[AL PLUGIN] Pirate Guild v1.20 [28/09/2005]

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Serial Kicked
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[AL PLUGIN] Pirate Guild v1.20 [28/09/2005]

Post by Serial Kicked » Tue, 16. Aug 05, 23:04

:idea: X3 VERSION AVAILABLE HERE :idea:

Here's my first released plugin for X². It's mainly aimed at those who find the Pirates useless and/or boring. Pirates will fly with ships from other races, and they will be stronger and better organised.


[AL Plugin] Pirate Guild v1.20 - Intelligent Pirate Behaviours
This Plugin for X² give to the Pirates a kind of global A.I.

When the plugin starts, a fixed amount of money is given to the pirates, and a HQ is randomly chosen between the Pirate Bases. This HQ will choose to focuse the attacks on a specific race (the player IS a race) and it will give orders to the other pirates bases. These orders can be :

- Make money : If funds are low, it will give money to the Guild.
- Weaken Defenses : The pirate base will try to destroy the nearest M6 of the target race
- Pillage Sector : The pirate base will send a massive fleet to raid a sector
- Patrol : Some pirate ships will patrol to another pirate owned sector
- Reinforce : The pirate base will build some ships
- Send fleet to HQ : Some ships will be sent to the HQ.
- Attack TL / TS : Attacking transport ships

By the way, each pirate base will defend itself against offenders. They will also try to hack nearby enemy M3 ships in order to get control over them. They will also attack specific TS in order to make money. The pirate bases will also buy M3 ships from different races. When the funds are high enough the HQ can decide to buy a Teladi M6 Corvette to protect one of its sectors.

Finally, when the HQ reach a given amount of docked ships, it will decide to launch a massive attack fleet against a sector of the targeted race. After this assault, a new random HQ is set and a new target race will be selected.
:arrow: Changelog:

Code: Select all

Version 1.20
 (+) Pirates bases can buy LaserTowers (up to 4 by pirate base)
 (+) If Jumpfleet 1.6 or more is installed and factory respawn is activated, the Pirate Guild can attack stations
 (+) You are paid for killing Pirate M6 (50k)
 (+) You are paid for the destruction of Pirate Bases (100k)

Version 1.16
 (+) Small code improvements
 (*) Major CTD fixed (READ THE README.TXT)
 (*) AI always check if the Pirate base still exists before giving orders to it
 (*) Patrol Fix : Less ships used. 
 (*) Patrol Fix : If no pirate sector found in range, the patrol will be sent in a random sector
 (*) Invasion Fix : Using a timer to recall ships
 (*) Defense Fix : Base defense radius reduced from 100km to 30km
 (-) Pirates cannot buy LaserTowers anymore (will be fixed soon i hope)

Version 1.15
 (+) Pirates bases can buy LaserTowers
 (+) Fleets sent against a M6 or a TL has been reduced
 (+) Maximum amount of ships owned by a same Pirate Base has been reduced
 (*) Bugfix : Plugin is compatible with X² Firelance mod

Version 1.10 
 (+) Lot of scripts rewritten from scratch
 (+) Pirates can now target TL ships
 (+) Pirate Bases can attack from a greater distance
 (+) Rebalanced the size of some fleets
 (+) Better Weapons in pirate M3 and M6
 (*) BUGFIX : Pirates aren't able anymore to hack the playership

:arrow: Compatibility: The v1.4 of X² is required. This plugin can be used in any universe that have some pirate bases inside. This plugin can be activated or desactivated easily in the Artificial Life Menu located in the Option Panel ([Shift]+O). It should be compatible with all other mods and plugins and no restart is needed.


:arrow: Best Played with:
- Terradine Universe mod.
- XaiCorp Advanced Combat Project from Moggy2.
- Race Response Fleets plugin from LV.
- Pirate Base respawn set to ON :)


:arrow: Download Link: HERE
(Please read the Readme.txt for installation details)
If you are updating from a previous version, It's more secure to desactivate the plugin, wait about 20-30 game minutes, and save your game before overwritting the files.



Enjoy :)
Last edited by Serial Kicked on Sun, 27. Apr 14, 08:47, edited 24 times in total.
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Re: [AL PLUGIN] Pirate Guild - Intelligent Pirate Behaviours

Post by grumman » Wed, 17. Aug 05, 05:09

SerialKicked wrote:They will also try to hack nearby enemy M3 ships in order to get control over them.
I dislike the sound of this bit, although I haven't tested the script yet.

If the pirates are as dangerous as the readme suggests (killing many M6s, TSs and some station), could you make a "light" version, that uses smaller fleets and doesn't hack M3s?
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Post by Serial Kicked » Wed, 17. Aug 05, 05:31

Hi,

The "hacking" is a very rare event in fact, with low probability of success. Don't expect to loose any of your M3 when attacking a pirate base. :)

About station destroying, i've a little thing to correct. The pirate ships never directly target stations. But it still can happen when they can't find anything else to attack in a given sector. So it's also a very rare event.

I've no plan to release a light version at this time, maybe later if many people think this plugin is too hard.
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Post by AdmiralTigerclaw » Wed, 17. Aug 05, 06:18

:o


"Gzzpppwahahaahhahahaahaaa!!!!!"


Are you trying to tell me that you've been watching the continuing work on the Terradine universe for the last five months without a single post?!

Freakin' 'ell!

Now... here's a question.

Where's the Galaxy Police forces running off Argon Stations???

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Post by Serial Kicked » Wed, 17. Aug 05, 07:36

@ATC

Maybe not 5 months, but since v1.4 of terradine i think. Really nice map. The argon economy is a bit underdevelopped and i had to build many SPP in order to make it running correctly (huge profits :)).

You should try my plugin with "pirate.verbose" set to true to see how it works in your map. (as i said before it also works in any other map, custom or not)

About the GP Forces, i've no time atm to script them. All i can say is, they will be annihilated by the Pirate Guild if someone dare to script them :D
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Post by AdmiralTigerclaw » Wed, 17. Aug 05, 08:16

Well, I'm sure you've read the overall goal for the pirate VS gp thing around here somewhere.

I've wanted to bring the galaxy to life with the CRIME WARS setup... Milling was going to work on that, but it seems he's off in a Morrowind world at the moment... and inaccessable.

Bleh.

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Post by Serial Kicked » Wed, 17. Aug 05, 08:41

Yes, i've read about it.

I like this idea, but it's too much scripting for me alone. This script editor is so damn slow and badly designed... that I've no/little motivation in rewritting my script more or less from scratch for the GP Forces. (and i forgot to say, i'm wasting all my free time on battlefield2 :D)

But i'm pretty sure you can use large parts of my script in order to write the GP forces. And i give you the permission to do it if needed :).
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Post by AdmiralTigerclaw » Wed, 17. Aug 05, 09:24

Well, if I could get milling's attention again... I could get him to contact you. I'm sure that since you seemed to have worked out the inital chunks of your script enough to make a release, he'd love to see it.

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Post by DrunkenPirate » Thu, 18. Aug 05, 03:29

Sounds great, going to try it in my Terradine universe too.
Don't need to restart do I?

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Post by Serial Kicked » Thu, 18. Aug 05, 03:33

No restart needed :)

It's an AL Plugin so you can activate/desactivate it at will.
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Post by neilparker68 » Thu, 18. Aug 05, 03:56

Ok what is it with u guys and unzipping I can unzip the things in the script folder I can only exstrack and even then am not sure where to exstrack them to Any help would be Loved

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Post by Serial Kicked » Thu, 18. Aug 05, 18:29

(omg)

To extract this archive you will need a program like WinRAR or PowerArchiver. Once installed use this program to extract the files in your main X² folder.

Finally, run X², load your game, go the the Artificial Life panel and set Pirate Guild to True.
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Post by neilparker68 » Thu, 18. Aug 05, 23:51

Hey x2 main folder is that the one where all the save files and all are? sorry m8 but am thick as hell with pc stuff lol ty

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Post by Serial Kicked » Fri, 19. Aug 05, 00:00

Usually it's located here :
"C:\Program Files\Enlight\X2 - The Threat"

Except if you installed it in a different location.
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Post by neilparker68 » Fri, 19. Aug 05, 00:43

Oooo so u just exstarct all them scritps to that then i c ty

I have no option in my al menu did u forgot to include a file in the .rar archive I got the scirtp thing shorted out
Last edited by neilparker68 on Fri, 19. Aug 05, 01:25, edited 1 time in total.

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Post by LV » Fri, 19. Aug 05, 01:23

No t file in the rar is the AL plugin coded in the script?
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Post by Burianek » Fri, 19. Aug 05, 01:35

I have tried to help neil, and originally I guessed that perhaps a languagefile was missing that needed to be placed in the /t directory, but I've since noticed that you're setting the text inside the script itself:

Code: Select all

039    al engine: set plugin $al.PluginID description to 'Pirate Guild - Intelligent pirate behaviours'
so this appears to be a non issue.
Script looks ok to me.
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Post by Carl Sumner » Fri, 19. Aug 05, 02:32

I wonder what would happen if this script were installed with the "Race Response" (jumpfleets) script. It might get "interesting"? :twisted:
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Post by neilparker68 » Fri, 19. Aug 05, 02:39

Call scitp maker. Ok heres what ive been doing Ive exstarcted all the files to my x2 main folder but Nothing shows up in the AL menu thing What am i doing worng?

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Post by AdmiralTigerclaw » Fri, 19. Aug 05, 02:58

Let's break this down:

In your X2 directory, there are two important folders for scripts.

One is called... Scripts.
The other is simply 't'

When you fully extract something, such as a rar package, as a whole, directly into your X2 directory, it automatically puts them in the correct folders.

However, if you install them manually, like you appear to have done... you must place them in the correct locations.

In the case of this AL script...

You must put all of these scripts directly into the Scripts folder.

All the files that begin with AAA.

Extracting to the X2 directory means that the package is set up to automatically place things where they should go.

Again, in this case... the file is a compressed rar, with a readme, and a folder marked scripts. If this rar was extracted to the X2 directory.... the Readme would be placed in the directory, and the contents of the folder scripts would go into your X2 scripts folder. Are we clear on this?

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