I've done it. Created what could become an embrionic Anarchies.oxp or could as well stand alone.
(That was fast, wasn't it; having posted only yesterday?
)
What does it do so far?
- Once you are fugitive (BTW you become fugitive with your legalStatus_counter above 50) you remain fugitive forever...
- unless you buy a Multipass (I didn't come up with a better name, suggestions are welcome), available only at a Hacker Outpost (see last parenthesis), to be found in higher TL Anarchies (TL 6 and above) from the witchpoint beacon heading away from the planet.
- The first time you're landing on a Hacker Outpost a sinister Fierce Furry Feline will approach you, introduce himself as Cap'n Hack, welcome you as a brother and explain the procedure.
- From that point on every time you land on a Hacker Outpost an item called Multipass will be available at the equipment-screen for 2500cr.
- Buy it and your legal score will be cleared (but you have to remain docked for about 10 seconds to send the cleaning signal to GalCop's central database).
- The Multipass is a one-shot-only device. If you become fugitive again you will have to buy another one.
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still to do/problems:
- The bit with preventing the use of the escape pod from cleaning your record doesn't work yet. The way suggested by Little Bear
Code: Select all
{
conditions = (
"status_string equal STATUS_ESCAPE_SEQUENCE"
);
do = (
"setLegalStatus: [mission_legal_status]"
);
},
(mission_legal_status being a variable that stores the value of legalStatus_counter; and, yes, the square brackets
have to be there, I tested it) doesn't work, because it seems that part of the script is never run. My guess is that initiating the launch sequence prevents any scripts from running until the status is STATUS_DOCKED again. However often I tried ejecting while I was debugging, nothing happened at all in my log-file after ejection until I was docked, so I think I'm right with that. (And once I ended up in a Behemoth after ejecting near the witchpoint, not in the station
, didn't know that was possible. But they were very nice to me, offering me a Bibeian lethal brandy in the Commodore's lounge and handing me over a brandnew ImperialCourier afterwards.) Anyway, I can figure a workaround, storing the status of EQ_ESCAPE_POD or has_escape_pod in a variable, and if that changes from TRUE to FALSE while being docked, restoring the legalStatus_counter to the value of mission_legal_status, as I do now after witchspace travel.
- The encounter with Cap'n Hack needs to be written down in missiontext.plist. As I would like him to speak in a Pirates-of-the-Carribiean-way I think that would be better written by a native speaker, as I don't feel very able to visualize dialect or slang in English. Any volunteers? (Captain Hesperus, please hear my call!!!)
- As mentioned above the legal status will only be cleared if you remain at the Hacker Outpost for at least ten seconds. That's because the game engine runs through the scripts roughly once every ten seconds, looking what actions to perform. So if you buy the item during one run and then leave before the next run is performed, nothing happens. Even returning to the Outpost won't work, because the item is removed again on launch. But I don't see it as a major problem, as it is perfectly explainable as done above (the signal sent needs time to manipulate GalCop's central database) and could be explained as well in Cap'n Hack's babble. (I'll also try to include this information in the text displayed on the equipment-screen, but it is already pretty long.)
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BTW if anybody would like to have some more information on legal status and illegal goods I can share some:
- Each tonne of Narcotics taken out of a main station raises your legalStatus_counter by 2.
- Each tonne of Firearms taken out of a main station raises your legalStatus_counter by 1.
- Each tonne of Slaves taken out of a main station raises your legalStatus_counter probably by 1/2 (during my testing I haven't found a station that sold slaves, but I think it's a safe guess).
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(almost) finally:
Killer Wolf wrote:Re Anarchy.oxp, i'd quite like to see a reverse scenario : the innocent habitants of a system are hacked off w/ the pirates buggering up their trades, so a set of missions could be made to wipe a bunch of pirates out and assualt a bigger, meaner Rock hermit pirate base, thereby actually making a system no longer Anarchic, resulting in much wealth in reward and the adulation of the local girlies.
That might be a misunderstanding. I thought of Anarchies.oxp as a "flavour"-OXP, like Dr. Nil's Commies.oxp or Ramirez' new Dictators.oxp, just inhabiting Anarchies with specific ships, stations etc. I didn't think of a "mission"-OXP.
But I definitely support the idea of the systems in Oolite being more dynamic. I've just started a new thread called Dynamic Ooniverse. Look there for more information.
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Last but not least I'd like the SPAM posting to be removed from this thread. Can one of the moderators do so? Thank you very much!