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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LittleBear
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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.
Make pteridomania great 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: 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.
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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