[AL PLUGIN] The Marauder Shipyard - v0.5 - updated: 23.01.2009
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What I do is leave a ship at the marauder shipyard with spaceweed, jump out of the system, jump back in, dock with the marauder, transfer the 25 space weed to my ship, and I get a message.xiriod wrote:Haha! The tuning sequence is so funny! I just tuned my Q to 162.5 m/s which is nice, and cost me short of 6 mill. Nice one.
I just wonder, is the tuning a one-time-shot thing? Or can I tune other ships this way as well? Maybe the mechanic will wake up every time I bring a new ship?
So far I have done it 8 times, and boosted my raptor to 286 m/s or so and the springblossom to over 400 m/s(M1's and M2's do not perform very well at these speeds let me tell you).
The PBC is a cool weapon, not unbalanced considering the cost and time invested to make, they go for just under $1 million a piece, 5hours game time to make. I think this is close to a PPC, which is much more powerful.
Flaks are better close range, but the PBC has almost 6km range so thats it's specialty.
Flaks are better close range, but the PBC has almost 6km range so thats it's specialty.
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HI all, in X3 reunion marrani went legit, is he back to being a pirate cause i just pissed of all the pirates by taking over 4 of there systems and marani's shipyard wont give me the time of day (bloody shipwrights cant trust them further than the closest pub )
Pull the grenade throw the pin .... OH BUGGER this is gonna hurt.
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Raven52 wrote:HI all, in X3 reunion marrani went legit, is he back to being a pirate cause i just pissed of all the pirates by taking over 4 of there systems and marani's shipyard wont give me the time of day (bloody shipwrights cant trust them further than the closest pub )
You mean take over with a system takeover script, or just eradicate? I though Marani was an outsider really. I've blasted a lot of pirates, but always been allowed to dock at the Marauder so far.
Starting a new game, I finally found some Boarding Pods. They "disappear" from the Pirate Stations soon thereafter almost never to be seen again. So I wondered, wouldn't it be "normal" if Marani's Marauder also sold these? At 20% more or so, max 2 stored with 12 hour replenish rate or something like that? Just an idea
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There would be a slight problem with that.
If I simply add the boarding pod to the shipyard it would treat it like a station (i.e. unlimited stock, "load into" buy interface if you want to purchase one - know what I mean? There's no trading station/EQ buying interface available)
It would work however it would not be pretty. And I only do pretty stuff.
There will be a shady equipment dealer setting up shop at the shipyard at some later point; he may very well sell some boarding pods, too.
But the MD script to add this guy has not even entered planning phase... I am pretty busy with the upcoming holidays here atm.
Still, if you have enough cash for a vessel that can use boarding pods, you could as well buy the boarding pod factory and produce your pods in any quantity you need
If I simply add the boarding pod to the shipyard it would treat it like a station (i.e. unlimited stock, "load into" buy interface if you want to purchase one - know what I mean? There's no trading station/EQ buying interface available)
It would work however it would not be pretty. And I only do pretty stuff.
There will be a shady equipment dealer setting up shop at the shipyard at some later point; he may very well sell some boarding pods, too.
But the MD script to add this guy has not even entered planning phase... I am pretty busy with the upcoming holidays here atm.
Still, if you have enough cash for a vessel that can use boarding pods, you could as well buy the boarding pod factory and produce your pods in any quantity you need
I am at a new game now, as I said, so I haven't found the Marauder this time but did it sell the Boarding Pod factory? I can't remember if it did. But if that is the case, then I'll save up to buy one some day for sure
I've never used BPs though, so I do not know if they really make that much of a difference in battle.
EDIT: I just captured one of those freighters called Pirate Ship. I sent it to a shipyard but there is no price of it alas it can not be sold. Maybe they were never meant to be captured?
I've never used BPs though, so I do not know if they really make that much of a difference in battle.
EDIT: I just captured one of those freighters called Pirate Ship. I sent it to a shipyard but there is no price of it alas it can not be sold. Maybe they were never meant to be captured?
TeladidroneTeladidrone wrote:Ah, come one, The Don never went legit!
He was just playing both sides... and maybe took it a little over the edge, that's why the Paranid hate him so much now.
Raven52:
The Marauder is owned by the Pirate race... does it deny you docking rights?
Yeah no docking i just sit outside the dock throwing insults,... and the occasional beer bottle at them can change with cheat change relation object or something, forgot name but while you can dock with cheat(and buy stations) no more missions cause it seems to be compleatly pirate not (friendly race). go suck on space fuel is the usual reply
Xirod
Yeah takeover script 1.2 i think it was, through plugin mananger seems to have no affect if your just blasting scum but take over a pirate sector and the Don will give you the one finger salute
Pull the grenade throw the pin .... OH BUGGER this is gonna hurt.
Raven52 wrote: Xirod
Yeah takeover script 1.2 i think it was, through plugin mananger seems to have no affect if your just blasting scum but take over a pirate sector and the Don will give you the one finger salute
Ahh, shite. I was just about to install that one to take over some sectors. I guess I better take some unknowns then while I wait to see what happens here. It would be nice if Don was kind of a pirate outcast. hehe
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When The Marauder is spawned, I do set the shipyard's relation with the player to neutral to ensure docking rights.
And there are no checks if the player is friendly/hostile/whatever to the Pirates in any of my scripts.
You could try and reset my plugin (turn it off and then on again after a minute or so) and the shipyard should respawn in some random Pirate sector with neutral relation towards you.
However, I dunno this sector takeover thingy and what it may or may not do behind my back...
And there are no checks if the player is friendly/hostile/whatever to the Pirates in any of my scripts.
You could try and reset my plugin (turn it off and then on again after a minute or so) and the shipyard should respawn in some random Pirate sector with neutral relation towards you.
However, I dunno this sector takeover thingy and what it may or may not do behind my back...
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Looks like those missiles are indeed only prototypes because no factory model - not even a broken one - for them exists in Tfactories.
Building a Wildfire factory would require either stealing and reusing some already existing factory model that the player can not obtain through normal game play (e.g. the Seeker Missile Production Complex) or modding Tfactories; and modding Tfactories is a path I really, really do not want to go because this would force me to update the mod for every Ego patch. And on top of that would make The Marauder Shipyard incompatible to any other script/mod that may modify Tfactories...
Still, I just got me a Nova loaded with these babies for testing and they deliver a good punch indeed - but I would rather add them for sale at my planned shady equipment dealer at some later point than building a dedicated factory just for them.
Building a Wildfire factory would require either stealing and reusing some already existing factory model that the player can not obtain through normal game play (e.g. the Seeker Missile Production Complex) or modding Tfactories; and modding Tfactories is a path I really, really do not want to go because this would force me to update the mod for every Ego patch. And on top of that would make The Marauder Shipyard incompatible to any other script/mod that may modify Tfactories...
Still, I just got me a Nova loaded with these babies for testing and they deliver a good punch indeed - but I would rather add them for sale at my planned shady equipment dealer at some later point than building a dedicated factory just for them.
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You're right..a Wildfire Missle Fab was probably never in the Dev's mind in the first place. Like the Beluga and Hammerhead, they were designed only to be battlefield spoils. Period.
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In keeping with the Marauder's piratical origins, what about adding fabs that produce their weapons, like the PBG, or even the IBL?
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In keeping with the Marauder's piratical origins, what about adding fabs that produce their weapons, like the PBG, or even the IBL?
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