Spartacus Brotherhood OXP - volunteer(s) needed
Posted: Mon Sep 19, 2011 4:31 pm
Regardless of how much I look at other OXPs' code, I am sadly forced to admit I cannot carry out my Spartacus Brotherhood project. I know what I'd like to be able to do, but the last serious coding i did was in Turbo Pascal - way far more than a decade ago... Therefore I'm asking if anyone can volunteer to do the job.
Ships:
-reskinning the renegades OXP ships, replacing the coloured lasers with standard red ones;
-reskinning and adding turrets to the Imperial Courier and a couple of other ships;
-reskinning, rearming and changing the AI of the Dredger and/or other dockabke ships to supply the brotherhood with (tech level 15, +50% equipment prices) carriers and their battle groups;
-reskinning, rearming and changing the AI of the Moray into the SB medevac;
-these skins should be in green forest camouflage (usless in space, but quite disinctive) and sport the SB coat-of-arms.
Extra units:
-creating the (scoopable) SB marines squad (five shooting armoured EVA troopers in close proximity equating in firepower to the plasma gun, if scooped they'd either ask to be jettisoned in the vincinity of their target within one minute, or cut through the cargo bay doors, causing the loss of the entire cargo and anything scooped afterwards until repaired); if left alone they'll try to reach their target's hull and cause a small explosion before disappearing;
-creating the (scoopable) SB infantry support gun (an arachnid-like light tank with a pulse laser main gun, if scooped they'd either ask to be jettisoned in the vincinity of the station they're attacking within one minute, or blast their way out of the cargo hold, causing extensive damage to the cargo and damaging some ship's systems (10% chance to each system) in the process); if left alone they'll try to reach the station hull and cause a series of explosions before disappearing;
-creating the (scoopable) turreted SB escape capsule (containing an armed ship's crew, if scooped they'd either ask to be taken to an SB carrier within one minute or commandeer the ship - the player woud find itself docked either to the local main station or in a SB carrier in another star system, with extensive combat damage (20% chance to each system) to the ship's systems); if left alone they'll head to the nearest SB carrier or head out of the combat area and await pickup by an SB medevac ship;
-jettisoning the units before the time runs out will prevent damage.
Encounters:
-SB will always attack any non-Brethren fugitives
-7.5% chance of a flight of 1 Python or larger militarized trader and four renegades-style escorts, who'd ask one targetted ship to stop and power down the weapons within 15 seconds and stand by to be scanned for life forms; occasionally they'll jettison an SB marines' team to board and inspect the ship; if present, there will be 2-4 flights in the system acting individually plus a medevac ship;
-5% chance of a wing of 2-4 flights attacking a rock hermit, pirate cove, con-store or astrofactory, and a medevac ship at some distance; they'll also react to other ships the same way as the patrols do;
-1% chance of a battle group of 1-2 carriers and 4 wings' escort for each carrier plus some extra militarized cargo ships (to evacute the rescued slaves), attacking the main station - speed is of essence so they won't bother passing ships;
-0.25% chance of a fleet of 3-6 carriers and their escort wings plus a large amount of militarized cargo ships, attacking the main station and the planet itself - they'll also won't bother passing ships;
-in the last two cases Galcoop will send a fleet to quell the unrest as in the Factions OXP.
Missions (some of the Anarchies and Random Hits OXPs code may be useful, or used externally - I really don't know if it's possible to use other OXPs like that):
-each ton of slaves emancipated by Galcop earns the player an SB point;
-each ton of slaves sold makes the player lose an SB point;
-if docked with an SB carrier, each ton of slaves or battle weapons will be commandeered in an SB carrier earning 5 points per tonne, but food, alloys, machinery and computers are bought at a premium;
-assisting an SB ship earns 10 points;
-destroying an SB ship loses 50 points;
-below -25 points the SB ships attack on sight;
-the player may make donations if contacted on a main station after emancipating slaves, or if docked with an SB carrier;
-1000cr donations earns 10 points;
-50000cr donations or 5000 points earn an SB Honorary Brother transponder code, which frees the player from being inspected and opens the Honorary Brethren missions;
-Honorary Brethren are given 50% discount on equipment (75% real price);
-Honorary Brethren may be asked to volunteer in assisting battle groups and fleets for 100cr and 10 points per hostile destroyed (at own expense of legal rating, but for a good cause), failing to destroy any hostiles reduces the SB score by 10 points;
-if caught in the middle of a raid, Honorary Brethren might be mistakingly attacked by the cops due to their dual transponder code, even if with a clean rating;
-Honorary Brethren may be offered SB assassination missions on known slave traders, slave work users and slave hunters (docked with SB carriers, or if possible also on seedy bars as easy, medium and hard assignemts respectively);
-seedy bars may offer bounties on entire SB flights and wings within one jump - as long as all the ships are destroyed.
If the last SB carrier in a fleet is attacked and reduced to less than 25% energy, it may launch a rebuilt Military Asp with uber stats and an astronomical bounty, who'll fight fanatically, throw the injectors if too damaged , drop a q-mine if chased out of scanner range from the SB main force and jump out of the system if further damaged (if left alone, it'll just recover its energy and return to the battle)... Chasing it through the wormhole would end up with the player finding itself in the middle of the (very hostile) SB's reserve battle group covering the main force's retreat and no sign of the Asp. Should the player either defeat half of the battle group or reduce the last carrier to less than 25% energy, the Asp launches again, repeating its behaviour into another system where there won't be reinforcements, but hoping the player's ship is too damaged to fight it properly (and here it'll pay high compliments to the player and honour it with a fight to the death - BTW, this behaviour isn't cowardice, but following Sun Tzu's teachings and choosing when and where to fight).
What can I do after all?... I can (re)make the coat-of-arms (once, when Oolite was on v1.65 or so, I failed miserabily to do a much simplified form of this project) and provide all the chatter and mission text, but I've really given up on trying to code...
Ships:
-reskinning the renegades OXP ships, replacing the coloured lasers with standard red ones;
-reskinning and adding turrets to the Imperial Courier and a couple of other ships;
-reskinning, rearming and changing the AI of the Dredger and/or other dockabke ships to supply the brotherhood with (tech level 15, +50% equipment prices) carriers and their battle groups;
-reskinning, rearming and changing the AI of the Moray into the SB medevac;
-these skins should be in green forest camouflage (usless in space, but quite disinctive) and sport the SB coat-of-arms.
Extra units:
-creating the (scoopable) SB marines squad (five shooting armoured EVA troopers in close proximity equating in firepower to the plasma gun, if scooped they'd either ask to be jettisoned in the vincinity of their target within one minute, or cut through the cargo bay doors, causing the loss of the entire cargo and anything scooped afterwards until repaired); if left alone they'll try to reach their target's hull and cause a small explosion before disappearing;
-creating the (scoopable) SB infantry support gun (an arachnid-like light tank with a pulse laser main gun, if scooped they'd either ask to be jettisoned in the vincinity of the station they're attacking within one minute, or blast their way out of the cargo hold, causing extensive damage to the cargo and damaging some ship's systems (10% chance to each system) in the process); if left alone they'll try to reach the station hull and cause a series of explosions before disappearing;
-creating the (scoopable) turreted SB escape capsule (containing an armed ship's crew, if scooped they'd either ask to be taken to an SB carrier within one minute or commandeer the ship - the player woud find itself docked either to the local main station or in a SB carrier in another star system, with extensive combat damage (20% chance to each system) to the ship's systems); if left alone they'll head to the nearest SB carrier or head out of the combat area and await pickup by an SB medevac ship;
-jettisoning the units before the time runs out will prevent damage.
Encounters:
-SB will always attack any non-Brethren fugitives
-7.5% chance of a flight of 1 Python or larger militarized trader and four renegades-style escorts, who'd ask one targetted ship to stop and power down the weapons within 15 seconds and stand by to be scanned for life forms; occasionally they'll jettison an SB marines' team to board and inspect the ship; if present, there will be 2-4 flights in the system acting individually plus a medevac ship;
-5% chance of a wing of 2-4 flights attacking a rock hermit, pirate cove, con-store or astrofactory, and a medevac ship at some distance; they'll also react to other ships the same way as the patrols do;
-1% chance of a battle group of 1-2 carriers and 4 wings' escort for each carrier plus some extra militarized cargo ships (to evacute the rescued slaves), attacking the main station - speed is of essence so they won't bother passing ships;
-0.25% chance of a fleet of 3-6 carriers and their escort wings plus a large amount of militarized cargo ships, attacking the main station and the planet itself - they'll also won't bother passing ships;
-in the last two cases Galcoop will send a fleet to quell the unrest as in the Factions OXP.
Missions (some of the Anarchies and Random Hits OXPs code may be useful, or used externally - I really don't know if it's possible to use other OXPs like that):
-each ton of slaves emancipated by Galcop earns the player an SB point;
-each ton of slaves sold makes the player lose an SB point;
-if docked with an SB carrier, each ton of slaves or battle weapons will be commandeered in an SB carrier earning 5 points per tonne, but food, alloys, machinery and computers are bought at a premium;
-assisting an SB ship earns 10 points;
-destroying an SB ship loses 50 points;
-below -25 points the SB ships attack on sight;
-the player may make donations if contacted on a main station after emancipating slaves, or if docked with an SB carrier;
-1000cr donations earns 10 points;
-50000cr donations or 5000 points earn an SB Honorary Brother transponder code, which frees the player from being inspected and opens the Honorary Brethren missions;
-Honorary Brethren are given 50% discount on equipment (75% real price);
-Honorary Brethren may be asked to volunteer in assisting battle groups and fleets for 100cr and 10 points per hostile destroyed (at own expense of legal rating, but for a good cause), failing to destroy any hostiles reduces the SB score by 10 points;
-if caught in the middle of a raid, Honorary Brethren might be mistakingly attacked by the cops due to their dual transponder code, even if with a clean rating;
-Honorary Brethren may be offered SB assassination missions on known slave traders, slave work users and slave hunters (docked with SB carriers, or if possible also on seedy bars as easy, medium and hard assignemts respectively);
-seedy bars may offer bounties on entire SB flights and wings within one jump - as long as all the ships are destroyed.
If the last SB carrier in a fleet is attacked and reduced to less than 25% energy, it may launch a rebuilt Military Asp with uber stats and an astronomical bounty, who'll fight fanatically, throw the injectors if too damaged , drop a q-mine if chased out of scanner range from the SB main force and jump out of the system if further damaged (if left alone, it'll just recover its energy and return to the battle)... Chasing it through the wormhole would end up with the player finding itself in the middle of the (very hostile) SB's reserve battle group covering the main force's retreat and no sign of the Asp. Should the player either defeat half of the battle group or reduce the last carrier to less than 25% energy, the Asp launches again, repeating its behaviour into another system where there won't be reinforcements, but hoping the player's ship is too damaged to fight it properly (and here it'll pay high compliments to the player and honour it with a fight to the death - BTW, this behaviour isn't cowardice, but following Sun Tzu's teachings and choosing when and where to fight).
What can I do after all?... I can (re)make the coat-of-arms (once, when Oolite was on v1.65 or so, I failed miserabily to do a much simplified form of this project) and provide all the chatter and mission text, but I've really given up on trying to code...