Random Hits - or Your Murder Here!

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

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Commander McLane
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Post by Commander McLane » Sat Oct 27, 2007 10:16 am

Two remarks: In the refusal text: It's "moron", not "moran".

And in the offer text: "commanding a well armed Cobra MK I" seems to contradict "The general opinion appears to be that this extermination wouldn't cause a smeghead [shouldn't this be "smughead"?] with a ship held together with bits of chewed string any great difficulty."

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Post by Captain Hesperus » Sat Oct 27, 2007 11:24 am

Commander McLane wrote:"The general opinion appears to be that this extermination wouldn't cause a smeghead [shouldn't this be "smughead"?]
No, smeghead is a nice little 'in-joke'.

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Post by LittleBear » Sat Oct 27, 2007 2:05 pm

He may be well armed, but he's still in a mere Cobra Mk I so would be a fairly easy kill! The description has three levels (easy medium and hard) and is generated by reference to the ship the target is flying. I have three tables for ships, so the ones in table 1 are all fairly weedy, but the ones in table 3 are tough (Imperial Courier, Asp etc).
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Post by Arexack_Heretic » Sat Oct 27, 2007 9:27 pm

got a long list of required OXPs? ;)

how about 'Natsjalnik' as a nick?
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Post by Commander McLane » Sun Oct 28, 2007 12:57 pm

Captain Hesperus wrote:
Commander McLane wrote:"The general opinion appears to be that this extermination wouldn't cause a smeghead [shouldn't this be "smughead"?]
No, smeghead is a nice little 'in-joke'.

Captain Hesperus
"He's a smeeeee..a smeeee..a smeeeeeggggggghheeeeeaaaaad!"
You see, here's it again, my non-reception of English popular culture.

Anyway, thanks for enlightening me! (But I was right with the moron, wasn't I? Or is that another in-joke?)

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Post by TGHC » Sun Oct 28, 2007 5:07 pm

Commander McLane wrote:Anyway, thanks for enlightening me! (But I was right with the moron, wasn't I? Or is that another in-joke?)
:lol: :lol: :lol: Yes matey you were spot on.
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Post by Arexack_Heretic » Mon Oct 29, 2007 1:12 am

smoke me a kipper, skip. I'll be back fer brekfist.
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Post by LittleBear » Mon Oct 29, 2007 11:18 pm

NEW TEST ALPHA!

I've put a test alpha at the box-link. Its far from fully playable, but it would help if people gave it a quick test. This is what it does ATM:-

1) A space bar is added at 0.1 (in the space lanes about a tenth the way between the w/p and planet) at anarchy systems. In the final version each bar will have its own individual name, but for this test they all have the same name. The station ATM also just has a standard station AI. In the final version it'll have an AI to launch hunters when it detects pirates or offenders (including the player!) nearby.

2) The Board is displayed when docked. Missions should only be generated at systems in your current Galaxy. The randomising for the bulletin entry is pretty good as there are a lot of strings in this one. But I only have a few strings ATM in the difficulty description, mission accepted and mission refused screens ATM. Will be adding more for the released version.

3) You can browse the board and offer your services for missions. You should get at least three different missions on each docking. Somtimes as you browse a new mission will be generated (other hunters taking one and a new mission been posted), sometimes they'll stay the say. New missions are always generated when you make a H jump. So if you leave a Bar and return later the missions will always be different to the ones there last time.

4) You can offer your services for a hit, but may to declined if your elite rating is below a certain level (different depending on the difficulty of the hit). You can only take one mission at a time, so your services will also be declined if you have not completed the current one.

5) If a mission is accepted then the system is marked on the short and long range charts, a randomised acceptance message is displayed and the details of the hit are stored under the short description on the F5 F5 screen.

6) If you leave the current galaxy without completing the hit, you get a comms message telling you that you have abandoned the mission (there’s no penalty for doing this). You will now be able to accept a mission in the new galaxy.

Thats it so far (so you can't yet actually kill any marks!). I still have to do the AIs, the marks and the code to add them. It would be helpful if people tested the system being marked on the maps with a cross is the right one! I did a lot of playtests and seems to be working but with 240 odd possible destinations its a bitch to playtest! I'm gonna use the same code wheeze to add the marks to the right system, so I'd like to check I haven't ballsed this up!

The size of the zip has grown as I've included the models and textures for Griff's Space Bar in case you don't have it installed.


Link to ALPHA 0.2:-

http://www.box.net/shared/s8a8vzq50p
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Post by Wolfspirit » Tue Oct 30, 2007 8:36 am

but you have to have v 1.69 right?
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Post by LittleBear » Tue Oct 30, 2007 10:31 am

Think it will run on 1.65, but you won't see Griff's space bar in it's full glory as the Shaders won't work. I've found 1.69.1 pretty stable though and faster than 1.65, so you may want to up-grade anyway. :wink:
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Post by Wolfspirit » Tue Oct 30, 2007 8:12 pm

:shock:
you were one of the ones telling me to stay with 1.65 LOL

where can i get 1.69?
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Post by LittleBear » Tue Oct 30, 2007 9:02 pm

1.68 and 1.69 had bugs in them making almost all missions impossible to complete (death_actions and awardCredits were broken).

1.69.1 still has a problem with making OXP stations have a different tech_level to the main station, but this isn't a biggy! In 1.68 and 1.69, the broken script commands made most native and OXP missions unplayable on 1.68 and 1.69.

BUT all these problems were fixed for 1.69.1 I played through Assassins 1.3 on 1.69.1 with no problem before releasing it so I reckon 1.69.1 can handle all the native and OXP mission without a problem!

You can get 1.69.1 here:-

http://developer.berlios.de/project/sho ... e_id=13109

Heretic's Thargon Threat and some of Charlie's OXPs won't work with 1.69.1 (but A-H is in the process of doing a new version of Thargon Threat that should be ok on 1.69.1 onwards).

You would need to use 1.69.1 rather than 1.69 though!
My OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits and Renegade Pirates can be downloaded from the Elite Wiki here.

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Post by Wolfspirit » Wed Oct 31, 2007 4:41 pm

well the random hits doesnt work with 1.65 now when i jump into a system it is spawning quite literally 100's of asteroids and is taking ohhhhh 10 to 15 minutes for them all to load and i know its not my system since im on a 3.3 ghz processor with 512 mb ram and a 128 mb 3d glide 128 mb video card

well it better not be my system!
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Post by LittleBear » Wed Oct 31, 2007 9:18 pm

Suspect then the Shaders in the OXP are messing up 1.65 and the space bar requires 1.69+.
My OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits and Renegade Pirates can be downloaded from the Elite Wiki here.

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Post by Dr. Nil » Thu Nov 01, 2007 1:22 pm

I came across a minor typo in the descriptions.plist

"The Bell and Barben"

Keep up the good work.
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