The Assassins Guild Rebooted - Version 2.3 (Updated 19/04/25)
Moderators: winston, another_commander
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
The Assassins Guild Rebooted - Version 2.3 (Updated 19/04/25)
The Assassins Guild Rebooted OXP
Version 2.3 – 19/04/25
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 "AssassinsRebootedV2.3". Open this folder and you will see a folder named "Assassins_Guild_RebootedV2.3.oxp" and a Readme PDF.
Move the Assassins_Guild_RebootedV2.3.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 2.3 - 19/04/25 - Fixed a bug with the script for the final mission. Added shipdata 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.
Version 2.3 – 19/04/25
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 "AssassinsRebootedV2.3". Open this folder and you will see a folder named "Assassins_Guild_RebootedV2.3.oxp" and a Readme PDF.
Move the Assassins_Guild_RebootedV2.3.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 2.3 - 19/04/25 - Fixed a bug with the script for the final mission. Added shipdata 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.
Last edited by LittleBear on Sat Apr 19, 2025 9:28 am, edited 10 times in total.
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.
Re: The Assassins Guild Rebooted - Version 2.0 (Released 15/04/25)
Will it play nice with Additional Planets and Stations for Extra Planets or with Stranger's Worlds? Both of these add their own extra planets and stations.
Humor is the second most subjective thing on the planet
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
Re: The Assassins Guild Rebooted - Version 2.0 (Released 15/04/25)
Yep. It is compatible with all other OXZs which add planets and ones such as orbits and strangers world which move planets around. If Assassins is the only planet adding OXP you have installed, then just the Assassins planets will be present in the systems it modifies. If you have other planet packs installed as well, then they are in addition to the planets added by other OXPs. The assassins populator runs with a scripted 0.19s delay so that OXPs which move planets around have run before assassins adds its planets, so they are not moved from their expected positions.
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.
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
Updated to V2.1
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.
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.
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.
- Cholmondely
- Archivist
- Posts: 5755
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
Wondering if this little snippet in my latest.log is perchance yours:
(I'm in G7 but with the older AG version 2.0 - and on an AppleMac).
I have no energy bombs in my game that I know about.
22:55:13.157 [script.load.notFound] +[OOScript jsScriptFromFileNamed:properties:] (OOScript.m:205): ***** ERROR: Could not find script file energy-bomb-equipment.js.
(I'm in G7 but with the older AG version 2.0 - and on an AppleMac).
I have no energy bombs in my game that I know about.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
I think its a harmless error, but its due to the fact that you can't use your energy bomb (if you have one) whilst your Mark Transponder Scanner is active. When you are in the same system as a contract target, the script disables your cloak and energy bomb (only if you have them). However, the player could just buy another energy bomb in the shipyard. So it is made incompatible with the dummy equipment awarded when the Mark Transponder Scanner is active. As a player, you just see (Unavailable) appear after your Cloak and Energy Bomb on the F5 screen. When you Mark Transponder Scanner is inactive, they go back to normal. The better way to declare the incompatibility would be by shipdata overwrites rather than in equipment.plist, but I couldn't get that to work. If you don't have the energy bomb, then you don't have the script for it, so it shows as a missing script file. I'll try to get the overwrite method working for the next version, but it won't effect how the game runs.
If you fancy visiting the Assassins modified systems to test them, could you update to 2.1 as there was a mistake in 2.0 in the order of execution of commands when docked which meant you wouldn't see the special features available when docked at the stations added by Assassins.
Edit: Turns out adding "Use Strict" broke all my scripts which add ships. with strict turn on variables have to be defined as var pos rather than just pos. Will put a fixed Version 2.2 out later today....
If you fancy visiting the Assassins modified systems to test them, could you update to 2.1 as there was a mistake in 2.0 in the order of execution of commands when docked which meant you wouldn't see the special features available when docked at the stations added by Assassins.
Edit: Turns out adding "Use Strict" broke all my scripts which add ships. with strict turn on variables have to be defined as var pos rather than just pos. Will put a fixed Version 2.2 out later today....
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.
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
Update to Version 2.2 - 18/02/25 - 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.
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.
- Cholmondely
- Archivist
- Posts: 5755
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: The Assassins Guild Rebooted - Version 2.1 (Updated 17/04/25)
Busily building up my G7 Jameson. Virtually no equipment at the moment (no cloak, no energy bomb, no Mark Transponder Scanner, no shielding, no STE/ASC/EEU, just the one beam laser etc), so will spend some time getting there! I'll download your newest version then, unless it is important to do so earlier.LittleBear wrote: ↑Fri Apr 18, 2025 6:44 amI think its a harmless error, but its due to the fact that you can't use your energy bomb (if you have one) whilst your Mark Transponder Scanner is active. When you are in the same system as a contract target, the script disables your cloak and energy bomb (only if you have them). However, the player could just buy another energy bomb in the shipyard. So it is made incompatible with the dummy equipment awarded when the Mark Transponder Scanner is active. As a player, you just see (Unavailable) appear after your Cloak and Energy Bomb on the F5 screen. When you Mark Transponder Scanner is inactive, they go back to normal. The better way to declare the incompatibility would be by shipdata overwrites rather than in equipment.plist, but I couldn't get that to work. If you don't have the energy bomb, then you don't have the script for it, so it shows as a missing script file. I'll try to get the overwrite method working for the next version, but it won't effect how the game runs.
If you fancy visiting the Assassins modified systems to test them, could you update to 2.1 as there was a mistake in 2.0 in the order of execution of commands when docked which meant you wouldn't see the special features available when docked at the stations added by Assassins.
Edit: Turns out adding "Use Strict" broke all my scripts which add ships. with strict turn on variables have to be defined as var pos rather than just pos. Will put a fixed Version 2.2 out later today....
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
Re: The Assassins Guild Rebooted - Version 2.2 (Updated 18/04/25)
The systems moded by Assassins won't work properly if you used V2.1. The system changing features happen as soon as you install the OXP, so if you are in G7 I'd use 2.2 to make sure the systems modified are working properly.
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.
- Cholmondely
- Archivist
- Posts: 5755
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: The Assassins Guild Rebooted - Version 2.2 (Updated 18/04/25)
But I'm back with v.2.0!
The F7 screens are suitably modified. But I've not been anywhere yet!
The F7 screens are suitably modified. But I've not been anywhere yet!
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
Re: The Assassins Guild Rebooted - Version 2.2 (Updated 18/04/25)
2.0 had a bug relating to the OXZ stations and it uses the old shipdata. You'd need to be on the latest version for the OXP to work fully.
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.
- LittleBear
- ---- E L I T E ----
- Posts: 2897
- Joined: Tue Apr 04, 2006 7:02 pm
- Location: Up to no good in Galaxy 7. Ship: Wolf Mark II: Hidden Dragon Rated: Deadly.
Re: The Assassins Guild Rebooted - Version 2.3 (Updated 19/04/25)
Updated to 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.
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.