Difference between revisions of "Factions OXP"
m (→Revision History: added version 1.6) |
(→Revision History: added versions 1.7 through 1.10) |
||
Line 24: | Line 24: | ||
==Revision History== |
==Revision History== |
||
+ | Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies & dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start & ambush everyone now |
||
+ | |||
+ | Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode |
||
+ | |||
+ | Version 1.8 (04.07.2011): Fix obscure escort bug, remove automatic flee response, but let non-ecm ships still flee |
||
+ | |||
+ | Version 1.7 (27.06.2011): Various AI tweaks, add a GalCop task force |
||
+ | |||
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 |
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 |
||
Revision as of 17:16, 6 September 2011
Factions adds a point of interest to multi-government systems:
- 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.
- 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!
- Your scanner differentiates between factions by color to help you sort out who is who.
Danger Level
This OXP does not in itself add to the danger level, that is purely up to the player.
Other Uses
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.
Dependencies
- Oolite 1.75 or later
- Cabal Common Library v1.2 or later (for random integer fuction)
- Anarchies, Commies, Dictators, Feudal States, Galactic Navy, and your choice of either Behemoth or ADCK's Behemoths
Copyright & License
Factions is © 2011 m4r35n357 (Ian Smith)
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.
Revision History
Version 1.10 (29.07.2011): Even better confinement of combatants, more ship types for commies & dictators, fixed bug where player enemy status was remembered until game exit, fairer starting conditions, dictators can't race to start & ambush everyone now
Version 1.9 (22.07.2011): Better confinement of combatants, easier to use uber mode
Version 1.8 (04.07.2011): Fix obscure escort bug, remove automatic flee response, but let non-ecm ships still flee
Version 1.7 (27.06.2011): Various AI tweaks, add a GalCop task force
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
Version 1.5 (31.05.2011): Removed unused shipdata entries
Version 1.4 (30.05.2011): Commies now have Giant Rays available, GalCop can now have a Transport or Behemoth instead of the Frigate
Version 1.3 (25.05.2011): Start factions further away from battle site to allow player more time to see the early stages
Version 1.2 (24.05.2011): Add licence to README, add danger level to README
Version 1.1 (24.05.2011): Raise faction membership to 16 (+ any escorts), make it more dangerous to kill a faction member
Version 1.0 (24.05.2011): Botched first release
Download
Version 1.6 from box.net