Factions OXP (Update, version 1.11/1.12)

Discussion and information relevant to creating special missions, new ships, skins etc.

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m4r35n357
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Re: Factions OXP

Post by m4r35n357 »

Latest version 1.7

http://www.box.net/shared/j524hmaq8jiz18cjyxub

Changes:
Version 1.7
- Various AI tweaks, add a GalCop task force
Squeek
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Re: Factions OXP

Post by Squeek »

After reading what it was in the wiki, I thought it would be interesting to expand this OXP into a "Galcop is falling apart" OXP. one could raise fuel prices, increase pirate amounts/strength, maybe even make a few missions. If possible, one could alter some planet governments. It could be pretty interesting.
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Re: Factions OXP

Post by Wildeblood »

Squeek wrote:
After reading what it was in the wiki, I thought it would be interesting to expand this OXP into a "Galcop is falling apart" OXP. one could raise fuel prices, increase pirate amounts/strength, maybe even make a few missions. If possible, one could alter some planet governments. It could be pretty interesting.
That could fit equally well into the Time Travel OXP I once suggested - you could go back in time to before GalCop was formed.
m4r35n357
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Re: Factions OXP

Post by m4r35n357 »

Well in fact I'm at the stage of looking for ideas here, the fighting code is fairly stable and quite generic and could be applied to various combat situations outside the player/police/pirate scenario. I've mentioned previously that it can be used for ship balancing, it's a great source of test data ;)

The easiest way to customize it is to just substitute your own ship selection in shipdata.plist, any ship from any OXP you have installed is up for grabs.

Caduceus vs Star Jelly anyone?
m4r35n357
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Re: Factions OXP

Post by m4r35n357 »

Squeek wrote:
After reading what it was in the wiki, I thought it would be interesting to expand this OXP into a "Galcop is falling apart" OXP. one could raise fuel prices, increase pirate amounts/strength, maybe even make a few missions. If possible, one could alter some planet governments. It could be pretty interesting.
Actually I sort of had Smivs' Tough Guys scenario partially in mind as I developed this, it definitely falls into the "loss of control" (Smivs has nicked all the good words ;)) class of OXPs.
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Re: Factions OXP

Post by Staer9 »

Squeek wrote:
After reading what it was in the wiki, I thought it would be interesting to expand this OXP into a "Galcop is falling apart" OXP. one could raise fuel prices, increase pirate amounts/strength, maybe even make a few missions. If possible, one could alter some planet governments. It could be pretty interesting.
[lightbulb_moment] with damaged stations and graffiti everywhere... [/lightbulb_moment]
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Re: Factions OXP

Post by DaddyHoggy »

Staer9 wrote:
Squeek wrote:
After reading what it was in the wiki, I thought it would be interesting to expand this OXP into a "Galcop is falling apart" OXP. one could raise fuel prices, increase pirate amounts/strength, maybe even make a few missions. If possible, one could alter some planet governments. It could be pretty interesting.
[lightbulb_moment] with damaged stations and graffiti everywhere... [/lightbulb_moment]
Oh yes.... :)
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Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Re: Factions OXP

Post by Smivs »

Commander Smivs, the friendliest Gourd this side of Riedquat.
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Re: Factions OXP

Post by DaddyHoggy »

Smivs wrote:
Indeed. All the best ideas come round at least twice!
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Re: Factions OXP (Update)

Post by m4r35n357 »

Version 1.8: http://www.box.net/shared/sntqjg51an7yfru8ygmc

See original post for more details
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Re: Factions OXP (Update, version 1.9)

Post by m4r35n357 »

Version 1.9, See original post for more details or use link in sig
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Re: Factions OXP (Update, version 1.10)

Post by m4r35n357 »

Version 1.10, See original post for more details or use link in sig
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Re: Factions OXP (Update, version 1.10)

Post by tinker »

For information the wiki still points to the deleted v. 1.6.
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Re: Factions OXP (Update, version 1.10)

Post by m4r35n357 »

tinker wrote:
For information the wiki still points to the deleted v. 1.6.
OK thanks for the reminder, I'll see if I can invoke a Wiki wizard . . .
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Re: Factions OXP (Update, version 1.10)

Post by maik »

m4r35n357 wrote:
tinker wrote:
For information the wiki still points to the deleted v. 1.6.
OK thanks for the reminder, I'll see if I can invoke a Wiki wizard . . .
You can.
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