[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]

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BrokenSanity
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Post by BrokenSanity » Sat, 23. May 09, 20:05

joelR wrote:Well I installed this and for some reason there are ships in my game Like Teladi Courier or Boron Energy Transporter that are Red to me all of which have the "sorry weapons fire in error" option. Which when I select it they go blue to me again. Not all ships are this way just some.
I'm getting this too, it's caused me a couple of problems where I go charging into a sector guns blazing, only to find out I've been shooting at an Argon Ally :oops:.

As well as this, I get that message everytime I reload a game telling me to disable and re-enable the script because of it detecting an updated version or something.

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Sesk
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Post by Sesk » Sat, 23. May 09, 23:54

I have the same problem, on top of getting freezes when in SETA whenever I enable the mod.

Anyone know whats up with that ? I have EMP, Community Plugin Configuration, Apricot Beam/Cbeam/Claim, Bounty Boost, Marine Repairs and Gateless Jump mods installed on v2.0 of X3TC. I don't have the ACS and other optional plugins.

Also on a side note, has anyone ever seen red pirates when set to friendly with Guild & Other Pirates, this is the main problem I've seen when trying out pirate mods, and since I haven't had the chance to try the mod too much, I was just wondering how it works out.

xiriod
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Post by xiriod » Sun, 24. May 09, 00:15

Sesk wrote:I have the same problem, on top of getting freezes when in SETA whenever I enable the mod.

Anyone know whats up with that ? I have EMP, Community Plugin Configuration, Apricot Beam/Cbeam/Claim, Bounty Boost, Marine Repairs and Gateless Jump mods installed on v2.0 of X3TC. I don't have the ACS and other optional plugins.

Also on a side note, has anyone ever seen red pirates when set to friendly with Guild & Other Pirates, this is the main problem I've seen when trying out pirate mods, and since I haven't had the chance to try the mod too much, I was just wondering how it works out.

To test it, I ran a clean game with only this mod installed, and I got the freezes none-the-less. It is random. Some times after 10 minutes, or 30 minutes or even 2 hours or so. No specific interval. But remove this mod, and all is well again.

I have little to no experience with AL mods though, so I can't even venture a guess as to what it can be.

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joelR
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Post by joelR » Sun, 24. May 09, 00:20

Hopefully SerialKicked will be back online soon with some updates.

BrokenSanity
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Post by BrokenSanity » Mon, 25. May 09, 12:01

Hopefully :P

Dark Kyro
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Post by Dark Kyro » Tue, 26. May 09, 19:12

Serial Kicked

It seems that your script severely limits the choice of ships for pirates.
After I installed it I couldn't find a single pirate M1\M2\M6\M7\M8, except for mobile guild HQ.
And that means a whole range of ships you could capture for profit is missing.

I'll deinstall the script and check again just in case.

rageburst
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Post by rageburst » Wed, 27. May 09, 07:21

I haven't experienced any crashes, but I've noticed after doing some missions that I get blank text. Furthermore, I no longer seem to encounter any pirates with capital ships anymore like the above poster and I've sunk in a few days already.

.... might just be me though.

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Serial Kicked
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Post by Serial Kicked » Wed, 27. May 09, 19:07

Soooooooo,

Here's a new version that will (hopefully) kill all the bugs you have.

So, first, the changelog :

The M7 Carrack is now supported by the Guild, each base is allowed to buy one. Endangered (attacked or with nearby hostile ships) pirate bases will call the M7 in range for help. As a result Pirate Bases' survival rate in a legit race's sector should has been increased (PB will also stay neutral to other races making trading a bit easier).

ADS support has also been improved (you need ADS 2.05 for this to work). PB are now able to use every available ships for active defense purpose, meaning that even Pirate Guild Outposts and Bases will have a way to defend themselves against incoming military ships.

An option has also been added to allow PG to stay at peace with the Teladis, however Teladi military ships may still attack pirate bases from time to time.

This version removes the useless "Please Disable/Enable the plugin" buggy message you got each time you load a savegame. It also prevent PB from using Fighter Drones Mk2 as pirate ships and adds compatibility with Yaki Armada which is under developement.

Oh, and you can now play BlackJack in Pleasure Domes. However rules are sighly differents and you have less chance to win than in the X3:R default game, as the dealer can choose to stick or play whenever he wants.

As far as i can tell, this is a stable release, some balancing needs to be done but there's no critical bug (apart from the crash you are reporting and that i'm unable to reproduce, it may or may not have been fixed).


---------

Now, to answer the posts:

About the disappearing of M1/M2 pirate ships, that's weird. There's probably an hard limit to the amount of pirate ships ingame, so those 'big ships' don't respawn as my plugin breaks this limit (bigtime). I'll do some research on the matter. Nothing hard to handle anyway.

About ECS, it should be fixed, if it's not, you can still (if you know how to do it) go in the script editor and manually run the "anarkis.pirate.ecs.register" script manually, it should solve the issue.

About the weird "50.000 credit" crash bug, i've changed the thing is handled, but to be honest i don't see how it can crash the game and i don't see why you get it.



With the following script setup :
- RRF (with and without Pirate RRF)
- Terran gate to normal gate converter (on and off)
- Anarkis Defense System (on and off)
- M.A.R.S. turret script (on and off)

I've run the following tests:
- New game + PG on hard settings
- Cheated Game (2d) with several player factories, UT, defenses and whatever

Both with the pirate guild set as friend or as foe.

Well i've stop counting, but each game laster more than 5 game days (seta x10) without issues (apart from my empire getting destroyed)

So the crash is probably script/mod conflict related.



I'd like the following when you are reporting a bug, else i can't do anything to find the source:

- *Full* list of your scripts
- X3 version number
- PG version number
- Your complete settings for Pirate Guild
- What's your game looks like (game played, have you factories)
- And possibly the last 20 lines of the debug log (my documents\egosoft\x3\log08513.txt)

Thanks :)
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

CraterFace
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Post by CraterFace » Wed, 27. May 09, 21:04

I tried the new version and got a freeze after 13 minutes, the same "Reward...5000 credits" then reboot the computer manually :)

Right now I'm doing a second install. When it's finished I'll update it to 2.0a, install cheats (since you used it) and PG then run it in SETA....if nothing happens (probably won't freeze, seems to be conflicting scripts) Ill add/remove the scripts I use one by one. I really want this to work with other scripts since I really like being a pirate and not forced to suck-up to the other races. :)

I'll report back to you :)
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."

QuitSmokin
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Post by QuitSmokin » Wed, 27. May 09, 22:28

Works fine for me got your latest version of PG and its a blast!

Pirates finally got some brains now, which they really need because the life of a pirate isn't easy at all.

only issue i have is that everytime I load a savegame PG tells me it found a new major version of PG and I need to turn it off and on again.

This would be fine if the save game had an old version but i just did a new install of X3tc and used only 1 version of PG.3

Maybe you got some advice on how to fix this.

Keep up the good work :)

CraterFace
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Post by CraterFace » Wed, 27. May 09, 22:48

Fresh Install
Patched to 2.0a

---Pirate Guild Setup---

Strenght: Medium
ADS: Disabled
Jump: Enabled
Station Attack: Disabled
Guild Notoriety: Neutral
Pirate Notoriety: Neutral
Teladi Peace: Yes

---Game Setup---

Fresh Start every time
Custom -> X-Universe
Waited 1 hour on SETA (or until freeze)

--- Standard Script (used through the testing)---

Pirate Guild 3 v1.30
Cheat Collection Package v 1.41

---Script use one by one NOT at the same time--- (Community plugin manager is used in conjunction with the scripts that need it)

Bribe a pilot - OK
Capture Stations - OK
Explorer Command Exstension - OK
Improved Boarding - OK
Community Plug-in Manager - OK
Invasion Warning - OK



NPC Bailing Addon - FREEZE


Last 20 lines from the log.

Code: Select all

(00:05:55) WPirate Guild OutpostX(Barren Shores) has launched patrol ships
(00:06:00) (Priest's Pity) PG Outpost - ships: null - money: 623 - order: 1
(00:06:06) WPirate Guild OutpostX(Priest's Pity) raid TS: Plutarch Mineral Transporter  in Atreus' Clouds
(00:06:14) (Gaian Star) PG Outpost - ships: null - money: 692 - order: 8
(00:06:14) WPirate Guild OutpostX(Gaian Star) bougth Pirate Guild Kea at Teladi Shipyard(Grand Exchange)
(00:06:36) (Vestibule of Creation) PG Outpost - ships: null - money: 573 - order: 6
(00:06:36) WPirate Guild OutpostX(Vestibule of Creation) makes money : 729
(00:06:38) (Bright Profit) PG Outpost - ships: null - money: 460 - order: 6
(00:06:38) WPirate Guild OutpostX(Bright Profit) makes money : 1234
(00:06:38) (Rhonkar's Clouds) PG Outpost - ships: null - money: 563 - order: 8
(00:06:38) WPirate Guild OutpostX(Rhonkar's Clouds) bougth Pirate Guild Falcon Hauler at Teladi Shipyard(Ceo's Sprite)
(00:06:47) (New Income) PG Outpost - ships: null - money: 677 - order: 6
(00:06:47) WPirate Guild OutpostX(New Income) makes money : 714
(00:06:50) (Mines Of Fortune) PG Outpost - ships: null - money: 206 - order: 3
(00:06:50) WPirate Guild OutpostX(Mines Of Fortune) has launched patrol ships
(00:07:16) (Unknown Sector) PG Outpost - ships: null - money: 441 - order: 8
(00:07:21) (Brennan's Triumph) PG Outpost - ships: null - money: 315 - order: 6
(00:07:21) WPirate Guild OutpostX(Brennan's Triumph) makes money : 730
(00:07:49) (Bad Debt) PG Outpost - ships: null - money: 267 - order: 1
(00:07:54) WPirate Guild OutpostX(Bad Debt) raid TS: Boron Weapons Dealer  in Reservoir Of Tranquillity
Will test Last script two more times

NPC Bailing Addon - FREEZE

Code: Select all

(00:05:47) WPirate Guild OutpostX(Brennan's Triumph) has launched patrol ships
(00:05:53) (Bright Profit) PG Outpost - ships: null - money: 565 - order: 6
(00:05:53) WPirate Guild OutpostX(Bright Profit) makes money : 1050
(00:05:57) (Company Pride) PG Outpost - ships: null - money: 633 - order: 3
(00:05:57) WPirate Guild OutpostX(Company Pride) has launched patrol ships
(00:06:01) (Acquisition Repository) PG Outpost - ships: null - money: 290 - order: 8
(00:06:03) (Ore Belt) PG Outpost - ships: null - money: 222 - order: 6
(00:06:03) WPirate Guild OutpostX(Ore Belt) makes money : 850
(00:06:15) (Nathan's Voyage) PG Outpost - ships: null - money: 510 - order: 8
(00:06:15) WPirate Guild OutpostX(Nathan's Voyage) bougth Pirate Guild Nova Raider at Federal Argon Shipyard(Omicron Lyrae)
(00:06:22) (Rhonkar's Clouds) PG Outpost - ships: null - money: 473 - order: 6
(00:06:22) WPirate Guild OutpostX(Rhonkar's Clouds) makes money : 837
(00:06:30) (Priest's Pity) PG Outpost - ships: null - money: 298 - order: 1
(00:06:31) WPirate Guild OutpostX(Priest's Pity) raid TS: Paranid Freight Transporter  in Emperor's Wisdom
(00:06:38) (New Income) PG Outpost - ships: null - money: 310 - order: 8
(00:06:42) (Atreus' Clouds) PG Outpost - ships: null - money: 316 - order: 3
(00:06:42) WPirate Guild OutpostX(Atreus' Clouds) has launched patrol ships
(00:06:47) (Unknown Sector) PG Outpost - ships: null - money: 455 - order: 8
(00:07:03) - Target Killed : Paranid Energy Transporter   (by Pirate Guild Skate from WPirate Guild OutpostX(Vestibule of Creation))
(00:07:04) (Ghinn's Escape) PG Outpost - ships: null - money: 582 - order: 8
(00:07:04) WPirate Guild OutpostX(Ghinn's Escape) bougth Pirate Guild Mamba at Split Shipyard(Family Njy)
NPC Bailing Addon - FREEZE

Code: Select all

(00:05:37) WPirate Guild OutpostX(Hatikvah's Faith) has launched patrol ships
(00:05:39) (Company Pride) PG Outpost - ships: null - money: 669 - order: 3
(00:05:39) WPirate Guild OutpostX(Company Pride) has launched patrol ships
(00:05:40) (New Income) PG Outpost - ships: null - money: 314 - order: 8
(00:05:52) (Nathan's Voyage) PG Outpost - ships: null - money: 259 - order: 1
(00:05:52) WPirate Guild OutpostX(Nathan's Voyage) raid TS: Argon Frozen Goods Transporter  in Thyn's Abyss
(00:06:01) (Ore Belt) PG Outpost - ships: null - money: 286 - order: 1
(00:06:01) WPirate Guild OutpostX(Ore Belt) raid TS: Argon Freight Transporter  in Elena's Fortune
(00:06:16) (Mines Of Fortune) PG Outpost - ships: null - money: 509 - order: 1
(00:06:16) WPirate Guild OutpostX(Mines Of Fortune) raid TS: Argon Energy Transporter  in Family Tkr
(00:06:27) (Spring Of Belief) PG Outpost - ships: null - money: 380 - order: 6
(00:06:27) WPirate Guild OutpostX(Spring Of Belief) makes money : 977
(00:06:29) (Unknown Sector) PG Outpost - ships: null - money: 313 - order: 6
(00:06:29) WPirate Guild OutpostX(Unknown Sector) makes money : 637
(00:06:38) (Ghinn's Escape) PG Outpost - ships: null - money: 310 - order: 6
(00:06:38) WPirate Guild OutpostX(Ghinn's Escape) makes money : 1206
(00:07:07) (Barren Shores) PG Outpost - ships: null - money: 513 - order: 3
(00:07:07) WPirate Guild OutpostX(Barren Shores) has launched patrol ships
(00:07:08) (Brennan's Triumph) PG Outpost - ships: null - money: 381 - order: 3
(00:07:08) WPirate Guild OutpostX(Brennan's Triumph) has launched patrol ships
(00:09:22) - Target Killed : Argon Frozen Goods Transporter   (by Pirate Guild Skate Prototype from WPirate Guild OutpostX(Nathan's Voyage)
Ship Killed Notification - OK
Station Repacker - OK
Debris Utilize and Repair - OK


And finaly I did a fullblown test in my regular install, removed NPC bailing addon and installed Pirates Guild and Cheat Collection, same start as before and SETA. No Freeze.

This is the scripts I used

Code: Select all

Spk:
Capture Stations
Cheat Collection Package
Cmod3 for Terran Conflict
Comms Ambient - Terran Conflict
Community Plugin Configuration
Debris Utilize and Repair
Explorer Command Extension
Hard Mode - X3:TC
Improved Boarding
Improved Khaak
Invasion warnings
Marine Repairs
Pirate Fence
Property Baron
Refuel Ships (FIX)
Salvage Claim Software Mk. 1
Satellite Early Warning Network
Ship killed notifications
Signal Boost for TC
Station Repacker

Rar/Zipped/Non-spk:
Anarkis Defence System
Auto rename property
Cartel Shield Hacker
Mosquito Missile Defence
Collect Wares
Dock lockup fix
Launch Fighter Drones hotkey
Marine Bulk TRainer
MARS
Missile Saftey
Missile Turrets
No floating Mission Icons
No Fog
No Rep Loss Hitting Gates
Numeric Rank
Reduced Enemy Missile Spam
Remove Classic Flight Mode
Salvage Commands
Sector Take Over
Station Financial Manager
TC Patch
Wing Hotkeys
Hopefully someone ells who use NPC bailing add-on could test their game :)

EDIT: Second test of NPC Bailing addon
EDIT: Third test of NPC Bailing addon
EDIT: Tested some more scripts
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."

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Sesk
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Post by Sesk » Thu, 28. May 09, 02:16

So you think it's NPC Bailing Addon ? I used that one in conjunction with Pirate Guild, and every time I enabled the Guild, it froze the game. It's possible that is the problem.

And an other thing, is it ok to install this mod on a ongoing save game ?
Right now I'm running:

Code: Select all

Apricot Beam Dock
Apricot Cbeam
Apricot Claim Software
Bounty Boost
Capture Stations
Community Plugin Configuration
Docking Fix
EMP2
Imperial Laboratories Carrier Drone Software
Marine Repairs
NPC Bailing Addon
Pirate Fence
Reduced Enemy Missiles
Rename Ships with Expression
Resource-Free Factory
RRF
Satellite Early Warning Network
Universal Best Buys/Sells Locator
Weapons Quickswap
Gateless Jumpdrive
No fog
Hitting jumpgates causes no notoriety los
I'll do some tests on a new game myself:

All of those = PERFECT
All of those + Pirate Guild: Enabled = FREEZE
All of those - Bailing + Pirate Guild = STILL NO CRASH


PS: RRF Config always pops up before I end setting up Pirate Guild, is there a way to re-enter the config, is it safe to toggle Pirate Guild to re-configure it ?
Last edited by Sesk on Thu, 28. May 09, 03:14, edited 1 time in total.

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joelR
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Post by joelR » Thu, 28. May 09, 03:00

Excellent work CraterFace. We need more testers like you! I had the freeze and I have NPC bailing addon as well.

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Sesk
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Post by Sesk » Thu, 28. May 09, 03:34

Gunna hijack Pirate Guild's logfile and do debug logging from NPC bail into it, so I can check what part of the script hangs.

EDIT: I'm not finding anything right now:

The bail threshold is 77, it's hull is 97 right now, it should redo the loop until hull<threshold, but it seems it never does it, so the problem seems to be in the Pirate Guild side of the script ?

Debug from NPC Bail:

Code: Select all

NPCB: timer
NPCB: timer->while [THIS]->exists
NPCB: timer->get hull percent
 NPCB: timer->compare hull (30) and bail hull (63)
NPCB: timer->do npcbail.bail
NPCB: bail start
NPCB: wares.calc
NPCB: wares.install
NPCB: timer.bailed
NPCB: IN npcbail.bail TASK timer.bailed ended, returning nul
NPCB: timer->while [THIS]->exists
NPCB: timer->get hull percent
 NPCB: timer->compare hull (97) and bail hull (77)
NPCB: timer->not breaked, waiting 1sec before redo
NPCB: wares.remove
NPCB: timer->while [THIS]->exists
NPCB: timer->get hull percent
 NPCB: timer->compare hull (97) and bail hull (77)
NPCB: timer->not breaked, waiting 1sec before redo
And here is the code linked to SIGNAL_DAMAGED:

Code: Select all

write to log file 8513  append=1  value='NPCB: timer'
* Disable for Neutral (mission/plot, generally) ships
if [OWNER] == {Neutral Race}
  skip if get global variable: name='npcbail.allowneutrals'
    return null
end

* Only run once
$isRunning.varname = 'npcbail.isRunning'
$isRunning = [THIS]->get local variable: name=$isRunning.varname
skip if not $isRunning
  return null
[THIS]->set local variable: name=$isRunning.varname value=[TRUE]


$nul = null

$npcbail.rate = get global variable: name='npcbail.rate'
if [THIS]->is of class {Huge Ship 2019}
  skip if get global variable: name='npcbail.hugeship.enabled'
    return null
  * write to player logbook: printf: fmt='huge ship %s running bail timer', [THIS], null, null, null, null
end

if [THIS]->is of class {Big Ship 2073}
  skip if get global variable: name='npcbail.bigship.enabled'
    return null
  $npcbail.rate = get global variable: name='npcbail.bigship.rate'
  * $msg = sprintf: fmt='big ship %s running bail timer: rate %s', [THIS], $npcbail.rate, null, null, null
  * write to player logbook $msg
end

* Get pilot stats
$pilot.morale = [THIS]->get pilot morale
$pilot.aggression = [THIS]->get pilot aggression
$pilot.fightskill = [THIS]->get pilot fightskill
$bravado.max = 300

* Calculate bravado of pilot
$pilot.bravado = $pilot.morale + $pilot.fightskill + $pilot.aggression

* Calculate chance of bailing
* $bailchance.modifier = ( 5 * $npcbail.rate ) / 10
$bailchance.modifier = $npcbail.rate / 10
$bailchance.modifier = $bailchance.modifier * $bailchance.modifier

$pilot.bailchance = ( 100 * $bailchance.modifier ) / ( $bailchance.modifier + $pilot.bravado )

* Will this pilot ever eject?
$rand = random value from 0 to 100 - 1
skip if not $pilot.bailchance < $rand
  return null

* Calculate hull percent at which ship bails
$pilot.bailhull = $pilot.bailchance

* Continuously check if want to bail
while [THIS]->exists
  write to log file 8513  append=1  value='NPCB: timer->while [THIS]->exists'
  * If no longer being attacked, quit
  skip if [THIS]->get attacker
    goto label lblFail
  write to log file 8513  append=1  value='NPCB: timer->get hull percent'
  $ship.hullpct = [THIS]->get hull percent
  
  $msg =' NPCB: timer->compare hull ('+$ship.hullpct+') and bail hull ('+$pilot.bailhull+')'
  write to log file 8513  append=1  value=$msg
  
  * Once hull reaches threshold, bail
  if $ship.hullpct < $pilot.bailhull
    write to log file 8513  append=1  value='NPCB: timer->do npcbail.bail'
    START $nul->call script 'plugin.npcbail.bail' : ship=[THIS]
    write to log file 8513  append=1  value='NPCB: timer->done npcbail.bail, breaking'
    break
  end
  write to log file 8513  append=1  value='NPCB: timer->not breaked, waiting 1sec before redo'
  = wait 1000 ms
end
write to log file 8513  append=1  value='NPCB: timer->[THIS] doesnt exist anymore'
return null


lblFail:
write to log file 8513  append=1  value='NPCB: timer lblFail'
* Reset boolean so this script can run again in the future
[THIS]->set local variable: name=$isRunning.varname value=[FALSE]
return null
I'm not sure why it crashes after the write, all there is is "wait" or the redo of the while (which has a write at the start).

EDIT2: Now it froze at an other spot, I don't know whats wrong with it now, but I'm sure it has to do with the Pirate Guild part.

CraterFace
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Joined: Mon, 31. Dec 07, 16:34

Post by CraterFace » Thu, 28. May 09, 11:42

@joelR: Unemployment is a "bliss" ;) (Its nice to at least do something semi productive)

@Sesk: Yupp, suspect they simply don't play well together :) But that second freeze you mention....you still had both Bailing+Pirate installed (in the end of your last post)?

A conflict when a Ship bails(Bail add-on) when the pirates(PG) are supposed to capture it? But the games I ran when it froze lasted for some 10~12 minutes but the log only goes to roughly 7 minutes into the game (except the last one that went a little further)
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."

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Serial Kicked
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Post by Serial Kicked » Sun, 31. May 09, 04:57

You see, with a few rules that's much easier for everyone to spot the culprit :)

Well, i still have to 'compute the data' but from what i read here, this script is really badly written. The idea works, but the implementation is loosy.

Thanks a lot to Craterface, you've done an amazing job and I will sleep better at night thanks to you :)

I'll publish next version in a week or so, with the usual new features and bug fixes, i'll also give a look at this NPC Bailing script, to see if i can do anything about it, but don't expect a miracle, I guarantee compatibility with well written scripts only, not buggy ones.

For ppl wondering about RRF and PG, well yes they are compatible no matter the settings, however there are small issues that may appear in some rare circumstances (or whatever it's spelled), but none of these issues are a "game breaker". And to be honest, you have to be a scripter yourself to notice them.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

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joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
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Post by joelR » Sun, 31. May 09, 05:18

Well if it comes down to a choice then Ill drop NPC bailing! Hopefully you can get it working.....or implement a better written one into your script......hint hint.

xiriod
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Joined: Wed, 6. Nov 02, 20:31
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Post by xiriod » Sun, 31. May 09, 13:03

Personally I love the NPC Bailing script, and would never leave home without it. Why? Because it makes the universe more alive. I use it so AI can bail fro AI attacks. Why should pilots only bail if I attack them? Am I the most fearsome and dangerous pilot in the universe?

As I said in ThisIsHarsh's thread, I am not sure if he is still online with us. But if you could modify his script to work with yours then I will for sure install Pirate Guilds again. Because I like to have as many script as possible installed that makes the universe more alive :)

CraterFace
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Joined: Mon, 31. Dec 07, 16:34

Post by CraterFace » Sun, 31. May 09, 14:26

Kick-ass, still run with PG (> NPG bailing). Atleast in TC its possible to somehow get hold of all ships (Boarding) but the universe sure is empty. ;)

*I use a modifed version of apricotslice "Spawn random ships" so there's something to salvage :)

EDIT: Would it make any difference if the player would in the mean time disable Pirate Guilds reward system? Or that would do nothing? :P
I guess adding in a bunch of * in the script(s) that handles nad the script that.."calls" (if thats the right word) it would disable it?
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."

BlackRain
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x4

Post by BlackRain » Mon, 1. Jun 09, 13:59

be nice if we could get Pirate guild and NPC bailing to work together.

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