[AL PLUGIN] The Marauder Shipyard - v0.5 - updated: 23.01.2009
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The Marauder plugin works fine if you install other Shipyard extensions, but Ganja expects to live in "a" pirate shipyard... he doesn't know there are more than one. So, if you install this plugin and additional shipyard, you may be on a merry chase to find Ganja. In my case it turns out he is in the Yaki Shipyard in Weaver's tempest... where I can't dock since the Yaki hate my guts.
Everything else about the marauder works though - just if you wanted Ganja Tuning you're going to have to hunt the little bugger down and force-feed him your weed.
I guess I will have to smoke my own weed now... good thing I'm dutch.
Everything else about the marauder works though - just if you wanted Ganja Tuning you're going to have to hunt the little bugger down and force-feed him your weed.
I guess I will have to smoke my own weed now... good thing I'm dutch.
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
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Yeah, great idea!Hieronymos wrote:Why not destroy the Yaki SY--with Ganja in it?
Then turn off plugin..wait a bit..turn it back on, and voila! You should have a new Don's SY with Ganja aboard.
But..
a) There's a truckload of peeved off Yaki in Weaver's Tempest... and the sector before it.
b) I have a grand total of one Frigates, 0 corvettes, end three wings of M3s with which to combat the Yaki fleet.
c) When I take out the shipyard and survive the encounter by fleeing in the wreckage of my last remaining craft, a Pirate Kestrel (one I captured, and didn't even buy from the Marauder yard, it must be said) I am not sure Ganja will respawn - does the script know he died? Cause the Marauder didn't... I think TeladidronePMed me about that I could go back and check, but...
d) Ganja would spawn in one of the other Pirate Shipyards that litter my game - I've got one Xenotec shipyard I suspect is Pirate, I have a Yaki shipyard that respawns, and I have the Marauder.
Ganja's gonna just pick any one of them and knowing my luck, the stoned bugger's gonna pick the wrong one.
e) Anyway I already smoked the dope

We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
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- Joined: Tue, 24. Aug 04, 11:41
The script will detect if Ganja dies (or to be more exact, if his selected home station dies) and will start the search for a new place again.
Actually the Ganja part and the Marauder part are completely separate scripts.
Ganja is MD stuff, the Marauder (maintenance, stock, respawn, etc) is script editor stuff.
In the script editor I always do have a reference to "my" Marauder - but unfortunately the script editor cant talk to the Ganja MD script and vice versa to synchronize this information... therefore it's always back to a random search for Ganja's home: Marauder type station, owned by Pirate race.
And if more than one station fits into this pattern (which should not be a problem in vanilla since there is NO Marauder anywhere) Ganja may move in the wrong station.
There are some quirky ways to work around the multiple Marauder problem I can think about but that would require a lot changes in the whole package... not very likely that I'm going to do that any time soon - if ever.
Actually the Ganja part and the Marauder part are completely separate scripts.
Ganja is MD stuff, the Marauder (maintenance, stock, respawn, etc) is script editor stuff.
In the script editor I always do have a reference to "my" Marauder - but unfortunately the script editor cant talk to the Ganja MD script and vice versa to synchronize this information... therefore it's always back to a random search for Ganja's home: Marauder type station, owned by Pirate race.
And if more than one station fits into this pattern (which should not be a problem in vanilla since there is NO Marauder anywhere) Ganja may move in the wrong station.
There are some quirky ways to work around the multiple Marauder problem I can think about but that would require a lot changes in the whole package... not very likely that I'm going to do that any time soon - if ever.
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Teladidrone,
you could always create another mechanic using the Ganja MD script, but call him "Boozer" or something, and have him request xxx cases of Spacefuel as his opener instead of 'weed.
With two quirky mechanics instead of one, you double your odds that at least one will always show up at the Don's SY when multiple pirate-owned, Yaki, etc. SY's are present in a game.
you could always create another mechanic using the Ganja MD script, but call him "Boozer" or something, and have him request xxx cases of Spacefuel as his opener instead of 'weed.
With two quirky mechanics instead of one, you double your odds that at least one will always show up at the Don's SY when multiple pirate-owned, Yaki, etc. SY's are present in a game.
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hi, is this compatible with X3 Reunion(i am not playing the storyline anymore), if not is there anywhere a X3 Reunion Version of it ?
Is there a way to locate the marouder in the nearest pirate sector to the players starting position?
And
will you continue/add the not finished Pirate Guild as it kind of falls into your sector ^^
http://forum.egosoft.com/viewtopic.php?t=144557
Is there a way to locate the marouder in the nearest pirate sector to the players starting position?
And

http://forum.egosoft.com/viewtopic.php?t=144557
learn from the past, live the moment, dream of the future
tc-ap minimax
tc-ap minimax
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No, this is not compatible with Reunion; and porting this back aint possible because most of the factories and ships used/offered for sale at the shipyard do no exist in the Reunion t-files.Schabernack wrote:hi, is this compatible with X3 Reunion(i am not playing the storyline anymore), if not is there anywhere a X3 Reunion Version of it ?
Is there a way to locate the marouder in the nearest pirate sector to the players starting position?
Andwill you continue/add the not finished Pirate Guild as it kind of falls into your sector ^^
http://forum.egosoft.com/viewtopic.php?t=144557
Yes - sort of; the script that handles the spawning (plugin.td.marauder.spawn.xml) can be called with a specific sector for the shipyard as argument - or it will be a random Pirate sector if no argument is present;
Calling plugin.td.marauder.spawn.xml directly in the script editor wont update the state information needed though - you would have to add some sort of sector search in the plugin.td.marauder.timer.xml script first and change the script call to plugin.td.marauder.spawn.xml accordingly.
No - I don't know nor have I ever used that guild script you mentioned and porting someone else's work I most certainly wont do, sorry.
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hi all... i can't find the marauder in any pirate sector...
what can i do? i tryied to restart the script, destroy and respawn the marauder from the script editor menu and pressing "r"... but it tells me no messages... help me please
P.S: after i pressed "r" on the respawn script, i have to choose some options... (null, select ship or station ecc....) what is it?
please help me
Thank You
what can i do? i tryied to restart the script, destroy and respawn the marauder from the script editor menu and pressing "r"... but it tells me no messages... help me please

P.S: after i pressed "r" on the respawn script, i have to choose some options... (null, select ship or station ecc....) what is it?
please help me

Thank You

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The scripts are not meant to be called directly from within the script editor, usually this will only mess up things.blak24 wrote:hi all... i can't find the marauder in any pirate sector...
what can i do? i tryied to restart the script, destroy and respawn the marauder from the script editor menu and pressing "r"... but it tells me no messages... help me please![]()
P.S: after i pressed "r" on the respawn script, i have to choose some options... (null, select ship or station ecc....) what is it?
please help me![]()
Thank You
You should never do that unless you know exactly what you are doing and understand the code behind them.
Disable the plugin in the AL menu for about a minute or so, then turn it back on and it should send you an incoming message with hints where to find the shipyard.
This is the "master reset"...

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Excellent mod and the mechanic is brilliant(about the only bit of comedy i've seen in x3tc), i've never had a problem with it.
Ok well 1 little thing
The IBL & disruptor fabs(haven't bothered with the othe fabs) requiring computer components is a bit of a pain as you have to add to your already huge complex more bloody factories and its 1 computer factory per IBL forge. Its not the cost or resources that are the problem its just the lag, I know your mod is not causing it but it does add to it.
edit
I suppose it could be spacefuel as per npc fabs but that would mean you would have to add 2 factories instead of just the comp fab to support it.
So I retract my little complaint
edit part 2
But spacefuel and wheatfarms come in L size so 2 fabs could support maybe 2 IBL fabs and a disruptor fab:?
Ok well 1 little thing
The IBL & disruptor fabs(haven't bothered with the othe fabs) requiring computer components is a bit of a pain as you have to add to your already huge complex more bloody factories and its 1 computer factory per IBL forge. Its not the cost or resources that are the problem its just the lag, I know your mod is not causing it but it does add to it.
edit
I suppose it could be spacefuel as per npc fabs but that would mean you would have to add 2 factories instead of just the comp fab to support it.
So I retract my little complaint

edit part 2
But spacefuel and wheatfarms come in L size so 2 fabs could support maybe 2 IBL fabs and a disruptor fab:?
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