Difference between revisions of "Furball OXP"

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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.
 
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.
   
  +
[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP. As the unelected "custodian" of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.
 
==Configuration==
 
==Configuration==
   
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.
 
  +
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.
 
# 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.
 
# 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.
 
 
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!
 
 
 
{{OXPLevel|2}}
 
{{OXPLevel|2}}
   
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* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?
 
* They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?
 
 
* 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.
 
* 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.
 
 
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.
 
* They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.
  +
* There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers.
   
* There will (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers.
 
  +
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!
   
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.
 
  +
==Version History & Download==
  +
* [Versions 1.0 onwards] by m4r35n357
  +
* [https://app.box.com/s/56qtknyy6kjm9i0lnqmo Version 1.8]
  +
* [https://app.box.com/s/b451a7eb5351074f4ccb Version 1.7]
  +
* [https://app.box.com/s/f6995bfd7781eb122b6e Version 1.6]
  +
* [http://www.niestu.com/oolite/Furball Older version 1.0a1] by Caracal
   
==Download Link==
 
  +
Version 1.8
  +
- Changed activation conditions, should be much rarer at higher TL systems
  +
- Brawlers now have escape pods, and will bail out if they can ;)
  +
- Accuracy set to 5, not yet sure how much effect this has on the way I use the AI
   
The OXP can be downloaded via Caracal's website [http://www.niestu.com/oolite/Furball/ here]. I have tested it with 1.74.1 on Linux. Please report any bugs or issues to Caracal on [http://aegidian.org/bb/viewtopic.php?t=8285 the Oolite Forums]!
 
  +
Version 1.7
  +
- Supporting version 1.6+ of Cabal_Common_Library, no other changes
   
A rewritten version for Oolite 1.75+ courtesy of m4r35n357 is available [http://www.box.net/shared/h8vr29z5iv here] (version 1.2). It needs the [[Cabal Common Library]] to run.
 
  +
Version 1.6
  +
- From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch
  +
- Experimental OXPConfig support, YMMV ;)
  +
  +
Version 1.5
  +
- slighlty reduce frequency of ubers
  +
- 50-50 chance of either cloaking device or military jammer for each uber
  +
  +
Version 1.4
  +
- tweak activation conditions
  +
- slash bounties
  +
  +
Version 1.3
  +
- no user-visible changes, some higher-tech brawlers
  +
  +
Version 1.2
  +
- Switch off debug (oops!)
  +
  +
Version 1.1
  +
- use js filtered entities to select targets instead of storing an array
  +
  +
Version 1.0
  +
- modded world script
  +
Make appearance of brawl depend on system government
  +
(Disabled by default) brawls now possible at some other station types
  +
- modded AI
  +
Don't involve the police directly, they already know what to do
  +
Tuned probability of attacking innocent bystanders
  +
- added a ship script
  +
Bring any escorts in/out of intercept AI in line with mother ship
  +
Each ship keeps track of the other brawlers, no AI scanning
  +
  +
Discuss this OXP and report bugs on the BB in the [http://aegidian.org/bb/viewtopic.php?f=4&t=10023 Furball thread].
   
 
==Licensing==
 
==Licensing==
   
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].
+
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].
  +
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{{Mechanics-OXP}}
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{{Required OXP|Cabal Common Library}}
   
{{mechanics-OXP}}
 
  +
[[Category:OXPConfig-compatible OXPs]]

Latest revision as of 03:36, 24 November 2021

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.

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.

[ASIDE] Well, that is the original synopsis by Caracal, who is no longer maintaining this OXP. As the unelected "custodian" of its proud legacy I hope that I am sticking to the original brief despite the implementation changing beyond all recognition.

Configuration

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.

Levelindicator2.png
2-{{{2}}}

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

  • They also shoot at each other, and the cops, and any other nearby ships. It's a brawl, remember?
  • 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.
  • They're not a coherent group, just some random angry ships, so if you attack one, the rest won't instantly turn on you.
  • There might (eventually) be an equal number of cops joining the fray, which helps distract some of the brawlers.

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!

Version History & Download

Version 1.8 - Changed activation conditions, should be much rarer at higher TL systems - Brawlers now have escape pods, and will bail out if they can ;) - Accuracy set to 5, not yet sure how much effect this has on the way I use the AI

Version 1.7 - Supporting version 1.6+ of Cabal_Common_Library, no other changes

Version 1.6 - From latest trunk onwards (v1.77), will replace large ships (eg. Rogue Frigate) that fail to launch - Experimental OXPConfig support, YMMV ;)

Version 1.5 - slighlty reduce frequency of ubers - 50-50 chance of either cloaking device or military jammer for each uber

Version 1.4 - tweak activation conditions - slash bounties

Version 1.3 - no user-visible changes, some higher-tech brawlers

Version 1.2 - Switch off debug (oops!)

Version 1.1 - use js filtered entities to select targets instead of storing an array

Version 1.0 - modded world script Make appearance of brawl depend on system government (Disabled by default) brawls now possible at some other station types - modded AI Don't involve the police directly, they already know what to do Tuned probability of attacking innocent bystanders - added a ship script Bring any escorts in/out of intercept AI in line with mother ship Each ship keeps track of the other brawlers, no AI scanning

Discuss this OXP and report bugs on the BB in the Furball thread.

Licensing

Furball OXP by m4r35n357/Caracal is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.