The Assassins Guild OXP (Non-Functional 2007 Version)
Posted: Sat Mar 24, 2007 4:41 pm
The Assassins Guild OXP – Version 1.3
This version of the OXP is 17 years old and was written for Oolite 1.65. It will not work on modern Oolite. I am re-writing the OXZ for a modern release (hopefully complete by September 2024). You shouldn't attempt to play the old version, as many of the ships and stations are completely broken and much of the script either won't run at all or won't run properly. When the new version is out, I'll start a new thread for the Rebooted version.
(Updated to V1.3 on 1st September 2007)
(By "LittleBear")
(New & Guest Ships by Ramon, Griff, Selezen, Murgh, Wombat, Wyvern & Giles)
(Player ship external views by Commander McLane)
(Mission Clash prevention code by Commander Eric Walsh)
(Text Adventure Location descriptions by Captain Hesperus & LittleBear)
Categories : Missions, NPC Ships, Player Ships, Stations, Weapons, Equipment, Planets.
Download Link : Download Assassins V1.3 here
UPDATE (again) : V1.3 is now on the Wiki. (Follow the link above). 1.3 will still work on 1.65 of Oolite, but now works properly on version 1.69.1. It also includes Eric's mission screen clash prevention code. So you can play Assassins Military and Thargoid Wars all at the same time (if you like). If you do have Thargoid Wars or Military installed, make sure you are using the lastest vesion. The old versions will clash with Assassins (and a lot of other mission OXPs). The latest versions of these OXPs are also on the Wiki and are linked on the Assassins page.
Version 1.2 This fixes the bug with the Gavition Missile and improves some of the AIs and code generally. Davcefai PMed me the list of texture files as they appear on Unix. I've gone through the OXP and cross checked the case. This version shouldn't therefore crash Unix with a case sensitivity bug! 1.2 has a fix over 1.1. I'd missed one of the texture files (beatletext.png rather than beatletext.PNG). You won't notice any difference between 1.1 and 1.2 on Windows or the Mac, but this version should finally squash the case sensititity bug on Unix!
Main Features : 21 Missions (including 2 secret missions), over 30 new NPC ships, 3 new player ships, 6 new weapons (1 can be used by the player), a new item of Player equipment, extra stations (some stations can be destroyed, one can be explored on foot whilst docked), new hails, new Characters, new multi-planet systems, new NPC powers, a Galaxy 7 News service, scripted events / NPC battles, an Assassins Guild Ranking, changing Systems data (player and NPC actions change the Universe!) and over 50 Mission Briefing Screens.
Summary : This multi-feature OXP rewrites Galaxy 7 adding numerous features including individual characters, interacting NPC powers, systems controlled by NPC powers, detailed system descriptions, new stations, new scripted ships appearing at the modified systems, some systems gain moons, extra planets & gas giants and a News Service helps keep the player up to date with galactic events. Details of a few of the ships added and some of the powers that exist in Galaxy 7 can be foundon the Wiki here.
Update Notes
-----------------
Due to the size of the project, Assassins was in Beta for some time. This is the final version. A full readme is included, which you should read before playing. Save files work on all versions of Assassins. This update completely rewrites the “Civil War” missions (and adds 5 new missions in the process). Simply install this version of Assassins in your AddOns folder (overwriting the old version).
If you have started playing Assassins, have you seen a news broadcast mentioning a raid by the police on “Heretic Shipyards”? If you have not, then there is no need to do anything other than install this version. If you have, then you will either need to use the Commander including in the download, or edit your save file to reset the OXP to this point. The readme gives instructions on how to do this. You only have to change two numbers!
Background
---------------
In seedy space bars from Riedquat to Atoresra, hardened killers gather to drink fermented vegetable products and tell tales of blood-curdling terror.
At such gatherings, stories are swapped of a sinister organization known as "The Assassins Guild". This semi-mythical association is said to operate in Galaxy 7. A killer who can secure membership of "The Brotherhood" can expect huge rewards, and the most unpleasant consequences for failure.
No self-respecting "laser for hire" should miss an opportunity to impress "The Guildmaster".
Installing & playing
------------------------
To play the OXP, unzip the download file. This will create a folder "AssassinsV1". Open this folder and you will see a folder named "Assassins.oxp" and a readme. Move the Assassins.oxp folder to AddOns. Keep the readme somewhere safe!
The first event will happen when you are docked at any main station in Galaxy 7 and have more than 200 kills. No Assassins mission or event can trigger without the player having a particular kill count. This is done to make the OXP playable by any Commander. If you are a noob with a weedy ship, you won't be set upon (yet) by an army of nasties. You'll just be asked to take some of the easy hits until you have an Iron Ass. If you are an old-hand then the more difficult missions will come up quickly, though you still need to do the easy hits first in order to build up your status with the Guild.
The kill count requirement for Assassins missions is spaced roughly every 200 - 300 kills from 200 onwards. If you installed with 3,000+ kills, you would meet the kill count for all events. Once kill count is met, a new event will happen once you have made a certain number of hyperspace jumps, provided you completed the previous mission.
When the name "Agent Wombat" means something to you, you will have seen everything the OXP does.
Hang out in Galaxy 7, going about your ordinary Oolite business, and things will start happening to you...
(sorry about the long post, I'm preparing a wiki and Oosat2 entry that'll go up once a few Commanders confirm this version works ok).
It's a big rewite to feature "The Dreadnaught", "The Plasma Sentry" and of course the Text Adventure I did with Captain H. Hope you like it.
This version of the OXP is 17 years old and was written for Oolite 1.65. It will not work on modern Oolite. I am re-writing the OXZ for a modern release (hopefully complete by September 2024). You shouldn't attempt to play the old version, as many of the ships and stations are completely broken and much of the script either won't run at all or won't run properly. When the new version is out, I'll start a new thread for the Rebooted version.
(Updated to V1.3 on 1st September 2007)
(By "LittleBear")
(New & Guest Ships by Ramon, Griff, Selezen, Murgh, Wombat, Wyvern & Giles)
(Player ship external views by Commander McLane)
(Mission Clash prevention code by Commander Eric Walsh)
(Text Adventure Location descriptions by Captain Hesperus & LittleBear)
Categories : Missions, NPC Ships, Player Ships, Stations, Weapons, Equipment, Planets.
Download Link : Download Assassins V1.3 here
UPDATE (again) : V1.3 is now on the Wiki. (Follow the link above). 1.3 will still work on 1.65 of Oolite, but now works properly on version 1.69.1. It also includes Eric's mission screen clash prevention code. So you can play Assassins Military and Thargoid Wars all at the same time (if you like). If you do have Thargoid Wars or Military installed, make sure you are using the lastest vesion. The old versions will clash with Assassins (and a lot of other mission OXPs). The latest versions of these OXPs are also on the Wiki and are linked on the Assassins page.
Version 1.2 This fixes the bug with the Gavition Missile and improves some of the AIs and code generally. Davcefai PMed me the list of texture files as they appear on Unix. I've gone through the OXP and cross checked the case. This version shouldn't therefore crash Unix with a case sensitivity bug! 1.2 has a fix over 1.1. I'd missed one of the texture files (beatletext.png rather than beatletext.PNG). You won't notice any difference between 1.1 and 1.2 on Windows or the Mac, but this version should finally squash the case sensititity bug on Unix!
Main Features : 21 Missions (including 2 secret missions), over 30 new NPC ships, 3 new player ships, 6 new weapons (1 can be used by the player), a new item of Player equipment, extra stations (some stations can be destroyed, one can be explored on foot whilst docked), new hails, new Characters, new multi-planet systems, new NPC powers, a Galaxy 7 News service, scripted events / NPC battles, an Assassins Guild Ranking, changing Systems data (player and NPC actions change the Universe!) and over 50 Mission Briefing Screens.
Summary : This multi-feature OXP rewrites Galaxy 7 adding numerous features including individual characters, interacting NPC powers, systems controlled by NPC powers, detailed system descriptions, new stations, new scripted ships appearing at the modified systems, some systems gain moons, extra planets & gas giants and a News Service helps keep the player up to date with galactic events. Details of a few of the ships added and some of the powers that exist in Galaxy 7 can be foundon the Wiki here.
Update Notes
-----------------
Due to the size of the project, Assassins was in Beta for some time. This is the final version. A full readme is included, which you should read before playing. Save files work on all versions of Assassins. This update completely rewrites the “Civil War” missions (and adds 5 new missions in the process). Simply install this version of Assassins in your AddOns folder (overwriting the old version).
If you have started playing Assassins, have you seen a news broadcast mentioning a raid by the police on “Heretic Shipyards”? If you have not, then there is no need to do anything other than install this version. If you have, then you will either need to use the Commander including in the download, or edit your save file to reset the OXP to this point. The readme gives instructions on how to do this. You only have to change two numbers!
Background
---------------
In seedy space bars from Riedquat to Atoresra, hardened killers gather to drink fermented vegetable products and tell tales of blood-curdling terror.
At such gatherings, stories are swapped of a sinister organization known as "The Assassins Guild". This semi-mythical association is said to operate in Galaxy 7. A killer who can secure membership of "The Brotherhood" can expect huge rewards, and the most unpleasant consequences for failure.
No self-respecting "laser for hire" should miss an opportunity to impress "The Guildmaster".
Installing & playing
------------------------
To play the OXP, unzip the download file. This will create a folder "AssassinsV1". Open this folder and you will see a folder named "Assassins.oxp" and a readme. Move the Assassins.oxp folder to AddOns. Keep the readme somewhere safe!
The first event will happen when you are docked at any main station in Galaxy 7 and have more than 200 kills. No Assassins mission or event can trigger without the player having a particular kill count. This is done to make the OXP playable by any Commander. If you are a noob with a weedy ship, you won't be set upon (yet) by an army of nasties. You'll just be asked to take some of the easy hits until you have an Iron Ass. If you are an old-hand then the more difficult missions will come up quickly, though you still need to do the easy hits first in order to build up your status with the Guild.
The kill count requirement for Assassins missions is spaced roughly every 200 - 300 kills from 200 onwards. If you installed with 3,000+ kills, you would meet the kill count for all events. Once kill count is met, a new event will happen once you have made a certain number of hyperspace jumps, provided you completed the previous mission.
When the name "Agent Wombat" means something to you, you will have seen everything the OXP does.
Hang out in Galaxy 7, going about your ordinary Oolite business, and things will start happening to you...
(sorry about the long post, I'm preparing a wiki and Oosat2 entry that'll go up once a few Commanders confirm this version works ok).
It's a big rewite to feature "The Dreadnaught", "The Plasma Sentry" and of course the Text Adventure I did with Captain H. Hope you like it.