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Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Mon Mar 12, 2012 5:48 pm
by Fatleaf
I was just wondering what people thought of this mission. Any thoughts both positive and negative would be grateful :D

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Mon Mar 12, 2012 6:23 pm
by Solonar
It was a very good continuation to the Assassins Saga though it ended in a cliff hanger. It practically begs for an Assassins Part 2, the Search for Agent Wombat. I'm still looking for him! He is the only mark to escape underworld justice and mar my otherwise flawless record.

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Mon Mar 12, 2012 9:48 pm
by Fatleaf
Solonar wrote:
It was a very good continuation to the Assassins Saga though it ended in a cliff hanger. It practically begs for an Assassins Part 2, the Search for Agent Wombat. I'm still looking for him! He is the only mark to escape underworld justice and mar my otherwise flawless record.
Work on Assassins II is on going as I type. I have some amazing talent helping me to write the mission :D
And with regard to Agent Wombat!!! All involved are sworn to secrecy as to how I'm working that one out :mrgreen:

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Mon Mar 12, 2012 10:06 pm
by Smivs
Fatleaf wrote:
All involved are sworn to secrecy as to how I'm working that one out :mrgreen:
I know nothing!

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Wed May 02, 2012 8:36 am
by richard.a.p.smith
Hi all. I feel a bit embarrassed about posting this. :oops:
Basically I get shot up within seconds with not a lot I seem to be able to do about it. I expect it to be hard, but, well . . . so my question is, what sort of approach is helpful with this one? I fly a supercobra with all normal and various oxp upgrades . . . just have the impression that the "fly in, try to shoot things and use the odd missile" sort of approach is never going to work.
Er, yours, um, sheepishly, Richard.

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Fri May 04, 2012 5:52 pm
by Cody
Hi Richard... Fatleaf is MIA, and I've been trying to remember the method for this mission (I tested it briefly for Leafy), but my memory is frazzled. I think you have to separate the mark from his escorts, but the exact ways of it elude me now.

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Wed Jun 13, 2012 2:01 pm
by Fatleaf
Hi Richard,

I have replied to your PM. But Speed and a clean legal standing are the key to this one. As EV would endorse, a good commander always has fuel for the injectors. A good assassin always has an exit!

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Wed Jun 13, 2012 2:26 pm
by Cody
Fatleaf wrote:
As EV would endorse, a good commander always has fuel for the injectors.
Absolutely! It may be dirt-cheap or free, but it's priceless in a serious firefight!

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Sat Jun 16, 2012 3:36 pm
by richard.a.p.smith
Thanks for those responses. I'll try to delete the entries (see below please!) and have another go with those thoughts in mind.

In the meantime, something odd from a log file:
15:38:15.805 [Victim11]: blackmaria killed by [Station "Coriolis Station" "Coriolis Station" position: (21541.8, 134219, 735491) scanClass: CLASS_STATION status: STATUS_ACTIVE] by means of scrape damage
This is a long time after I finished the OXP. I'm currently in galaxy 1 trying out some other things. Not sure where this was but I had a couple of problems docking here and there, ie, the docking computer decided to roll the ship excessively at the exact point of entering the station, cue space bar . . .

I also note that in the save file I have
<key>Victim11-Main.js</key>
<string>Assassins: Agent Wombat abducted. Deliver him to the GuildMaster.</string>
Should this be gone by now?

There's also
<key>mission_Victim11</key>
<string>COMPLETE</string>
<key>mission_Victim11_jumpCounter</key>
<string>18</string>
<key>mission_Victim11_pod_count</key>
<string>4</string>
Part of the point of posting this is in case it indicates an error in the OXP.

The other reason is to ask if these are the lines that need removing in order to repeat the OXP - is there anything else in the save file that needs to go? I searched for "victim" in the save file and got the above entries.

Thanks!

Rich

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Sat Jun 16, 2012 3:56 pm
by Fatleaf
richard.a.p.smith wrote:
15:38:15.805 [Victim11]: blackmaria killed by [Station "Coriolis Station" "Coriolis Station" position: (21541.8, 134219, 735491) scanClass: CLASS_STATION status: STATUS_ACTIVE] by means of scrape damage
It seems the game is selecting the marks ship to populate the system. I suppose I should have had a check for this. But since you have finished Victim 11 oxp you can remove it from your AddOns folder and you wont get it again.

richard.a.p.smith wrote:
I also note that in the save file I have
<key>Victim11-Main.js</key>
<string>Assassins: Agent Wombat abducted. Deliver him to the GuildMaster.</string>
<key>mission_Victim11</key>
<string>COMPLETE</string>
<key>mission_Victim11_jumpCounter</key>
<string>18</string>
<key>mission_Victim11_pod_count</key>
<string>4</string>
Part of the point of posting this is in case it indicates an error in the OXP.
There is no error here. They can safely sit in your save file for ever and never be an issue. Here is where I forgot to get the oxp to clear them once the mission is complete. As long as it isn't still on your F5F5 screen.
richard.a.p.smith wrote:
The other reason is to ask if these are the lines that need removing in order to repeat the OXP - is there anything else in the save file that needs to go? I searched for "victim" in the save file and got the above entries.
If you want to repeat the mission then you are correct and should delete those lines. There is really only two that need to be deleted but to make sure just get rid of them all.
richard.a.p.smith wrote:
Thanks!

Rich
My pleasure.

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Sat Jun 16, 2012 4:00 pm
by richard.a.p.smith
Thanks! Rich.

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Sat Jul 14, 2012 12:47 am
by CommRLock78
Smivs wrote:
That's a great episode, Smivs ;).

Question:
Vf Ivpgvz Ryrira vzcbffvoyr? V'z jbexvat vg abj, naq V pna'g frrz gb svther bhg jung gb qb. Gurer ner Tnypbcf cynfgrerq nyy bire gur cynpr, naq V'z abg rira noyr gb svaq gur znex - nygubhtu V guvax V zvtug unir frra gur znex rkcybqr va n ivbyrag D-zvar pnfpnqr nf V jnf zrffvat nebhaq gelvat gb svther bhg jung V'z qbvat...

I'm actually on my third or fourth attempt now :(

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Sat Jul 14, 2012 11:27 am
by Cody
CommRLock78 wrote:
I'm actually on my third or fourth attempt now
Do not despair - it is do-able!

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Sat Jul 14, 2012 7:06 pm
by CommRLock78
El Viejo wrote:
CommRLock78 wrote:
I'm actually on my third or fourth attempt now
Do not despair - it is do-able!
Thanks EV, I will try and persevere. I was reading more of this thread, and I noticed some of the advice, i.e. ehaavat yvxr jvyq nf fbba nf V znxr gur whzc gb gur flfgrz, fvapr gurer ner nobhg unys n qbmra Tnypbcf jnvgvat sbe zr, thus keeping my legal status as "clean" I am able to (eventually) find the mark - but even with a clean status, gurer ner nabgure unys-qbmra wrexf jnvgvat sbe zr arne gur znex, and I am getting hammered. I guess practice makes perfect, so I'll keep trying.... :)

Re: [RELEASE] Assassins Guild extra mission. Victim 11

Posted: Sat Jul 14, 2012 9:08 pm
by Fatleaf
CommRLock78 wrote:
El Viejo wrote:
CommRLock78 wrote:
I'm actually on my third or fourth attempt now
Do not despair - it is do-able!
Thanks EV, I will try and persevere. I was reading more of this thread, and I noticed some of the advice, i.e. ehaavat yvxr jvyq nf fbba nf V znxr gur whzc gb gur flfgrz, fvapr gurer ner nobhg unys n qbmra Tnypbcf jnvgvat sbe zr, thus keeping my legal status as "clean" I am able to (eventually) find the mark - but even with a clean status, gurer ner nabgure unys-qbmra wrexf jnvgvat sbe zr arne gur znex, and I am getting hammered. I guess practice makes perfect, so I'll keep trying.... :)
EV as usual is right :wink:

But it is meant to be really hard! There is only two 'jerks' to begin with, but if you hang around more appear! The mark has a military jammer so you have to keep an eye on the mark. I have set it so that you can sit next to the mark without being hassled. It is only the Mega Asps that shoot you on sight. But as soon as you start on the mark it gets rather vigorous :mrgreen:

I tested it in an S9.