[AL PLUGIN] Pirate Guild: Intelligent Pirate Behaviours | v0.96 (final update)
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This script is very fun works good with your yaki script too. I was capping ships left and right , and when I get out to claim them out of know where a pirate falcon with high speed swoops in blows the ship up im trying to caim,and my ship and then flys right into me little sapce suite it was very funny.
Pirates Guild
I'm install this script. Assign hot key. Ask pir.ship for the location of the nearest pirate base. All ok.
But...
when i fly through gate in sector whith pirate base - the game has stoped and abort...
But...
when i fly through gate in sector whith pirate base - the game has stoped and abort...
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
Damn, same Lasertower bug as in X2, i'm getting tired of the stupid egosoft bugs. I'll correct that in a few minutes. Sorry for this issue.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
v0.41 is out.
It corrects the "crash" caused by my upgraded lasertowers. Yet another stupid Egosoft bug : If you create a lasertowers with rudder optimisations when you are in the same sector as the new lasertower, everything will be fine. If you create the same lasertower OOS, the game will crash. impressive
Anyway it's fixed.
For those who have the plugin running. Do the following exactly:
1/ Upgrade/Install Pirate Guild
2/ Load your savegame
3/
- If the plugin is still running disable it in the AL setting.
- If the plugin isn't running, enable it, wait 2-3 min., disable it
4/ Save your game
5/ Now you can enable it again and play, everything should be OK
Sorry for the issue.
It corrects the "crash" caused by my upgraded lasertowers. Yet another stupid Egosoft bug : If you create a lasertowers with rudder optimisations when you are in the same sector as the new lasertower, everything will be fine. If you create the same lasertower OOS, the game will crash. impressive
Anyway it's fixed.
For those who have the plugin running. Do the following exactly:
1/ Upgrade/Install Pirate Guild
2/ Load your savegame
3/
- If the plugin is still running disable it in the AL setting.
- If the plugin isn't running, enable it, wait 2-3 min., disable it
4/ Save your game
5/ Now you can enable it again and play, everything should be OK
Sorry for the issue.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Posts: 71
- Joined: Fri, 19. Nov 04, 08:47
Crash Bug Found
I've been crashing while attempting to enter the system "Nathan's Voyage" and have narrowed it down to the Pirate Guilds script. Just thought I'd let you know. There is a Pirate base there with laser towers.. However both the base and laser towers were there pre-script as well.
ok I have a question, I downloaded this and the pirates are single handedly mauling my whole trade empire, is this because one station of there's is hostile to me? i am curious as some of the pirates are blue to me and ignore me but a large number make it their goal to totally attack all my assests...thanks in advance..
Just as an FYI, I had the CTD upon jumping bug. I tried the update, but it still happened, even with the plugin disabled. Sending in my ship remotely, I noticed that the base itself was still there - so I added a line to killbase that actually killed the base itself, then everything was ok again.
This suggests to me that it is NOT a lasertower specific crash.
This suggests to me that it is NOT a lasertower specific crash.
--
Look, no SIG!
Look, no SIG!
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- Posts: 71
- Joined: Fri, 19. Nov 04, 08:47
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Yeah, it appears that once the script alters the pirate base (or whatever) the bug stays there, even if you turn the script off.... So you either have to load an earlier save, or do what you did IE remove the pirate base.
How Do you Remove the pirate bases? Or even better how do you stop this from happening? I have two sectors that are already crashing on me and it is because of this script.. While it is the best challenge I've had so far It can be anoying Is there a fix? New Income and Brennan's Triumph are the two that are crashing in my game. Reguardless if the script is on or off now. They both also have pirate bases. I also did a test to see if i started a new game and flew to these sectors, if it would crash. It did not so It is definatly the new pirate bases in my game. Also If this script updates will it say it in game? The message i get still says its version .40.
Heh, I hadn't realized that this mod used *EXISTING* pirate bases - so when I killed them, no more pirates!
So I went back and did it the long way - I regenerated all of them. Copied their wares, gave them new ships and added random lasertowers. I guess I could have copied them too, but I couldn't be arsed. Don't have the time for extensively scripting a one-shot fix.
Just had to do another one too - xenon invasion + race invasions == dead universe. Did another script to erase all enemy M1 and M2 warships that were not in their home sectors, lol.
So I went back and did it the long way - I regenerated all of them. Copied their wares, gave them new ships and added random lasertowers. I guess I could have copied them too, but I couldn't be arsed. Don't have the time for extensively scripting a one-shot fix.
Just had to do another one too - xenon invasion + race invasions == dead universe. Did another script to erase all enemy M1 and M2 warships that were not in their home sectors, lol.
--
Look, no SIG!
Look, no SIG!
- Dark_Knight
- Posts: 196
- Joined: Sat, 27. Sep 03, 00:20
I'm having the same problem.
I can't enter any sector with a pirate base.
I'm using .41
Any ideas?
I can't enter any sector with a pirate base.
I'm using .41
Any ideas?
[ external image ]Lets agree to disagree!
- Dark_Knight
- Posts: 196
- Joined: Sat, 27. Sep 03, 00:20
- jackleonfraust
- Posts: 1172
- Joined: Tue, 27. Dec 05, 00:42
- jackleonfraust
- Posts: 1172
- Joined: Tue, 27. Dec 05, 00:42