" = ("scanForNearestShipWithRole: player");
 "EXIT" = ();
 "NOTHING_FOUND" = ("setStateTo: SCAN_FOR_CRIMINAL_TRADERS");
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: CHECK_PLAYER_RAP_SHEET");
 "UPDATE" = ("scanForNearestShipWithRole: player");  };

"CHECK_PLAYER_RAP_SHEET" = {
 ENTER = (checkTargetLegalStatus);
 "TARGET_CLEAN" = ("setStateTo: SCAN_FOR_CRIMINAL_TRADERS");
 "TARGET_MINOR_OFFENDER" = ("setStateTo: SCAN_FOR_CRIMINAL_TRADERS");
 "TARGET_OFFENDER" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, setTargetToPrimaryAggressor, groupAttackTarget, "setStateTo: ATTACK");
 "TARGET_FUGITIVE" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, setTargetToPrimaryAggressor, groupAttackTarget, "setStateTo: ATTACK");
 UPDATE = (checkTargetLegalStatus);
 EXIT = ();      };

"SCAN_FOR_CRIMINAL_TRADERS" = {
 "ENTER" = (scanForNearestMerchantmen);
 "EXIT" = ();
 "NOTHING_FOUND" = ("setStateTo: SCAN_FOR_HUMAN_CRIMINALS");
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: CHECK_TRADER_RAP_SHEET");
 "UPDATE" = (scanForNearestMerchantmen);  };

"CHECK_TRADER_RAP_SHEET" = {
 ENTER = (checkTargetLegalStatus);
 "TARGET_CLEAN" = ("setStateTo: SCAN_FOR_HUMAN_CRIMINALS");
 "TARGET_MINOR_OFFENDER" = ("setStateTo: SCAN_FOR_HUMAN_CRIMINALS");
 "TARGET_OFFENDER" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, setTargetToPrimaryAggressor, groupAttackTarget, "setStateTo: ATTACK");
 "TARGET_FUGITIVE" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, setTargetToPrimaryAggressor, groupAttackTarget, "setStateTo: ATTACK");
 UPDATE = (checkTargetLegalStatus);
 EXIT = ();      };

"SCAN_FOR_HUMAN_CRIMINALS" = {
 "ENTER" = (scanForNonThargoid);
 "EXIT" = ();
 "NOTHING_FOUND" = ("setStateTo: SCAN_FOR_RENEGADES");
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: CHECK_HUMAN_RAP_SHEET");
 "UPDATE" = (scanForNonThargoid);  };

"CHECK_HUMAN_RAP_SHEET" = {
 ENTER = (checkTargetLegalStatus);
 "TARGET_CLEAN" = ("setStateTo: SCAN_FOR_RENEGADES");
 "TARGET_MINOR_OFFENDER" = ("setStateTo: SCAN_FOR_RENEGADES");
 "TARGET_OFFENDER" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, setTargetToPrimaryAggressor, groupAttackTarget, "setStateTo: ATTACK");
 "TARGET_FUGITIVE" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, setTargetToPrimaryAggressor, groupAttackTarget, "setStateTo: ATTACK");
 UPDATE = (checkTargetLegalStatus);
 EXIT = ();      };

"SCAN_FOR_RENEGADES" = {
 "ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, "sendTargetCommsMessage: [spacebar-warning]", groupAttackTarget, "setStateTo: ATTACK");
 "ACCEPT_DISTRESS_CALL" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, groupAttackTarget, "setStateTo: ATTACK");
 "ENTER" = ("scanForNearestShipWithRole: hardpirate");
 "EXIT" = ();
 "INCOMING_MISSILE" = (fireECM, setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "NOTHING_FOUND" = ("setStateTo: SCAN_FOR_PIRATES");
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK");
 "UPDATE" = ("scanForNearestShipWithRole: hardpirate");  };

"SCAN_FOR_PIRATES" = {
 "ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, "sendTargetCommsMessage: [spacebar-warning]", groupAttackTarget, "setStateTo: ATTACK");
 "ACCEPT_DISTRESS_CALL" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, groupAttackTarget, "setStateTo: ATTACK");
 "ENTER" = ("scanForNearestShipWithRole: pirate");
 "EXIT" = ();
 "INCOMING_MISSILE" = (fireECM, setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "NOTHING_FOUND" = ("setStateTo: SCAN_FOR_THARGOIDS");
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK");
 "UPDATE" = ("scanForNearestShipWithRole: pirate");  };

"SCAN_FOR_THARGOIDS" = {
 "ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, "sendTargetCommsMessage: [spacebar-warning]", groupAttackTarget, "setStateTo: ATTACK");
 "ACCEPT_DISTRESS_CALL" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, groupAttackTarget, "setStateTo: ATTACK");
 "ENTER" = (scanForThargoid);
 "EXIT" = ();
 "INCOMING_MISSILE" = (fireECM, setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "NOTHING_FOUND" = ("setStateTo: SCAN_FOR_CRIMINALS");
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK");
 "UPDATE" = (scanForThargoid);  };

"SCAN_FOR_CRIMINALS" = {
 "ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, "sendTargetCommsMessage: [spacebar-warning]", groupAttackTarget, "setStateTo: ATTACK");
 "ACCEPT_DISTRESS_CALL" = (setTargetToFoundTarget, "markTargetForOffence: 15", increaseAlertLevel, groupAttackTarget, "setStateTo: ATTACK");
 "ENTER" = (scanForOffenders);
 "EXIT" = ();
 "INCOMING_MISSILE" = (fireECM, setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
 "NOTHING_FOUND" = ("setStateTo: SCAN_FOR_CRIMINAL_PLAYER");
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK");
 "UPDATE" = (scanForOffenders);  };

"LOOK_FOR_PLAYER" = {  
 "ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip);
 "OFFENCE_COMMITTED" = ("markTargetForOffence: 15", increaseAlertLevel, "sendTargetCommsMessage: [spacebar-warning]", "launchShipWithRole: random_hits_patrol");
 "INCOMING_MISSILE" = (fireECM, setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip);
 ENTER = ("scanForNearestShipWithRole: player"); 
 EXIT = ();  
 "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: SCAN_PLAYER");
 "NOTHING_FOUND" = ("setStateTo: LOOK_FOR_PLAYER");  
 UPDATE = ("scanForNearestShipWithRole: player");     };

"SCAN_PLAYER" = {
 ENTER = (checkTargetLegalStatus);
 "TARGET_CLEAN" = ("sendTargetCommsMessage: [spacebar-greeting]", "setStateTo: SCAN_FOR_RENEGADES");
 "TARGET_MINOR_OFFENDER"  = ("sendTargetCommsMessage: [spacebar-greeting]", "setStateTo: SCAN_FOR_RENEGADES");
 "TARGET_OFFENDER" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, "setStateTo: ATTACK");
 "TARGET_FUGITIVE" = ("sendTargetCommsMessage: [spacebar-warning]", increaseAlertLevel, setTargetToFoundTarget, "setStateTo: ATTACK");
 UPDATE = (checkTargetLegalStatus);
 EXIT = ();      };

}

[/code]
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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Eric Walch
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Post by Eric Walch »

Little Bear wrote:
The AI below is working well, but it hardly ever launches a Defenceship. This dosent matter much playwise as the AI goes to the attack state and launches 4 or 5 hunters. As the attacker will have become a fugitive for attacking the Bar the hunters attack him anyway. Is there any major bug I'm missing as to why it so tardy about launching a defence ship?

As far I can see you only order to launch defenseShips when there is an attack by missile or when you jump to the attack state after finding an target. So you are never launching more than one.

The last two states can be combined. When target is found you should do the "checkTargetLegalStatus" in the "TARGET_FOUND" response. Now the last state misses a attacked response.

Looking at it, the AI will stay in the last two states as long as the player stays away. So in this phase it never receives a launchDefenceShips command.

In the several states you only increase the alert level but never decrease it anywhere. The "RED_ALERT" message is only issued on an increase of level yellow to red. This can only happen once in your script, and than you must also be in the attacked state to detect it, as the other states don't check for it. Better lower it in other places so it can raise again. (The normal stationAI does it in an idle loop)

But looking at al the scan methods you are desperate looking for the 1.70 release were you can use: "scanForNearestShipWithAnyPrimaryRole: hardpirate pirate thargoid "
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Post by LittleBear »

Cheers, will optimise that. In testing I had comms messages in every state so I could tell what the bar was doing. In any state though it should launch a defence ship if fired on. It sends the comms message [bar-warning] and switches to attack scrambling hunters, but doesn't launch a defence ship. No big problem as the hunters laser up the attacker anyway, but seems odd that the other commands on the line are being done but not the launchDefenceShip.

PS the last two states are just for testing, as this way the AI won't do anything until I get there to test it and observe what its up to. :wink:
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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Post by Eric Walch »

For defense and pirates to launch the mothership must have a target otherwise the AI returns "TARGET_LOST". Looking at your code it seems that the target is set right, but you could add a "TARGET_LOST" key to check if it really not issuing that message.

But maybe it helps to break the line in two parts:

Code: Select all

"ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", increaseAlertLevel, groupAttackTarget, launchDefenseShip, "setStateTo: ATTACK");
changes to:

Code: Select all

"ATTACKED" = (setTargetToPrimaryAggressor, "sendTargetCommsMessage: [spacebar-warning]", "markTargetForOffence: 51", groupAttackTarget);
"GROUP_ATTACK_TARGET" = (setTargetToFoundTarget, launchDefenseShip, "setStateTo: ATTACK", increaseAlertLevel)
"TARGET_LOST" = ("commsMessage: bug, I should not be here")
I have put increaseAlertLevel after the setStateTo: so it will look for a reaction "RED_ALERT" in the new state. Now it is looking for a "RED_ALERT" in the current state.
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Post by LittleBear »

Used A_H's wheeze of strings in strings to give better randomisation and used the cool item suggestions to generate more crimes eg "wanted for setting fire to my daughter's chemistry set".

Code: Select all

<string>who is thought to posses [random_hits_cool_item],</string>
	<string>[assassination_board_crime] stealing [random_hits_cool_item],</string>
	<string>rumoured to be in possesion of [random_hits_cool_item],</string>
	<string>who recently accuired [random_hits_cool_item] in suspicious circumstances,</string>
	<string>[assassination_board_crime] criminal use of [random_hits_cool_item],</string>
	<string>[assassination_board_crime] vandalising [random_hits_cool_item],</string>
	<string>[assassination_board_crime] selling [random_hits_cool_item] without permission,</string>
	<string>[assassination_board_crime] illegal possesion of [random_hits_cool_item],</string>
	<string>[assassination_board_crime] setting fire to [random_hits_cool_item],</string>
	<string>[assassination_board_crime] attempted theft of [random_hits_cool_item],</string>
	<string>[assassination_board_crime] conspiracy to steal [random_hits_cool_item],</string>
	<string>[assassination_board_crime] unauthorised use of [random_hits_cool_item],</string>
	<string>[assassination_board_crime] deliberately damaging [random_hits_cool_item],</string>
	<string>[assassination_board_crime] urinating upon [random_hits_cool_item],</string>
	</array>

	<key>assassination_board_crime</key>
	<array>
	<string>wanted for</string>
	<string>suspected of</string>
	<string>guilty of</string>
	<string>suspected of</string>
	<string>indicted for</string>
	<string>convicted of</string>
	<string>convicted inabsentia of</string>
	<string>charged with</string>
	<string>currently on the run for</string>
	</array>

	<key>random_hits_cool_item</key>
	<array>
	<string>a dangerous foodblender</string>
	<string>an antique flintlock pistol</string>
	<string>a copper golem</string>
	<string>a Thargoid's underware</string>
	<string>a valuable silver surfboard</string>
	<string>my broccoli plant</string>
	<string>a copy of Elite 4</string>
	<string>a rubber chicken</string>
	<string>my finest turnip</string>
	<string>a morcel of a very well cured Corsicoid cheese</string>
	<string>an unbelievably sharp katana sword</string>
	<string>the Holy Hand Grenade of Antioch</string>
	<string>the [assassination_board_poster_systemd]ian Scepter of Authority</string>
	<string>my copy of the Federal Times</string>
	<string>my copy of the Imperial Herald</string>
	<string>a very funny hat</string>
	<string>a ridiculous [assassination_board_poster_systemd]ian bowtie</string>
	<string>a compromising piece of party underware</string>
	<string>my daughter's chemistry set</string>
	<string>a deadly cream pie</string>
	<string>a large collection of bad jokes</string>
	<string>a shipment of hi-tech military hardware</string>
	<string>my copy of Baudelaire's 'Fleurs du Mal'</string>
	<string>an antique copy of Poe's anthology</string>
	<string>a cannister of Soholian Plague virus</string>
	<string>a brand new combat computer</string>
	<string>a devilishly ingenious auto-target system</string>
	<string>my prized set of bagpipes</string>
	<string>a bank of Aegis Suprema shield generators</string>
	<string>an experimental 4MW beam laser</string>
	<string>a full rack of military missiles</string>
	<string>my mother's Bruce Willis clone</string>
	<string>an original Masamune katana sword</string>
	<string>my fully functional scale model of the Ark of Alliance</string>
	<string>my Playsentient Miss September holo-cube</string>
	<string>a top of the range vacuum cleaner</string>
	<string>a bottle of 75% alcohol puncheon rum</string>
	<string>a prototype mass projectile railgun</string>
	<string>a laser cooling system</string>
	<string>an asteroid plough</string>
	<string>a Valkirie laser array</string>
	<string>my copy of 'How to Conquer the Ooniverse in 30 Easy Lessons'</string>
	</array>
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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Post by Disembodied »

A few more typos:

<string>who is thought to posses [random_hits_cool_item],</string>
should be
<string>who is thought to possess [random_hits_cool_item],</string>

<string>rumoured to be in possesion of [random_hits_cool_item],</string>
should be
<string>rumoured to be in possession of [random_hits_cool_item],</string>

<string>who recently accuired [random_hits_cool_item] in suspicious circumstances,</string>
should be
<string>who recently acquired [random_hits_cool_item] in suspicious circumstances,</string>

<string>[assassination_board_crime] illegal possesion of [random_hits_cool_item],</string>
should be
<string>[assassination_board_crime] illegal possession of [random_hits_cool_item],</string>

<string>convicted inabsentia of</string>
should be
<string>convicted in absentia of</string>

<string>a Thargoid's underware</string>
should be
<string>a Thargoid's underwear</string>

<string>a morcel of a very well cured Corsicoid cheese</string>
should be
<string>a morsel of a very well cured Corsicoid cheese</string>

<string>the [assassination_board_poster_systemd]ian Scepter of Authority</string>
should be
<string>the [assassination_board_poster_systemd]ian Sceptre of Authority</string>

<string>a compromising piece of party underware</string>
should be
<string>a compromising piece of party underwear</string>

<string>a Valkirie laser array</string>
should be
<string>a Valkyrie laser array</string>
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