The Assassins Guild OXP

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Revision as of 14:07, 2 May 2007 by LittleBear (talk | contribs) (Overview & Download Link)

Overview & Download Link

Dare you join the Galaxy 7 Assassins Guild and murder to order for a fistful of Credits? Be warned, dealing with the powers that exist in this troubled Galaxy may have dangerous consequences! Background information regarding a few of the ships added by the OXP and some intelligence on the powers that inhabit Galaxy 7 can be found on the Powers and Organisations page.


The OXP was scripted by LittleBear, featuring new & guest Ships by Ramon, Griff, Selezen, Murgh, Wombat, Wyvern & Giles. The Text Adventure location descriptions were written by LittleBear & Captain Hesperus. This pack adds Missions, Ships, Stations, Planets, Weapons and Equipment.

Download (Assassins V1.2) Updated to V1.2 on 7th April 2007.

WARNING : This OXP will work on PC 1.67 and below, but will not run properly on the PC beta version of 1.68. Do not try to play this OXP on the PC version of 1.68. The OXP runs fine on all Mac versions of Oolite. The Devs' are aware of the problem (Ionics is also effected) and it should be fixed for PC 1.69. (Posted 2nd May 2007).


Main Features

The OXP adds: 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 AIs, an Assassins Guild Ranking, changing Systems data (player and NPC actions change the Universe!) and over 50 Mission Briefing Screens.

Galaxy 7 is rewritten to add numerous features including individual characters, interacting NPC powers, 15 systems are controlled by NPC powers, detailed system descriptions, new stations, new scripted ships appearing at the modified systems, 10 systems gain moons, extra planets and gas giants & a Galaxy 7 News Service helps keep the player up to date with Galactic events.

All features are only added to Galaxy 7. To avoid conflicts with other OXP missions, none of the code in this OXP changes anything outside this Galaxy.


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".


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. Version 1.0 completely rewrites the “Civil War” missions (and adds 5 new missions in the process). Versions 1.1 and 1.2 have a few bug fixes (set out in the readme). Simply install this version of Assassins in your AddOns folder (overwriting the old version).

If you have started playing an older version of 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!


Installing and Playing

To play the OXP, unzip the download file. This will create a folder "AssassinsV1_2". 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, although 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. Once the OXP is installed in AddOns, the new ships and powers are added to Galaxy 7. Hang out in Galaxy 7, going about your ordinary Oolite business, and things will start happening to you...