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	<updated>2026-04-12T09:47:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=36112</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=36112"/>
		<updated>2013-02-13T20:38:26Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Version History &amp;amp; Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [Versions 1.0 onwards] by m4r35n357&lt;br /&gt;
* [https://www.box.com/s/56qtknyy6kjm9i0lnqmo Version 1.8]&lt;br /&gt;
* [https://www.box.com/s/b451a7eb5351074f4ccb Version 1.7]&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Version 1.6]&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Older version 1.0a1] by Caracal&lt;br /&gt;
&lt;br /&gt;
Version 1.8&lt;br /&gt;
- Changed activation conditions, should be much rarer at higher TL systems&lt;br /&gt;
- Brawlers now have escape pods, and will bail out if they can ;)&lt;br /&gt;
- Accuracy set to 5, not yet sure how much effect this has on the way I use the AI&lt;br /&gt;
&lt;br /&gt;
Version 1.7&lt;br /&gt;
- Supporting version 1.6+ of Cabal_Common_Library, no other changes&lt;br /&gt;
&lt;br /&gt;
Version 1.6&lt;br /&gt;
- From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch&lt;br /&gt;
- Experimental OXPConfig support, YMMV ;)&lt;br /&gt;
&lt;br /&gt;
Version 1.5&lt;br /&gt;
- slighlty reduce frequency of ubers&lt;br /&gt;
- 50-50 chance of either cloaking device or military jammer for each uber&lt;br /&gt;
&lt;br /&gt;
Version 1.4&lt;br /&gt;
- tweak activation conditions&lt;br /&gt;
- slash bounties&lt;br /&gt;
&lt;br /&gt;
Version 1.3&lt;br /&gt;
- no user-visible changes, some higher-tech brawlers&lt;br /&gt;
&lt;br /&gt;
Version 1.2&lt;br /&gt;
- Switch off debug (oops!)&lt;br /&gt;
&lt;br /&gt;
Version 1.1&lt;br /&gt;
- use js filtered entities to select targets instead of storing an array&lt;br /&gt;
&lt;br /&gt;
Version 1.0&lt;br /&gt;
- modded world script&lt;br /&gt;
	Make appearance of brawl depend on system government&lt;br /&gt;
	(Disabled by default) brawls now possible at some other station types&lt;br /&gt;
- modded AI&lt;br /&gt;
	Don't involve the police directly, they already know what to do&lt;br /&gt;
	Tuned probability of attacking innocent bystanders&lt;br /&gt;
- added a ship script&lt;br /&gt;
	Bring any escorts in/out of intercept AI in line with mother ship&lt;br /&gt;
	Each ship keeps track of the other brawlers, no AI scanning&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by m4r35n357/Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}} [[Category:OXPConfig-compatible OXPs]] {{Required_OXP|Cabal_Common_Library}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=32530</id>
		<title>Factions OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=32530"/>
		<updated>2012-06-20T09:49:05Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Factions adds a point of interest to multi-government systems.&lt;br /&gt;
&lt;br /&gt;
OK, what is this OXP?  Well, multi-government systems exist in a dynamic Ooniverse; things change, and the government type is merely a label, representing nothing more than a snapshot in time.  In practice some multi-governments might be relatively stable, others might be spiralling towards anarchy, and yet others are shortly about to attain the nirvana^H^H^H^H^H^H^Hrelative stability of outright communism, dictatorship or feudalism.  This OXP scenario is just one of many possible mechanisms of making that transition.&lt;br /&gt;
&lt;br /&gt;
Or...&lt;br /&gt;
&lt;br /&gt;
Do you harbour secret annihilation fantasies, or perhaps even fancy your chances as a mercenary?  Step up commander, it's 100Cr bounty for each of these vermin and it will be well earned!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Warring Parties'''&lt;br /&gt;
&lt;br /&gt;
At higher tech level systems, the only factions with the means &amp;amp; motivation to take on Galcop are the Communists &amp;amp; Dictatorships. At lower tech level systems the cost of entry (level of Galcop resistance) is lower, allowing Feudal &amp;amp; sometimes even local warlord militias to participate.  The warring parties have already infiltrated the system and are waiting somewhere near the space lanes for all their enemies to turn up.  Therefore they have more important things on their minds, and will all ignore you, unless you become an irritation or worse...   On the other hand, there is a reasonable bounty available, so if you have previously toyed with the idea of becoming a mercenary, here's your chance.  Be warned though, they are professionals and will robustly protect each other from ambitious part-timers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Galactic Navy'''&lt;br /&gt;
&lt;br /&gt;
Obviously the Navy need to nip this kind of behaviour in the bud (they prefer these things to be done via the &amp;quot;official&amp;quot; channels), but will prioritize their efforts on defending high tech level systems so at the lower tech level systems their presence might be nominal at best.  The Navy contingent, on learning about the imminent unrest, will enter at the witchpoint and make their way towards the planet (frequently hindered by pirate activity).  Whether they make it in time and in sufficient numbers is down to chance (and you!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
&lt;br /&gt;
This is a multigovernment system, so don't think you can run &amp;amp; hide from pirates amongst the mêlée; they will still hunt you down like a dog.  There is an outside chance they will attack the warring parties, but don't rely on it.  They will also slow the progress of the GalCop task force, so your behaviour towards them can influence the result of the conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You'''&lt;br /&gt;
&lt;br /&gt;
Well, you can treat this as a tourist attraction or as assisted suicide, the choice is yours!  Make full use of the colour-coded scanner displays and the ident/targeting info and choose your response wisely.   How many factions do you want to tangle with?   A friendly suggestion: zero or one?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What this OXP does, in English'''&lt;br /&gt;
&lt;br /&gt;
The idea is to add a point of interest to Multigovernment systems, since they have been a bit neglected.  The whole shebang unfolds in real time, creating up to 30 minutes of fighting time until the eventual confrontation with GalCop, if they get that far!  You have time to dip in, fly through, dock and return if you want to.&lt;br /&gt;
&lt;br /&gt;
# Teams from each of: anarchy, feudal, dictatorship &amp;amp; communist systems approach the midpoint of the space lane and start fighting, They only fight with ships of opposing factions.&lt;br /&gt;
# Each team member can call for assistance when its energy is low.  Success depends on how occupied the other team members are at the time.&lt;br /&gt;
# The player being may opt to express its political views by attacking ships from one or more of the factions.  They will remember this only for the duration of the current run. Whether you pay the ultimate price depends again on how busy the particular faction member are.&lt;br /&gt;
# If you kill one of them (or their father), prepare to die!&lt;br /&gt;
# There are funky colour-coded scanner displays to help you sort out who is whom.&lt;br /&gt;
# That's it, I think.&lt;br /&gt;
&lt;br /&gt;
==Danger Level==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
This OXP does not in itself add to the danger level, whether it does is purely up to the player.  Of course, you will be in a multigovernment system so the danger level is already fairly high!&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
During play testing it also occurred to me that this code would be useful for ship combat/uberness testing too, e.g. a team of stock NPC Cobras versus your brand spanking new ship. There are lots of good statistics available from the extensive debugging I've built in too. Anyway, here's the code, you need the systems dependencies (or you can edit shipdata.plist to taste) and CCL. I use colour coding for the scanner so I know what's going on; see script.js for colours. Logging is enabled, and script.js has some other config points to look at.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
* Oolite 1.75 or later&lt;br /&gt;
* [[Cabal Common Library]] v1.2 or later (for random integer function)&lt;br /&gt;
* [[Anarchies OXP|Anarchies]], [[Commies]], [[Dictators OXP|Dictators]], [[Feudal States]], [[Galactic Navy OXP|Galactic Navy]], and your choice of either [[Behemoth]] or [[ADCK's Behemoths]]&lt;br /&gt;
&lt;br /&gt;
==Copyright &amp;amp; License==&lt;br /&gt;
Factions is © 2011, 2012 m4r35n357 (Ian Smith)&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Revision History==&lt;br /&gt;
Version 1.12 (20.06.2012)&lt;br /&gt;
- Supporting version 1.6+ of Cabal_Common_Library, no other changes&lt;br /&gt;
&lt;br /&gt;
Version 1.11 (05.04.2012): Mercenary immersion enhancement: the various participants might just recognize you in future battles if you annoy them enough. Reduced the default odds of a battle to 25%, tune to taste.&lt;br /&gt;
&lt;br /&gt;
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies &amp;amp; dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start &amp;amp; ambush everyone now.&lt;br /&gt;
&lt;br /&gt;
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode.&lt;br /&gt;
&lt;br /&gt;
Version 1.8 (04.07.2011): Fixed obscure escort bug, removed automatic flee response, but let non-ECM ships still flee.&lt;br /&gt;
&lt;br /&gt;
Version 1.7 (27.06.2011): Various AI tweaks, added a GalCop task force.&lt;br /&gt;
&lt;br /&gt;
Version 1.6 (13.06.2011): Comms messages between faction members, plasma-equipped NPCs avoid friendly fire, number of factions dependent on tech level, others.&lt;br /&gt;
&lt;br /&gt;
Version 1.5 (31.05.2011): Removed unused shipdata entries.&lt;br /&gt;
&lt;br /&gt;
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate.&lt;br /&gt;
&lt;br /&gt;
Version 1.3 (25.05.2011): Started factions further away from battle site to allow player more time to see the early stages.&lt;br /&gt;
&lt;br /&gt;
Version 1.2 (24.05.2011): Added licence to README, added danger level to README.&lt;br /&gt;
&lt;br /&gt;
Version 1.1 (24.05.2011): Raised faction membership to 16 (+ any escorts), madde it more dangerous to kill a faction member.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (24.05.2011): Botched first release.&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=9926 Factions OXP thread].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[https://www.box.com/s/47f1ee7ab7b553446676 Version 1.12] from box.com&lt;br /&gt;
[http://www.box.com/s/5649f8449570ee392b3c Version 1.11] from box.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]{{system-OXP}}{{Required_OXP|Cabal_Common_Library}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=32529</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=32529"/>
		<updated>2012-06-20T09:48:14Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Version History &amp;amp; Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [Versions 1.0 onwards] by m4r35n357&lt;br /&gt;
* [https://www.box.com/s/b451a7eb5351074f4ccb Version 1.7]&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Version 1.6]&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Older version 1.0a1] by Caracal&lt;br /&gt;
&lt;br /&gt;
Version 1.7&lt;br /&gt;
- Supporting version 1.6+ of Cabal_Common_Library, no other changes&lt;br /&gt;
&lt;br /&gt;
Version 1.6&lt;br /&gt;
- From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch&lt;br /&gt;
- Experimental OXPConfig support, YMMV ;)&lt;br /&gt;
&lt;br /&gt;
Version 1.5&lt;br /&gt;
- slighlty reduce frequency of ubers&lt;br /&gt;
- 50-50 chance of either cloaking device or military jammer for each uber&lt;br /&gt;
&lt;br /&gt;
Version 1.4&lt;br /&gt;
- tweak activation conditions&lt;br /&gt;
- slash bounties&lt;br /&gt;
&lt;br /&gt;
Version 1.3&lt;br /&gt;
- no user-visible changes, some higher-tech brawlers&lt;br /&gt;
&lt;br /&gt;
Version 1.2&lt;br /&gt;
- Switch off debug (oops!)&lt;br /&gt;
&lt;br /&gt;
Version 1.1&lt;br /&gt;
- use js filtered entities to select targets instead of storing an array&lt;br /&gt;
&lt;br /&gt;
Version 1.0&lt;br /&gt;
- modded world script&lt;br /&gt;
	Make appearance of brawl depend on system government&lt;br /&gt;
	(Disabled by default) brawls now possible at some other station types&lt;br /&gt;
- modded AI&lt;br /&gt;
	Don't involve the police directly, they already know what to do&lt;br /&gt;
	Tuned probability of attacking innocent bystanders&lt;br /&gt;
- added a ship script&lt;br /&gt;
	Bring any escorts in/out of intercept AI in line with mother ship&lt;br /&gt;
	Each ship keeps track of the other brawlers, no AI scanning&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by m4r35n357/Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}} [[Category:OXPConfig-compatible OXPs]]&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=32528</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=32528"/>
		<updated>2012-06-20T09:44:21Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Version History &amp;amp; Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Versions 1.0 onwards] by m4r35n357&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Older version 1.0a1] by Caracal&lt;br /&gt;
&lt;br /&gt;
Version 1.7&lt;br /&gt;
- Supporting version 1.6+ of Cabal_Common_Library, no other changes&lt;br /&gt;
&lt;br /&gt;
Version 1.6&lt;br /&gt;
- From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch&lt;br /&gt;
- Experimental OXPConfig support, YMMV ;)&lt;br /&gt;
&lt;br /&gt;
Version 1.5&lt;br /&gt;
- slighlty reduce frequency of ubers&lt;br /&gt;
- 50-50 chance of either cloaking device or military jammer for each uber&lt;br /&gt;
&lt;br /&gt;
Version 1.4&lt;br /&gt;
- tweak activation conditions&lt;br /&gt;
- slash bounties&lt;br /&gt;
&lt;br /&gt;
Version 1.3&lt;br /&gt;
- no user-visible changes, some higher-tech brawlers&lt;br /&gt;
&lt;br /&gt;
Version 1.2&lt;br /&gt;
- Switch off debug (oops!)&lt;br /&gt;
&lt;br /&gt;
Version 1.1&lt;br /&gt;
- use js filtered entities to select targets instead of storing an array&lt;br /&gt;
&lt;br /&gt;
Version 1.0&lt;br /&gt;
- modded world script&lt;br /&gt;
	Make appearance of brawl depend on system government&lt;br /&gt;
	(Disabled by default) brawls now possible at some other station types&lt;br /&gt;
- modded AI&lt;br /&gt;
	Don't involve the police directly, they already know what to do&lt;br /&gt;
	Tuned probability of attacking innocent bystanders&lt;br /&gt;
- added a ship script&lt;br /&gt;
	Bring any escorts in/out of intercept AI in line with mother ship&lt;br /&gt;
	Each ship keeps track of the other brawlers, no AI scanning&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by m4r35n357/Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}} [[Category:OXPConfig-compatible OXPs]]&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=32527</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=32527"/>
		<updated>2012-06-20T09:43:41Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Version History &amp;amp; Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Versions 1.0 to 1.6] by m4r35n357&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Older version 1.0a1] by Caracal&lt;br /&gt;
&lt;br /&gt;
Version 1.7&lt;br /&gt;
- Supporting version 1.6+ of Cabal_Common_Library, no other changes&lt;br /&gt;
&lt;br /&gt;
Version 1.6&lt;br /&gt;
- From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch&lt;br /&gt;
- Experimental OXPConfig support, YMMV ;)&lt;br /&gt;
&lt;br /&gt;
Version 1.5&lt;br /&gt;
- slighlty reduce frequency of ubers&lt;br /&gt;
- 50-50 chance of either cloaking device or military jammer for each uber&lt;br /&gt;
&lt;br /&gt;
Version 1.4&lt;br /&gt;
- tweak activation conditions&lt;br /&gt;
- slash bounties&lt;br /&gt;
&lt;br /&gt;
Version 1.3&lt;br /&gt;
- no user-visible changes, some higher-tech brawlers&lt;br /&gt;
&lt;br /&gt;
Version 1.2&lt;br /&gt;
- Switch off debug (oops!)&lt;br /&gt;
&lt;br /&gt;
Version 1.1&lt;br /&gt;
- use js filtered entities to select targets instead of storing an array&lt;br /&gt;
&lt;br /&gt;
Version 1.0&lt;br /&gt;
- modded world script&lt;br /&gt;
	Make appearance of brawl depend on system government&lt;br /&gt;
	(Disabled by default) brawls now possible at some other station types&lt;br /&gt;
- modded AI&lt;br /&gt;
	Don't involve the police directly, they already know what to do&lt;br /&gt;
	Tuned probability of attacking innocent bystanders&lt;br /&gt;
- added a ship script&lt;br /&gt;
	Bring any escorts in/out of intercept AI in line with mother ship&lt;br /&gt;
	Each ship keeps track of the other brawlers, no AI scanning&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by m4r35n357/Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}} [[Category:OXPConfig-compatible OXPs]]&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=32526</id>
		<title>Factions OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=32526"/>
		<updated>2012-06-20T09:42:53Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Revision History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Factions adds a point of interest to multi-government systems.&lt;br /&gt;
&lt;br /&gt;
OK, what is this OXP?  Well, multi-government systems exist in a dynamic Ooniverse; things change, and the government type is merely a label, representing nothing more than a snapshot in time.  In practice some multi-governments might be relatively stable, others might be spiralling towards anarchy, and yet others are shortly about to attain the nirvana^H^H^H^H^H^H^Hrelative stability of outright communism, dictatorship or feudalism.  This OXP scenario is just one of many possible mechanisms of making that transition.&lt;br /&gt;
&lt;br /&gt;
Or...&lt;br /&gt;
&lt;br /&gt;
Do you harbour secret annihilation fantasies, or perhaps even fancy your chances as a mercenary?  Step up commander, it's 100Cr bounty for each of these vermin and it will be well earned!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Warring Parties'''&lt;br /&gt;
&lt;br /&gt;
At higher tech level systems, the only factions with the means &amp;amp; motivation to take on Galcop are the Communists &amp;amp; Dictatorships. At lower tech level systems the cost of entry (level of Galcop resistance) is lower, allowing Feudal &amp;amp; sometimes even local warlord militias to participate.  The warring parties have already infiltrated the system and are waiting somewhere near the space lanes for all their enemies to turn up.  Therefore they have more important things on their minds, and will all ignore you, unless you become an irritation or worse...   On the other hand, there is a reasonable bounty available, so if you have previously toyed with the idea of becoming a mercenary, here's your chance.  Be warned though, they are professionals and will robustly protect each other from ambitious part-timers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Galactic Navy'''&lt;br /&gt;
&lt;br /&gt;
Obviously the Navy need to nip this kind of behaviour in the bud (they prefer these things to be done via the &amp;quot;official&amp;quot; channels), but will prioritize their efforts on defending high tech level systems so at the lower tech level systems their presence might be nominal at best.  The Navy contingent, on learning about the imminent unrest, will enter at the witchpoint and make their way towards the planet (frequently hindered by pirate activity).  Whether they make it in time and in sufficient numbers is down to chance (and you!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
&lt;br /&gt;
This is a multigovernment system, so don't think you can run &amp;amp; hide from pirates amongst the mêlée; they will still hunt you down like a dog.  There is an outside chance they will attack the warring parties, but don't rely on it.  They will also slow the progress of the GalCop task force, so your behaviour towards them can influence the result of the conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You'''&lt;br /&gt;
&lt;br /&gt;
Well, you can treat this as a tourist attraction or as assisted suicide, the choice is yours!  Make full use of the colour-coded scanner displays and the ident/targeting info and choose your response wisely.   How many factions do you want to tangle with?   A friendly suggestion: zero or one?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What this OXP does, in English'''&lt;br /&gt;
&lt;br /&gt;
The idea is to add a point of interest to Multigovernment systems, since they have been a bit neglected.  The whole shebang unfolds in real time, creating up to 30 minutes of fighting time until the eventual confrontation with GalCop, if they get that far!  You have time to dip in, fly through, dock and return if you want to.&lt;br /&gt;
&lt;br /&gt;
# Teams from each of: anarchy, feudal, dictatorship &amp;amp; communist systems approach the midpoint of the space lane and start fighting, They only fight with ships of opposing factions.&lt;br /&gt;
# Each team member can call for assistance when its energy is low.  Success depends on how occupied the other team members are at the time.&lt;br /&gt;
# The player being may opt to express its political views by attacking ships from one or more of the factions.  They will remember this only for the duration of the current run. Whether you pay the ultimate price depends again on how busy the particular faction member are.&lt;br /&gt;
# If you kill one of them (or their father), prepare to die!&lt;br /&gt;
# There are funky colour-coded scanner displays to help you sort out who is whom.&lt;br /&gt;
# That's it, I think.&lt;br /&gt;
&lt;br /&gt;
==Danger Level==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
This OXP does not in itself add to the danger level, whether it does is purely up to the player.  Of course, you will be in a multigovernment system so the danger level is already fairly high!&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
During play testing it also occurred to me that this code would be useful for ship combat/uberness testing too, e.g. a team of stock NPC Cobras versus your brand spanking new ship. There are lots of good statistics available from the extensive debugging I've built in too. Anyway, here's the code, you need the systems dependencies (or you can edit shipdata.plist to taste) and CCL. I use colour coding for the scanner so I know what's going on; see script.js for colours. Logging is enabled, and script.js has some other config points to look at.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
* Oolite 1.75 or later&lt;br /&gt;
* [[Cabal Common Library]] v1.2 or later (for random integer function)&lt;br /&gt;
* [[Anarchies OXP|Anarchies]], [[Commies]], [[Dictators OXP|Dictators]], [[Feudal States]], [[Galactic Navy OXP|Galactic Navy]], and your choice of either [[Behemoth]] or [[ADCK's Behemoths]]&lt;br /&gt;
&lt;br /&gt;
==Copyright &amp;amp; License==&lt;br /&gt;
Factions is © 2011, 2012 m4r35n357 (Ian Smith)&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Revision History==&lt;br /&gt;
Version 1.12 (20.06.2012)&lt;br /&gt;
- Supporting version 1.6+ of Cabal_Common_Library, no other changes&lt;br /&gt;
&lt;br /&gt;
Version 1.11 (05.04.2012): Mercenary immersion enhancement: the various participants might just recognize you in future battles if you annoy them enough. Reduced the default odds of a battle to 25%, tune to taste.&lt;br /&gt;
&lt;br /&gt;
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies &amp;amp; dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start &amp;amp; ambush everyone now.&lt;br /&gt;
&lt;br /&gt;
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode.&lt;br /&gt;
&lt;br /&gt;
Version 1.8 (04.07.2011): Fixed obscure escort bug, removed automatic flee response, but let non-ECM ships still flee.&lt;br /&gt;
&lt;br /&gt;
Version 1.7 (27.06.2011): Various AI tweaks, added a GalCop task force.&lt;br /&gt;
&lt;br /&gt;
Version 1.6 (13.06.2011): Comms messages between faction members, plasma-equipped NPCs avoid friendly fire, number of factions dependent on tech level, others.&lt;br /&gt;
&lt;br /&gt;
Version 1.5 (31.05.2011): Removed unused shipdata entries.&lt;br /&gt;
&lt;br /&gt;
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate.&lt;br /&gt;
&lt;br /&gt;
Version 1.3 (25.05.2011): Started factions further away from battle site to allow player more time to see the early stages.&lt;br /&gt;
&lt;br /&gt;
Version 1.2 (24.05.2011): Added licence to README, added danger level to README.&lt;br /&gt;
&lt;br /&gt;
Version 1.1 (24.05.2011): Raised faction membership to 16 (+ any escorts), madde it more dangerous to kill a faction member.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (24.05.2011): Botched first release.&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=9926 Factions OXP thread].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[http://www.box.com/s/5649f8449570ee392b3c Version 1.11] from box.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]{{system-OXP}}{{Required_OXP|Cabal_Common_Library}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31733</id>
		<title>Factions OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31733"/>
		<updated>2012-05-09T18:04:09Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Revision History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Factions adds a point of interest to multi-government systems:&lt;br /&gt;
&lt;br /&gt;
OK, what is this OXP?  Well, multigovernment systems exist in a dynamic ooniverse; things change, and the government type is merely a label, representing nothing more than a snapshot in time.  In practice some multigovernments might be relatively stable, others might be spiralling towards anarchy, and yet others are shortly about to attain the nirvana^H^H^H^H^H^H^Hrelative stability of outright communism, dictatorship or feudalism.  This OXP scenario is just one of many possible mechanisms of making that transition.&lt;br /&gt;
&lt;br /&gt;
Or . . .&lt;br /&gt;
&lt;br /&gt;
Do you harbour secret annihilation fantasies, or perhaps even fancy your chances as a mercenary?  Step up commander, 100CR bounty for each of these vermin, it will be well earned!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Warring Parties'''&lt;br /&gt;
&lt;br /&gt;
At higher techlevel systems, the only factions with the means &amp;amp; motivation to take on Galcop are the Communists &amp;amp; Dictatorships. At lower tech level systems the cost of entry (level of Galcop resistance) is lower, allowing Feudal &amp;amp; sometimes even local warlord militias to participate.  The warring parties have already infiltrated the system and are waiting somewhere near the space lanes for all their enemies to turn up.  Therefore they have more important things on their minds, and will all ignore you, unless you become an irritation or worse . . .   On the other hand, there is a reasonable bounty available, so if you have previously toyed with the idea of becoming a mercenary, here's your chance.  Be warned though, they are professionals and will robustly protect each other from ambitious part-timers . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Galactic Navy'''&lt;br /&gt;
&lt;br /&gt;
Obviously the Navy need to nip this kind of behaviour in the bud (they prefer these things to be done via the &amp;quot;official&amp;quot; channels), but will prioritize their efforts on defending high tech level systems so at the lower tech level systems their presence might be nominal at best.  The Navy contingent, on learning about the imminent unrest, will enter at the witchpoint and make their way towards the planet (frequently hindered by pirate activity).  Whether they make it in time and in sufficient numbers is down to chance (and you!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
&lt;br /&gt;
This is a multigovernment system, so don't think you can run &amp;amp; hide from pirates amongst the melee; they will still hunt you down like a dog.  There is an outside chance they will attack the warring parties, but don't rely on it.  They will also slow the progress of the GalCop task force, so your behaviour towards them can influence the result of the conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You'''&lt;br /&gt;
&lt;br /&gt;
Well, you can treat this as a tourist attraction or as assisted suicide, the choice is yours!  Make full use of the colour-coded scanner displays and the ident/targetting info and choose your response wisely.   How many factions do you want to tangle with?   A friendly suggestion: zero or one . . . ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What this OXP does, in English:&lt;br /&gt;
'''&lt;br /&gt;
The idea is to add a point of interest to Multigovernment systems, since they have been a bit neglected ;)  The whole shebang unfolds in real time, creating up to 30 mins of fighting time until the eventual confrontation with GalCop, if they get that far!  You have time to dip in, fly through, dock &amp;amp; return if you want to . . .&lt;br /&gt;
&lt;br /&gt;
1	Teams from each of: anarchy, feudal, dictatorship &amp;amp; communist systems approach the midpoint of the space lane and start fighting, They only fight with ships of opposing factions (!).&lt;br /&gt;
2	Each team member can call for assistance when its energy is low, this depends on how occupied the other team members are at the time.&lt;br /&gt;
3	The player being may opt to express its political views by attacking ships from one or more of the factions, they will remember this for the duration of the run only. Whether you pay the ultimate price depends again on how busy the particular faction member are.&lt;br /&gt;
4	If you kill one of them (or their father), prepare to die!&lt;br /&gt;
5	There are funky colour-coded scanner displays to help you sort out who is whom.&lt;br /&gt;
6	That's it, I think.&lt;br /&gt;
&lt;br /&gt;
==Danger Level==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
This OXP does not in itself add to the danger level, that is purely up to the player.  Of course, you will be in a multigovernment system so the danger level is already fairly high!&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
During play testing it also occurred to me that this code would be useful for ship combat/uberness testing too, eg. a team of stock NPC cobras vs your brand spanking new ship. There are lots of good stats available from the extensive debugging I've built in too. Anyway, here's the code, you need the systems dependencies (or you can edit shipdata.plist to taste) and CCL. I use colour coding for the scanner so I know what's going one, see script.js for colours. Logging is enabled, and script.js has some other config points to look at.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
* Oolite 1.75 or later&lt;br /&gt;
* [[Cabal Common Library]] v1.2 or later (for random integer fuction)&lt;br /&gt;
* [[Anarchies OXP|Anarchies]], [[Commies]], [[Dictators OXP|Dictators]], [[Feudal States]], [[Galactic Navy OXP|Galactic Navy]], and your choice of either [[Behemoth]] or [[ADCK's Behemoths]]&lt;br /&gt;
&lt;br /&gt;
==Copyright &amp;amp; License==&lt;br /&gt;
Factions is © 2011, 2012 m4r35n357 (Ian Smith)&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Revision History==&lt;br /&gt;
Version 1.11 (05.04.2012): Mercenary immersion enhancement: the various participants might just recognize you in future battles if you annoy them enough. Reduced the default odds of a battle to 25%, tune to taste.&lt;br /&gt;
&lt;br /&gt;
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies &amp;amp; dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start &amp;amp; ambush everyone now&lt;br /&gt;
&lt;br /&gt;
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode&lt;br /&gt;
&lt;br /&gt;
Version 1.8 (04.07.2011): Fix obscure escort bug, remove automatic flee response, but let non-ecm ships still flee&lt;br /&gt;
&lt;br /&gt;
Version 1.7 (27.06.2011): Various AI tweaks, add a GalCop task force&lt;br /&gt;
&lt;br /&gt;
Version 1.6 (13.06.2011): Comms messages between faction members, plasma-equipped NPCs avoid friendly fire, number of factions dependent on tech level, others&lt;br /&gt;
&lt;br /&gt;
Version 1.5 (31.05.2011): Removed unused shipdata entries&lt;br /&gt;
&lt;br /&gt;
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate&lt;br /&gt;
&lt;br /&gt;
Version 1.3 (25.05.2011): Start factions further away from battle site to allow player more time to see the early stages&lt;br /&gt;
&lt;br /&gt;
Version 1.2 (24.05.2011): Add licence to README, add danger level to README&lt;br /&gt;
&lt;br /&gt;
Version 1.1 (24.05.2011): Raise faction membership to 16 (+ any escorts), make it more dangerous to kill a faction member&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (24.05.2011): Botched first release&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=9926 Factions OXP thread].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[http://www.box.com/s/5649f8449570ee392b3c Version 1.11] from box.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]{{system-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31732</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31732"/>
		<updated>2012-05-09T18:00:58Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Licensing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Versions 1.0 to 1.6] by m4r35n357&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Older version 1.0a1] by Caracal&lt;br /&gt;
&lt;br /&gt;
Version 1.6&lt;br /&gt;
- From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch&lt;br /&gt;
- Experimental OXPConfig support, YMMV ;)&lt;br /&gt;
&lt;br /&gt;
Version 1.5&lt;br /&gt;
- slighlty reduce frequency of ubers&lt;br /&gt;
- 50-50 chance of either cloaking device or military jammer for each uber&lt;br /&gt;
&lt;br /&gt;
Version 1.4&lt;br /&gt;
- tweak activation conditions&lt;br /&gt;
- slash bounties&lt;br /&gt;
&lt;br /&gt;
Version 1.3&lt;br /&gt;
- no user-visible changes, some higher-tech brawlers&lt;br /&gt;
&lt;br /&gt;
Version 1.2&lt;br /&gt;
- Switch off debug (oops!)&lt;br /&gt;
&lt;br /&gt;
Version 1.1&lt;br /&gt;
- use js filtered entities to select targets instead of storing an array&lt;br /&gt;
&lt;br /&gt;
Version 1.0&lt;br /&gt;
- modded world script&lt;br /&gt;
	Make appearance of brawl depend on system government&lt;br /&gt;
	(Disabled by default) brawls now possible at some other station types&lt;br /&gt;
- modded AI&lt;br /&gt;
	Don't involve the police directly, they already know what to do&lt;br /&gt;
	Tuned probability of attacking innocent bystanders&lt;br /&gt;
- added a ship script&lt;br /&gt;
	Bring any escorts in/out of intercept AI in line with mother ship&lt;br /&gt;
	Each ship keeps track of the other brawlers, no AI scanning&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by m4r35n357/Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31603</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31603"/>
		<updated>2012-04-29T12:37:07Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Version History &amp;amp; Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Versions 1.0 to 1.6] by m4r35n357&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Older version 1.0a1] by Caracal&lt;br /&gt;
&lt;br /&gt;
Version 1.6&lt;br /&gt;
- From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch&lt;br /&gt;
- Experimental OXPConfig support, YMMV ;)&lt;br /&gt;
&lt;br /&gt;
Version 1.5&lt;br /&gt;
- slighlty reduce frequency of ubers&lt;br /&gt;
- 50-50 chance of either cloaking device or military jammer for each uber&lt;br /&gt;
&lt;br /&gt;
Version 1.4&lt;br /&gt;
- tweak activation conditions&lt;br /&gt;
- slash bounties&lt;br /&gt;
&lt;br /&gt;
Version 1.3&lt;br /&gt;
- no user-visible changes, some higher-tech brawlers&lt;br /&gt;
&lt;br /&gt;
Version 1.2&lt;br /&gt;
- Switch off debug (oops!)&lt;br /&gt;
&lt;br /&gt;
Version 1.1&lt;br /&gt;
- use js filtered entities to select targets instead of storing an array&lt;br /&gt;
&lt;br /&gt;
Version 1.0&lt;br /&gt;
- modded world script&lt;br /&gt;
	Make appearance of brawl depend on system government&lt;br /&gt;
	(Disabled by default) brawls now possible at some other station types&lt;br /&gt;
- modded AI&lt;br /&gt;
	Don't involve the police directly, they already know what to do&lt;br /&gt;
	Tuned probability of attacking innocent bystanders&lt;br /&gt;
- added a ship script&lt;br /&gt;
	Bring any escorts in/out of intercept AI in line with mother ship&lt;br /&gt;
	Each ship keeps track of the other brawlers, no AI scanning&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31602</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31602"/>
		<updated>2012-04-29T12:32:21Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Version 1.6] by m4r35n357: From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch. Experimental OXPConfig support, YMMV&lt;br /&gt;
* [http://www.box.com/s/0e4t8l3e37hez5dhptnj Version 1.5] by m4r35n357 for Oolite 1.75+&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Old version] by Caracal&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31601</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31601"/>
		<updated>2012-04-29T12:28:16Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor and that is currently the recommended approach. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and manoeuvre carefully!&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Version 1.6] by m4r35n357: From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch. Experimental OXPConfig support, YMMV&lt;br /&gt;
* [http://www.box.com/s/0e4t8l3e37hez5dhptnj Version 1.5] by m4r35n357 for Oolite 1.75+&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Old version] by Caracal&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31600</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31600"/>
		<updated>2012-04-29T12:26:12Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
There is preliminary support for OXPConfig, but the main script is meant to be easy to alter using your favourite non-Notepad editor. &lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There will (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and maneuver carefully. Also, during testing I noticed that some of the cops will occasionally just suddenly turn on you and start firing. I didn't plan that, and as far as I know nothing in the OXP causes it to happen, but it does seem to fit in with the general chaos of the event.&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Version 1.6] by m4r35n357: From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch. Experimental OXPConfig support, YMMV&lt;br /&gt;
* [http://www.box.com/s/0e4t8l3e37hez5dhptnj Version 1.5] by m4r35n357 for Oolite 1.75+&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Old version] by Caracal&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31599</id>
		<title>Furball OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Furball_OXP&amp;diff=31599"/>
		<updated>2012-04-29T12:23:23Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know how it is ... you're sitting at the bar enjoying an icy cold lethal lager when the lobstoid next to you spills his mug of fuming nitric acid in your lap. You jump back, and knock over the blue frog who's been standing behind you chatting up a lady frog. Before you can sneeze, fist and paws and claws are flying, the brawl spills out into the docking bays, and people are threatening to launch and settle it with lasers. Then the cops show up and suddenly most of the merrymakers realize they should really be somewhere else, so the festivities move out the docking bay to the front of the station.&lt;br /&gt;
&lt;br /&gt;
That is the Furball OXP in a nutshell: A barroom brawl that's gotten out of hand. A batch of furious fugitives fleeing from a batch of pissed off police, all on the station's doorstep. You might be ignored, or you might get caught up in it, or you could put your knife between your teeth and dive right in.&lt;br /&gt;
&lt;br /&gt;
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP.  As the unelected &amp;quot;custodian&amp;quot; of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond recognition.&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
Furballs can happen any time you launch from a station, or any time you enter the main station's aegis. There are two things you can configure about the OXP, currently only by editing the script.js file in the OXP's Config directory. The configurable values are right near the top and are clearly marked. Once OXPConfig version 2 comes along and allows configuration of numbers, both values will be adjustable from within the game.&lt;br /&gt;
&lt;br /&gt;
# You can control how often a furball erupts by setting the furballProbability in the script. In the distributed OXP it comes set to 0.05, meaning 5%; you'll see a furball about once in every twenty launches or dockings. Setting it to zero turns off furballs entirely, and setting it to 1 means you get one every time you launch and every time you enter the aegis.&lt;br /&gt;
# You can set the number of ships by changing the furballSizeFactor: each increment of this doubles the number of ships, half of which are cops and the other half fugitives.  The OXP comes with the size factor set to 2, meaning 4 ships total: two fugitives and two cops. Be careful when setting this number; a 4 means you wind up with 16 ships out in front of the station, in addition to the ones that would normally be there. How high you set it should be governed by your combat ability and the computing power of your system.&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least Oolite 1.74. In fact, it was the new launchShip method that appeared in 1.74 that led me to write it in the first place. I wanted to see if a semi-interesting OXP could be created with only a single short script. I couldn't quite do it, since the standard pirate AI isn't really set up for this situation; had to write my own to get them to move after launching. It's still a pretty short script, though. Whether it's semi-interesting I'll leave for your judgment!&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|2}}&lt;br /&gt;
&lt;br /&gt;
Furball is not suited for ''total'' beginners, but it can  be a good way for new commanders to start getting live fire combat experience.  The bad guys in a furball will shoot at you, especially if you shoot at them, but&lt;br /&gt;
&lt;br /&gt;
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?&lt;br /&gt;
&lt;br /&gt;
* They don't show up all at once, but must launch one at a time from the station. This limits their ability to gang up on you.&lt;br /&gt;
&lt;br /&gt;
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.&lt;br /&gt;
&lt;br /&gt;
* There will (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers. &lt;br /&gt;
&lt;br /&gt;
The brawl has the added complication of occurring directly in front of whatever station you just launched from or approached, so you must aim and maneuver carefully. Also, during testing I noticed that some of the cops will occasionally just suddenly turn on you and start firing. I didn't plan that, and as far as I know nothing in the OXP causes it to happen, but it does seem to fit in with the general chaos of the event.&lt;br /&gt;
&lt;br /&gt;
==Version History &amp;amp; Download==&lt;br /&gt;
* [https://www.box.com/s/f6995bfd7781eb122b6e Version 1.6] by m4r35n357: From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch. Experimental OXPConfig support, YMMV&lt;br /&gt;
* [http://www.box.com/s/0e4t8l3e37hez5dhptnj Version 1.5] by m4r35n357 for Oolite 1.75+&lt;br /&gt;
* [http://www.niestu.com/oolite/Furball Old version] by Caracal&lt;br /&gt;
&lt;br /&gt;
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=10023 Furball thread].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Furball OXP by Caracal is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License]. &lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31598</id>
		<title>Factions OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31598"/>
		<updated>2012-04-29T12:15:48Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Copyright &amp;amp; License */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Factions adds a point of interest to multi-government systems:&lt;br /&gt;
&lt;br /&gt;
OK, what is this OXP?  Well, multigovernment systems exist in a dynamic ooniverse; things change, and the government type is merely a label, representing nothing more than a snapshot in time.  In practice some multigovernments might be relatively stable, others might be spiralling towards anarchy, and yet others are shortly about to attain the nirvana^H^H^H^H^H^H^Hrelative stability of outright communism, dictatorship or feudalism.  This OXP scenario is just one of many possible mechanisms of making that transition.&lt;br /&gt;
&lt;br /&gt;
Or . . .&lt;br /&gt;
&lt;br /&gt;
Do you harbour secret annihilation fantasies, or perhaps even fancy your chances as a mercenary?  Step up commander, 100CR bounty for each of these vermin, it will be well earned!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Warring Parties'''&lt;br /&gt;
&lt;br /&gt;
At higher techlevel systems, the only factions with the means &amp;amp; motivation to take on Galcop are the Communists &amp;amp; Dictatorships. At lower tech level systems the cost of entry (level of Galcop resistance) is lower, allowing Feudal &amp;amp; sometimes even local warlord militias to participate.  The warring parties have already infiltrated the system and are waiting somewhere near the space lanes for all their enemies to turn up.  Therefore they have more important things on their minds, and will all ignore you, unless you become an irritation or worse . . .   On the other hand, there is a reasonable bounty available, so if you have previously toyed with the idea of becoming a mercenary, here's your chance.  Be warned though, they are professionals and will robustly protect each other from ambitious part-timers . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Galactic Navy'''&lt;br /&gt;
&lt;br /&gt;
Obviously the Navy need to nip this kind of behaviour in the bud (they prefer these things to be done via the &amp;quot;official&amp;quot; channels), but will prioritize their efforts on defending high tech level systems so at the lower tech level systems their presence might be nominal at best.  The Navy contingent, on learning about the imminent unrest, will enter at the witchpoint and make their way towards the planet (frequently hindered by pirate activity).  Whether they make it in time and in sufficient numbers is down to chance (and you!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
&lt;br /&gt;
This is a multigovernment system, so don't think you can run &amp;amp; hide from pirates amongst the melee; they will still hunt you down like a dog.  There is an outside chance they will attack the warring parties, but don't rely on it.  They will also slow the progress of the GalCop task force, so your behaviour towards them can influence the result of the conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You'''&lt;br /&gt;
&lt;br /&gt;
Well, you can treat this as a tourist attraction or as assisted suicide, the choice is yours!  Make full use of the colour-coded scanner displays and the ident/targetting info and choose your response wisely.   How many factions do you want to tangle with?   A friendly suggestion: zero or one . . . ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What this OXP does, in English:&lt;br /&gt;
'''&lt;br /&gt;
The idea is to add a point of interest to Multigovernment systems, since they have been a bit neglected ;)  The whole shebang unfolds in real time, creating up to 30 mins of fighting time until the eventual confrontation with GalCop, if they get that far!  You have time to dip in, fly through, dock &amp;amp; return if you want to . . .&lt;br /&gt;
&lt;br /&gt;
1	Teams from each of: anarchy, feudal, dictatorship &amp;amp; communist systems approach the midpoint of the space lane and start fighting, They only fight with ships of opposing factions (!).&lt;br /&gt;
2	Each team member can call for assistance when its energy is low, this depends on how occupied the other team members are at the time.&lt;br /&gt;
3	The player being may opt to express its political views by attacking ships from one or more of the factions, they will remember this for the duration of the run only. Whether you pay the ultimate price depends again on how busy the particular faction member are.&lt;br /&gt;
4	If you kill one of them (or their father), prepare to die!&lt;br /&gt;
5	There are funky colour-coded scanner displays to help you sort out who is whom.&lt;br /&gt;
6	That's it, I think.&lt;br /&gt;
&lt;br /&gt;
==Danger Level==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
This OXP does not in itself add to the danger level, that is purely up to the player.  Of course, you will be in a multigovernment system so the danger level is already fairly high!&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
During play testing it also occurred to me that this code would be useful for ship combat/uberness testing too, eg. a team of stock NPC cobras vs your brand spanking new ship. There are lots of good stats available from the extensive debugging I've built in too. Anyway, here's the code, you need the systems dependencies (or you can edit shipdata.plist to taste) and CCL. I use colour coding for the scanner so I know what's going one, see script.js for colours. Logging is enabled, and script.js has some other config points to look at.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
* Oolite 1.75 or later&lt;br /&gt;
* [[Cabal Common Library]] v1.2 or later (for random integer fuction)&lt;br /&gt;
* [[Anarchies OXP|Anarchies]], [[Commies]], [[Dictators OXP|Dictators]], [[Feudal States]], [[Galactic Navy OXP|Galactic Navy]], and your choice of either [[Behemoth]] or [[ADCK's Behemoths]]&lt;br /&gt;
&lt;br /&gt;
==Copyright &amp;amp; License==&lt;br /&gt;
Factions is © 2011, 2012 m4r35n357 (Ian Smith)&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Revision History==&lt;br /&gt;
Version 1.11 (05.04.2012): Mercenary immersion enhancement: the various participants might just recognize you in future battles if you annoy them enough. Reduced the default odds of a battle to 25%, tune to taste.&lt;br /&gt;
&lt;br /&gt;
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies &amp;amp; dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start &amp;amp; ambush everyone now&lt;br /&gt;
&lt;br /&gt;
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode&lt;br /&gt;
&lt;br /&gt;
Version 1.8 (04.07.2011): Fix obscure escort bug, remove automatic flee response, but let non-ecm ships still flee&lt;br /&gt;
&lt;br /&gt;
Version 1.7 (27.06.2011): Various AI tweaks, add a GalCop task force&lt;br /&gt;
&lt;br /&gt;
Version 1.6 (13.06.2011): Comms messages between faction members, plasma-equipped NPCs avoid friendly fire, number of factions dependent on tech level, others&lt;br /&gt;
&lt;br /&gt;
Version 1.5 (31.05.2011): Removed unused shipdata entries&lt;br /&gt;
&lt;br /&gt;
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate&lt;br /&gt;
&lt;br /&gt;
Version 1.3 (25.05.2011): Start factions further away from battle site to allow player more time to see the early stages&lt;br /&gt;
&lt;br /&gt;
Version 1.2 (24.05.2011): Add licence to README, add danger level to README&lt;br /&gt;
&lt;br /&gt;
Version 1.1 (24.05.2011): Raise faction membership to 16 (+ any escorts), make it more dangerous to kill a faction member&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (24.05.2011): Botched first release&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[http://www.box.com/s/5649f8449570ee392b3c Version 1.11] from box.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]{{system-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31597</id>
		<title>Factions OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31597"/>
		<updated>2012-04-29T12:13:47Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Factions adds a point of interest to multi-government systems:&lt;br /&gt;
&lt;br /&gt;
OK, what is this OXP?  Well, multigovernment systems exist in a dynamic ooniverse; things change, and the government type is merely a label, representing nothing more than a snapshot in time.  In practice some multigovernments might be relatively stable, others might be spiralling towards anarchy, and yet others are shortly about to attain the nirvana^H^H^H^H^H^H^Hrelative stability of outright communism, dictatorship or feudalism.  This OXP scenario is just one of many possible mechanisms of making that transition.&lt;br /&gt;
&lt;br /&gt;
Or . . .&lt;br /&gt;
&lt;br /&gt;
Do you harbour secret annihilation fantasies, or perhaps even fancy your chances as a mercenary?  Step up commander, 100CR bounty for each of these vermin, it will be well earned!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Warring Parties'''&lt;br /&gt;
&lt;br /&gt;
At higher techlevel systems, the only factions with the means &amp;amp; motivation to take on Galcop are the Communists &amp;amp; Dictatorships. At lower tech level systems the cost of entry (level of Galcop resistance) is lower, allowing Feudal &amp;amp; sometimes even local warlord militias to participate.  The warring parties have already infiltrated the system and are waiting somewhere near the space lanes for all their enemies to turn up.  Therefore they have more important things on their minds, and will all ignore you, unless you become an irritation or worse . . .   On the other hand, there is a reasonable bounty available, so if you have previously toyed with the idea of becoming a mercenary, here's your chance.  Be warned though, they are professionals and will robustly protect each other from ambitious part-timers . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Galactic Navy'''&lt;br /&gt;
&lt;br /&gt;
Obviously the Navy need to nip this kind of behaviour in the bud (they prefer these things to be done via the &amp;quot;official&amp;quot; channels), but will prioritize their efforts on defending high tech level systems so at the lower tech level systems their presence might be nominal at best.  The Navy contingent, on learning about the imminent unrest, will enter at the witchpoint and make their way towards the planet (frequently hindered by pirate activity).  Whether they make it in time and in sufficient numbers is down to chance (and you!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
&lt;br /&gt;
This is a multigovernment system, so don't think you can run &amp;amp; hide from pirates amongst the melee; they will still hunt you down like a dog.  There is an outside chance they will attack the warring parties, but don't rely on it.  They will also slow the progress of the GalCop task force, so your behaviour towards them can influence the result of the conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You'''&lt;br /&gt;
&lt;br /&gt;
Well, you can treat this as a tourist attraction or as assisted suicide, the choice is yours!  Make full use of the colour-coded scanner displays and the ident/targetting info and choose your response wisely.   How many factions do you want to tangle with?   A friendly suggestion: zero or one . . . ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What this OXP does, in English:&lt;br /&gt;
'''&lt;br /&gt;
The idea is to add a point of interest to Multigovernment systems, since they have been a bit neglected ;)  The whole shebang unfolds in real time, creating up to 30 mins of fighting time until the eventual confrontation with GalCop, if they get that far!  You have time to dip in, fly through, dock &amp;amp; return if you want to . . .&lt;br /&gt;
&lt;br /&gt;
1	Teams from each of: anarchy, feudal, dictatorship &amp;amp; communist systems approach the midpoint of the space lane and start fighting, They only fight with ships of opposing factions (!).&lt;br /&gt;
2	Each team member can call for assistance when its energy is low, this depends on how occupied the other team members are at the time.&lt;br /&gt;
3	The player being may opt to express its political views by attacking ships from one or more of the factions, they will remember this for the duration of the run only. Whether you pay the ultimate price depends again on how busy the particular faction member are.&lt;br /&gt;
4	If you kill one of them (or their father), prepare to die!&lt;br /&gt;
5	There are funky colour-coded scanner displays to help you sort out who is whom.&lt;br /&gt;
6	That's it, I think.&lt;br /&gt;
&lt;br /&gt;
==Danger Level==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
This OXP does not in itself add to the danger level, that is purely up to the player.  Of course, you will be in a multigovernment system so the danger level is already fairly high!&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
During play testing it also occurred to me that this code would be useful for ship combat/uberness testing too, eg. a team of stock NPC cobras vs your brand spanking new ship. There are lots of good stats available from the extensive debugging I've built in too. Anyway, here's the code, you need the systems dependencies (or you can edit shipdata.plist to taste) and CCL. I use colour coding for the scanner so I know what's going one, see script.js for colours. Logging is enabled, and script.js has some other config points to look at.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
* Oolite 1.75 or later&lt;br /&gt;
* [[Cabal Common Library]] v1.2 or later (for random integer fuction)&lt;br /&gt;
* [[Anarchies OXP|Anarchies]], [[Commies]], [[Dictators OXP|Dictators]], [[Feudal States]], [[Galactic Navy OXP|Galactic Navy]], and your choice of either [[Behemoth]] or [[ADCK's Behemoths]]&lt;br /&gt;
&lt;br /&gt;
==Copyright &amp;amp; License==&lt;br /&gt;
Factions is © 2011 m4r35n357 (Ian Smith)&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Revision History==&lt;br /&gt;
Version 1.11 (05.04.2012): Mercenary immersion enhancement: the various participants might just recognize you in future battles if you annoy them enough. Reduced the default odds of a battle to 25%, tune to taste.&lt;br /&gt;
&lt;br /&gt;
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies &amp;amp; dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start &amp;amp; ambush everyone now&lt;br /&gt;
&lt;br /&gt;
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode&lt;br /&gt;
&lt;br /&gt;
Version 1.8 (04.07.2011): Fix obscure escort bug, remove automatic flee response, but let non-ecm ships still flee&lt;br /&gt;
&lt;br /&gt;
Version 1.7 (27.06.2011): Various AI tweaks, add a GalCop task force&lt;br /&gt;
&lt;br /&gt;
Version 1.6 (13.06.2011): Comms messages between faction members, plasma-equipped NPCs avoid friendly fire, number of factions dependent on tech level, others&lt;br /&gt;
&lt;br /&gt;
Version 1.5 (31.05.2011): Removed unused shipdata entries&lt;br /&gt;
&lt;br /&gt;
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate&lt;br /&gt;
&lt;br /&gt;
Version 1.3 (25.05.2011): Start factions further away from battle site to allow player more time to see the early stages&lt;br /&gt;
&lt;br /&gt;
Version 1.2 (24.05.2011): Add licence to README, add danger level to README&lt;br /&gt;
&lt;br /&gt;
Version 1.1 (24.05.2011): Raise faction membership to 16 (+ any escorts), make it more dangerous to kill a faction member&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (24.05.2011): Botched first release&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[http://www.box.com/s/5649f8449570ee392b3c Version 1.11] from box.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]{{system-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31596</id>
		<title>Factions OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31596"/>
		<updated>2012-04-29T12:12:30Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Factions adds a point of interest to multi-government systems:&lt;br /&gt;
&lt;br /&gt;
OK, what is this OXP?  Well, multigovernment systems exist in a dynamic ooniverse; things change, and the government type is merely a label, representing nothing more than a snapshot in time.  In practice some multigovernments might be relatively stable, others might be spiralling towards anarchy, and yet others are shortly about to attain the nirvana^H^H^H^H^H^H^Hrelative stability of outright communism, dictatorship or feudalism.  This OXP scenario is just one of many possible mechanisms of making that transition.&lt;br /&gt;
&lt;br /&gt;
Or . . .&lt;br /&gt;
&lt;br /&gt;
Do you harbour secret annihilation fantasies, or perhaps even fancy your chances as a mercenary?  Step up commander, 100CR bounty for each of these vermin, it will be well earned!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warring Parties&lt;br /&gt;
&lt;br /&gt;
At higher techlevel systems, the only factions with the means &amp;amp; motivation to take on Galcop are the Communists &amp;amp; Dictatorships. At lower tech level systems the cost of entry (level of Galcop resistance) is lower, allowing Feudal &amp;amp; sometimes even local warlord militias to participate.  The warring parties have already infiltrated the system and are waiting somewhere near the space lanes for all their enemies to turn up.  Therefore they have more important things on their minds, and will all ignore you, unless you become an irritation or worse . . .   On the other hand, there is a reasonable bounty available, so if you have previously toyed with the idea of becoming a mercenary, here's your chance.  Be warned though, they are professionals and will robustly protect each other from ambitious part-timers . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Galactic Navy&lt;br /&gt;
&lt;br /&gt;
Obviously the Navy need to nip this kind of behaviour in the bud (they prefer these things to be done via the &amp;quot;official&amp;quot; channels), but will prioritize their efforts on defending high tech level systems so at the lower tech level systems their presence might be nominal at best.  The Navy contingent, on learning about the imminent unrest, will enter at the witchpoint and make their way towards the planet (frequently hindered by pirate activity).  Whether they make it in time and in sufficient numbers is down to chance (and you!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pirates&lt;br /&gt;
&lt;br /&gt;
This is a multigovernment system, so don't think you can run &amp;amp; hide from pirates amongst the melee; they will still hunt you down like a dog.  There is an outside chance they will attack the warring parties, but don't rely on it.  They will also slow the progress of the GalCop task force, so your behaviour towards them can influence the result of the conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&lt;br /&gt;
&lt;br /&gt;
Well, you can treat this as a tourist attraction or as assisted suicide, the choice is yours!  Make full use of the colour-coded scanner displays and the ident/targetting info and choose your response wisely.   How many factions do you want to tangle with?   A friendly suggestion: zero or one . . . ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this OXP does, in English:&lt;br /&gt;
&lt;br /&gt;
The idea is to add a point of interest to Multigovernment systems, since they have been a bit neglected ;)  The whole shebang unfolds in real time, creating up to 30 mins of fighting time until the eventual confrontation with GalCop, if they get that far!  You have time to dip in, fly through, dock &amp;amp; return if you want to . . .&lt;br /&gt;
&lt;br /&gt;
1	Teams from each of: anarchy, feudal, dictatorship &amp;amp; communist systems approach the midpoint of the space lane and start fighting, They only fight with ships of opposing factions (!).&lt;br /&gt;
2	Each team member can call for assistance when its energy is low, this depends on how occupied the other team members are at the time.&lt;br /&gt;
3	The player being may opt to express its political views by attacking ships from one or more of the factions, they will remember this for the duration of the run only. Whether you pay the ultimate price depends again on how busy the particular faction member are.&lt;br /&gt;
4	If you kill one of them (or their father), prepare to die!&lt;br /&gt;
5	There are funky colour-coded scanner displays to help you sort out who is whom.&lt;br /&gt;
6	That's it, I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Danger Level==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
This OXP does not in itself add to the danger level, that is purely up to the player.  Of course, you will be in a multigovernment system so the danger level is already fairly high!&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
During play testing it also occurred to me that this code would be useful for ship combat/uberness testing too, eg. a team of stock NPC cobras vs your brand spanking new ship. There are lots of good stats available from the extensive debugging I've built in too. Anyway, here's the code, you need the systems dependencies (or you can edit shipdata.plist to taste) and CCL. I use colour coding for the scanner so I know what's going one, see script.js for colours. Logging is enabled, and script.js has some other config points to look at.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
* Oolite 1.75 or later&lt;br /&gt;
* [[Cabal Common Library]] v1.2 or later (for random integer fuction)&lt;br /&gt;
* [[Anarchies OXP|Anarchies]], [[Commies]], [[Dictators OXP|Dictators]], [[Feudal States]], [[Galactic Navy OXP|Galactic Navy]], and your choice of either [[Behemoth]] or [[ADCK's Behemoths]]&lt;br /&gt;
&lt;br /&gt;
==Copyright &amp;amp; License==&lt;br /&gt;
Factions is © 2011 m4r35n357 (Ian Smith)&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Revision History==&lt;br /&gt;
Version 1.11 (05.04.2012): Mercenary immersion enhancement: the various participants might just recognize you in future battles if you annoy them enough. Reduced the default odds of a battle to 25%, tune to taste.&lt;br /&gt;
&lt;br /&gt;
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies &amp;amp; dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start &amp;amp; ambush everyone now&lt;br /&gt;
&lt;br /&gt;
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode&lt;br /&gt;
&lt;br /&gt;
Version 1.8 (04.07.2011): Fix obscure escort bug, remove automatic flee response, but let non-ecm ships still flee&lt;br /&gt;
&lt;br /&gt;
Version 1.7 (27.06.2011): Various AI tweaks, add a GalCop task force&lt;br /&gt;
&lt;br /&gt;
Version 1.6 (13.06.2011): Comms messages between faction members, plasma-equipped NPCs avoid friendly fire, number of factions dependent on tech level, others&lt;br /&gt;
&lt;br /&gt;
Version 1.5 (31.05.2011): Removed unused shipdata entries&lt;br /&gt;
&lt;br /&gt;
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate&lt;br /&gt;
&lt;br /&gt;
Version 1.3 (25.05.2011): Start factions further away from battle site to allow player more time to see the early stages&lt;br /&gt;
&lt;br /&gt;
Version 1.2 (24.05.2011): Add licence to README, add danger level to README&lt;br /&gt;
&lt;br /&gt;
Version 1.1 (24.05.2011): Raise faction membership to 16 (+ any escorts), make it more dangerous to kill a faction member&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (24.05.2011): Botched first release&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[http://www.box.com/s/5649f8449570ee392b3c Version 1.11] from box.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]{{system-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31595</id>
		<title>Factions OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Factions_OXP&amp;diff=31595"/>
		<updated>2012-04-29T12:10:18Z</updated>

		<summary type="html">&lt;p&gt;M4r35n357: /* Danger Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Factions adds a point of interest to multi-government systems:&lt;br /&gt;
&lt;br /&gt;
* Teams from  anarchy, feudal, dictatorship, and communist systems approach the midpoint of the space lane and start fighting, They only fight with ships of opposing factions. Team members call for assistance when their energy is low. Whether they are being helped depends on how occupied the other team members are at the time.&lt;br /&gt;
* The player may opt to express his political views by attacking ships from one or more of the factions, they will remember this for the duration of the run only. Whether you pay the ultimate price depends again on how busy the particular faction member are. If you kill one of them, prepare to die!&lt;br /&gt;
* Your scanner differentiates between factions by color to help you sort out who is who.&lt;br /&gt;
&lt;br /&gt;
==Danger Level==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
This OXP does not in itself add to the danger level, that is purely up to the player.  Of course, you will be in a multigovernment system so the danger level is already fairly high!&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
During play testing it also occurred to me that this code would be useful for ship combat/uberness testing too, eg. a team of stock NPC cobras vs your brand spanking new ship. There are lots of good stats available from the extensive debugging I've built in too. Anyway, here's the code, you need the systems dependencies (or you can edit shipdata.plist to taste) and CCL. I use colour coding for the scanner so I know what's going one, see script.js for colours. Logging is enabled, and script.js has some other config points to look at.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
* Oolite 1.75 or later&lt;br /&gt;
* [[Cabal Common Library]] v1.2 or later (for random integer fuction)&lt;br /&gt;
* [[Anarchies OXP|Anarchies]], [[Commies]], [[Dictators OXP|Dictators]], [[Feudal States]], [[Galactic Navy OXP|Galactic Navy]], and your choice of either [[Behemoth]] or [[ADCK's Behemoths]]&lt;br /&gt;
&lt;br /&gt;
==Copyright &amp;amp; License==&lt;br /&gt;
Factions is © 2011 m4r35n357 (Ian Smith)&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Revision History==&lt;br /&gt;
Version 1.11 (05.04.2012): Mercenary immersion enhancement: the various participants might just recognize you in future battles if you annoy them enough. Reduced the default odds of a battle to 25%, tune to taste.&lt;br /&gt;
&lt;br /&gt;
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies &amp;amp; dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start &amp;amp; ambush everyone now&lt;br /&gt;
&lt;br /&gt;
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode&lt;br /&gt;
&lt;br /&gt;
Version 1.8 (04.07.2011): Fix obscure escort bug, remove automatic flee response, but let non-ecm ships still flee&lt;br /&gt;
&lt;br /&gt;
Version 1.7 (27.06.2011): Various AI tweaks, add a GalCop task force&lt;br /&gt;
&lt;br /&gt;
Version 1.6 (13.06.2011): Comms messages between faction members, plasma-equipped NPCs avoid friendly fire, number of factions dependent on tech level, others&lt;br /&gt;
&lt;br /&gt;
Version 1.5 (31.05.2011): Removed unused shipdata entries&lt;br /&gt;
&lt;br /&gt;
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate&lt;br /&gt;
&lt;br /&gt;
Version 1.3 (25.05.2011): Start factions further away from battle site to allow player more time to see the early stages&lt;br /&gt;
&lt;br /&gt;
Version 1.2 (24.05.2011): Add licence to README, add danger level to README&lt;br /&gt;
&lt;br /&gt;
Version 1.1 (24.05.2011): Raise faction membership to 16 (+ any escorts), make it more dangerous to kill a faction member&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (24.05.2011): Botched first release&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[http://www.box.com/s/5649f8449570ee392b3c Version 1.11] from box.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]{{system-OXP}}&lt;/div&gt;</summary>
		<author><name>M4r35n357</name></author>
		
	</entry>
</feed>