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Commies.oxp (v2.07)

Posted: Thu Oct 19, 2006 11:46 am
by Dr. Nil
Minor update:

2.07 March 2008

Corrected a typo in an AI spotted by Ahruman

Commies 2.07
2.06 Jan 2008

A bug in the shipdata squashed by honorary commissar Kaks

Minor update:
2.05 November 2007

Some more propaganda posters

Update:
2.0 February 2007

New model for the Astromines.
Fixed commodities for SLAP-Us, CZGFs and Astromines
4 new propaganda posters
2.03 April 2007

Fixed an issue with the units for Gold, Platinum and Gems at some of the stations.
Read Captain Hesperus' descriptions of commie systems and ships HERE



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Original post:

I just made a small set of flavour OXPs called Commies. It is available here (1.07mb).
Commies OXPs 1.0 for Giles William's Oolite
by Dr. Nil Oct 2006

Some ships scripted to appear in communist systems:

People's Vipers - Communist system now require Gal-Cop to have a certain percentage of local police in their ranks, to limit outside interference.

Political Police - Don't know what to think? Well you better not. These guys will tell you what to think. Criminals whose escape pods get scooped by these guys can look forward to decades in the Astromines.

Commissar Limousine and escorts - The hard working nomenclature likes to travel in style with lots of comfort and protection.

Workers' Commuter - These systems are the working critter's paradises and the governments provide the workers with public transportation (only slightly used).

---

Stuff used for these cut and paste plus a little scripting OXPs:

Oolite by Giles Willams - Vipers and Political Police
Executive Spaceways OXP by Ramirez - Commissar Limousine and escorts
mPak OXP by Murgh - Workers' Commuter
Comments-ideas-advice?

Posted: Thu Oct 19, 2006 11:53 am
by lolwhites
I've always wondered whether "Communist" in Elite meant as in North Korea or the Paris Commune.

Posted: Thu Oct 19, 2006 1:27 pm
by Dr. Nil
I always used to imagine them as something like the Soviet Union - so I used hammer and sickle and cyrillic letters for the markings.

These Oolite communists are somewhere between the GDR and North Korea on the Orwellian scale. All would-be communards have either fled to Anarchy and Democracy systems or met their fate at the local Kronstadts, Prague springs and Tiannemen Squares etc. way back :cry:

Posted: Thu Oct 19, 2006 5:17 pm
by LittleBear
They look fun! Better get over to a commie state to check them out!

Posted: Thu Oct 19, 2006 5:38 pm
by Star Gazer
I suppose I'd always hoped that one or two of them might have actually created a 'true' communist state somewhere, as a worker's eut(O)opia, where they all had a common belief system that enabled them to work for a commonly held goal...

mmmmmmmmmm...nnnnaaawwww... ...too much to hope for...! :lol: :lol: ...just the same old state capitalism, corruption, and power struggles!!

Posted: Fri Oct 20, 2006 10:42 am
by lolwhites
I kinda felt the same as Star Gazer. Otherwise there's no difference between a Communist world and a Dictatorship.

Posted: Sat Oct 21, 2006 8:33 am
by Dr. Nil
:D Yeah, ok. They might succeed through the power of OXP:
...\Oolite\AddOns\Config\planetinfo.plist wrote:
<key>0 30</key>
<dict>
<key>description</key>
<string>Usanat is a utopian communist world</string>
</dict>
So far the Commies oxp is in 1.0. I have some other ideas for it but released it now to get feedback - and because I prefer to work on small finished projects that can be improved upon later or not according to ones pleasure. It's simple stuff but I really wish that other's also would release their silly little OXPs and simple texture conversions without being too embarassed about it too so we can get even more choice in populating our Ooniverse. There must be a lot of strange stuff out there..?

Posted: Tue Oct 24, 2006 2:33 pm
by Ramirez
Good to see the Communists getting their systems in order. It's nice to have a bit of variation in the different government types, other than the numbers of police and pirates appearing.

In fact, this OXP has inspired me to finish off some other works in progress - including a new starliner from Executive SpaceWays.

Posted: Tue Oct 24, 2006 10:38 pm
by Dr. Nil
Ramirez wrote:
Good to see the Communists getting their systems in order. It's nice to have a bit of variation in the different government types, other than the numbers of police and pirates appearing.

In fact, this OXP has inspired me to finish off some other works in progress - including a new starliner from Executive SpaceWays.
Sounds great. The old ESW models are really beautiful - as the communist party bosses also seem to think even though they had them repainted (for ideological reasons). ;)

UPDATE v1.1

Posted: Thu Nov 02, 2006 9:34 pm
by Dr. Nil
v1.1 Nov 2006

If you already installed 1.0 delete the following folders before installing:
Commie_vipers.oxp
Political Police.oxp
Worker's Commuter.oxp
Commissar Limousine.oxp

The Commies now come in a single folder: Commies.oxp

Updated with the new tough Ray MK-I crafts with built in scoops for local communist police forces and a new model for the Worker's Commuter.

UPDATE v1.2

Posted: Sat Nov 04, 2006 10:49 pm
by Dr. Nil
v1.2 Nov 2006

Added the new Collective Zero G Factory which appears in communist systems with tech level 7 or above and sell tech 10 equipment at affordable prices - look for F on your advanced space compass to find it.

Updated the script and AI for the political police.
Download Commies.oxp here

Please excuse my feeble attempts at writing phonetic english with cyrillic letters. Corrections are welcome. Or better still, suggestions for more appropriate markings.

Btw. I think of these communists as the ideological descendants of a small group of hardliners that hijacked a very early proto witchdrive from the Soviet space programme around the time Breznyev died and set out to secure the survival of old school Soviet communism... or something like that, so far.

Posted: Sun Nov 19, 2006 2:52 pm
by Dr. Nil
1.3 Nov 2006

An additional factory model: Solar Laboratory and Production Unit (SLAP-U) and textures for the Worker's Commuter in less worn states.
Image
Image
Image

Posted: Tue Nov 21, 2006 7:12 pm
by Dr. Nil
1.31 Nov 2006

Increased Energy Recharge Rate of factories by 50% and gave them shieldEnhancement to stop them from exploding too often in systems with large suns. Also the script now decides the appearance of Commissar Limousines and Worker's Commuters one by one instead of in pairs.

Posted: Tue Nov 21, 2006 11:22 pm
by TGHC
You could also give them heat shields.

Posted: Wed Nov 22, 2006 3:34 pm
by Dr. Nil
TGHC wrote:
You could also give them heat shields.
Is that a possibility? It's not documented in the Wiki article on shipdata.plist