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Posted: Sun Oct 08, 2006 8:08 am
by Star Gazer
Is it not possible to combine a 'reject mission' flag with a screen giving the player a 'political' reason why the 2 missions are incompatible - a status incompatibility...?
After all, some things you do in life immediately exclude you from other activities...

Posted: Sun Oct 08, 2006 8:50 am
by LittleBear
Not without changing the code in Thargoid Wars or Military.

I could set assassins not to start until Military is completed. But as Thargoid Wars cannot be completed, I can't get round that one!

Posted: Fri Oct 13, 2006 7:18 pm
by LittleBear
Sorted out the Conflict (just play one OXP at a time!).

Some teaser shots.........

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Posted: Fri Oct 13, 2006 11:53 pm
by TGHC
/me drools.

Posted: Sat Oct 14, 2006 10:39 am
by Davemak
They just look AWESOME!

Posted: Sat Oct 14, 2006 11:14 am
by LittleBear
At the moment I can't put Assassins up on Ossat (as it is broken) and Heretic hasn't finished the Battle Station. However, the Battle Station only features in Mission 14 (so the first 13 missions and 5 sub-missions) are fully playable.

I have done a lot of playtesting myself (but I can only playtest on my machine). I would like to relaese a Beta for playtesters (if they're any volunteries) - just stop playing when you are asked to destroy a wepon of mass destruction.

I don't have a website (or rather I think that my Learned Head of Chambers - Miss Greenberg QC - will, not unreasonabley, go nuts if I put Oolite stuff on Chambers Website :lol: ), but if somebody knowns how I can set up a file store thing. I could put the zip there with a link.

Better shot of a Mark I BattleBot (all shots are in game!)

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Posted: Sat Oct 14, 2006 11:48 am
by TGHC
I'd like to help, I'll pm you.

If you don't get a suitable host for the zipfile, you could set up a yahoo group and upload the zip file there.

Posted: Sat Oct 14, 2006 1:16 pm
by LittleBear
OK unleashing Beta of Assassins on the Community!

I've got it loaded up to a file hosting site and I'll put the link at the bottom of this post.

This version should work fine (so playtesting should be fun rather than a chore!). You can play every mission from start to finish. At the moment however, in Mission 14, the Death Burger is a Destroyable Military Station, which makes this mission much easier than it will be utilmatley)

That said I reckon you'll need at least 50 hours play to get there, and I've tried so many new things in this OXP that I would like people to give a bit of bugtesting feed back before I realase the final version). All the missions before and after mission 14 are as they will be in the final version. You may well find that the Final Version is up before you get there!

The final version can be installed over the beta (ie: delete the beta and install the final and your saved game files will work fine).

Go to G7 and dock at any main station. If you have more than 200 kills, things will start happening to you....

The OXP contains a readme. PLEASE DO READ THE PLAYER'S SECTION OF THE README BEFORE YOU PLAY!

If you are stuck or find a bug, could you PM me rather than posting here. The OXP has a story to it (I feel like I've just written some Oolite fiction as well as an OXP) and I don't want to spoil it for players who are waiting for the final version.

If you download though, could you post saying you have, so I know how many people are playtesting?

LINK NOW APPEARS AT THE BOTTOM OF ALL MY POSTS.

Tested the link and it downloaded and unzipped correctly on my machine.

Assassins ready to play! (at least up to Mission 14). Hope you enjoy it! :D

If you find a bug or have comments, could you post them under the thread I've started under EXPANSION PACKS?

Posted: Wed Oct 18, 2006 5:38 pm
by Arexack_Heretic
With Oolite development in stasis, all hope of most of the cool stuff I planned for the station are nullified.

Combined with a reluctance of the models to work properly with the collision code, I'm getting to loath this burgher.

So please release the oxp as is and I'll try to complete it.

What I still hope to accomplish:
-a complete station (with open construction site)
-destruction requires it to be a carrier rather than a station.
-staged detonation is problematic, but may still be possible. (through method spawn: explosive shrapnell1-6 in several incremental stages)
-ulitimate destruction of the base might still require a special warhead.
-launching the correct defence ships
-mega weapon shooting working plasmaballs. (almost got them to work properly).

Posted: Wed Oct 18, 2006 10:43 pm
by LittleBear
Hope your not offended by my putting the OXP up without the complet burger. But if you've seen the posts under the Expansion Pack - Assassins Guild OXP Beta, there's still a fair bit of bug squashing to do, to get the thing working on all systems. I knew with 53 AIs, the planets, a 500+ command script and all the images they'd be problems. :roll: although it seems to be coming together.

If you could get a burger together that would be great (even if it isn't quite as you wanted it). If you have a playtest though and see all the multi-sided battles that are going on at Geteve and Esauve and all the other stuff in assassins that happens before the burger appears, I hope you'll feel that the Assassins project has added somthing to the Oniverse.

Be good to replace that Military Station stand in with a Burger though! 8)

It is a shame Giles has retired (although perfectly understandable - three months of deving has worn me out!), but I reckon the best thing about Ollite has always been the OXPs and Giles's code leaves so many open ended chances for development. "As your tutor Mr Spock is fond of saying, there are always, possibilities..." </neardmode>

Posted: Wed Oct 18, 2006 11:12 pm
by Arexack_Heretic
I am not offended at all, relieved you are not offended by my lack of progress. :D

Bummer about Giles,
I hope he'll pick it up someday with fresh heart and ideas.

The evil Shayders sucked out his brain unfortunately. :(

And being very like a comet in my own motivation curve, I'm hoping he just has a lack of drive and wants to put his creativity in something else instead right now.
For example: right now I'd rather be converting one of my old gamesworkshop miniatures, that have been gathering dust since I discovered Oolite.

Posted: Thu Oct 19, 2006 1:19 am
by Murgh
I havent tried to dive into it yet, but it looks very cool and promising. looking forward to play.

since login and uploading is down on Oosat2 nowadays, I've blown the dust off old OoSat, posted the Assassins.zip, and will check the upload box occasionally until Oosat2 is fixed..

Posted: Thu Oct 19, 2006 10:07 pm
by LittleBear
Hertic, the shipdata entry that I have for the standin (victim9), makes it launch Mongoose fighters as Defence Ships (so thats done at least!). The victim9AI that the stand-in uses also causes it to launch defence ships at the drop of a hat!

Discussion of the thread has moved to The Assassins Guild OXP (under Expansion Packs), since Assassins is now out and playable!

Re: Random Assassination Contracts

Posted: Thu Dec 08, 2011 9:45 pm
by Cmdr. Maegil
@LB

Can you be interested in expanding random hits?

I was thinking of the kind of mission that "your fellow killers say that pulling off this extremely tricky deletion will require a small battleship", or that "the other guild members reckon this mission to be so extraordinarily difficult that it'll take nothing short of a carrier task force to excise this villain"...

Re: Random Assassination Contracts

Posted: Fri Dec 09, 2011 7:46 am
by JazHaz
Cmdr. Maegil wrote:
@LB

Can you be interested in expanding random hits?
Why have you restarted this old thread? It was 5 years old!

Especially as Little Bear himself said:
LittleBear wrote:
Discussion of the thread has moved to The Assassins Guild OXP (under Expansion Packs), since Assassins is now out and playable!