[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
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Serial Kicked, anything interesting you're putting in the next version? I've come up with a few ideas for Guild Missions etc., I'll tell you them if you want, some of them you might be able to implement.
The idea is that the provide a greater reward range than just the 1M and a bit TL missions, etc.
Like the odd mission which offers 20M+, but is HARD.
The idea is that the provide a greater reward range than just the 1M and a bit TL missions, etc.
Like the odd mission which offers 20M+, but is HARD.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm having an issue since I installed the new version. I was using 1.51 with everything working fine.
I installed the new version and now I cannot get the ECS system to open. I have tried uninstalling and reinstalling, dissabling and reenabling the various AL plugins etc. with no luck.
Now I'm not even sure PG is working properly anymore. Although the PG bases are there, there does not seem to be as much activity as in 1.51. Does installing the new version set PG resources back to zero and it must build up again?
Any ideas how I can get ECS working again? The only other script I've recently installed is the Military Base Responce Revamp. Could that be interfering?
I installed the new version and now I cannot get the ECS system to open. I have tried uninstalling and reinstalling, dissabling and reenabling the various AL plugins etc. with no luck.
Now I'm not even sure PG is working properly anymore. Although the PG bases are there, there does not seem to be as much activity as in 1.51. Does installing the new version set PG resources back to zero and it must build up again?
Any ideas how I can get ECS working again? The only other script I've recently installed is the Military Base Responce Revamp. Could that be interfering?
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I am having problems with this also, recently did a clean install of everything, added mars 4.79, anarkis defence 2.10 and pirate guild 3....
Possible reason, I also installed then un-installed Race Response Fleets..
http://forum.egosoft.com/viewtopic.php?t=233908
It was one too many for my machine and slowed everything down.
I keep getting read text errors, readtext8804-200
The missions dialogue which pops up is just read text all the way down the list (all I can do is hit the read text at the bottom which I know was previously close this window, otherwise I dont know what I am clicking on at the moment)
Possible reason, I also installed then un-installed Race Response Fleets..
http://forum.egosoft.com/viewtopic.php?t=233908
It was one too many for my machine and slowed everything down.
I keep getting read text errors, readtext8804-200
The missions dialogue which pops up is just read text all the way down the list (all I can do is hit the read text at the bottom which I know was previously close this window, otherwise I dont know what I am clicking on at the moment)
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@alt3rn1ty:
Your issue is related to RRF apparently.
According to the ID: 8804, it's not PG (my id are 8513 and 8511). And yeah it's RRF stuff. So ask LV, but i'm pretty sure you've not waited long enough after disabling it in the AL settings.
Do you have issues with ECS itself (comms with my pirates and station)?
@paulwheeler
When updating i guess you don't get a message like :
"ECS Not Detected - Comms with and stations will be disabled !"
So apparently nothing is missing. Try to disable PG, then ECS. A ECS menu is displayed, ask to remove hotkey and config in this menu. Enable back ECS, enable back PG. Assign the ECS hotkey again (double check it's not conflicting with another hotkey, sometimes installing a new plugin has the bad habit to erase/mess up your hotkeys), and try it.
If no luck, keep PG enabled, disable ECS (don't remove setup), and check in the ECS menu if PG is detected correctly:
[ external image ]
If there's no such thing as a line like anarkis.pirate.plugin <detected> in your then something is really going wrong but i can't reproduce it. You can try to manually run the anarkis.pirate.ecs.register script via the script editor (open it, select the said script, press R, press enter, press enter again).
I will install the MRBS script now and get back to you if i find anything.
@EmperorJon
The 1.6x serie will be only released after my Yaki Armada plugin is, and it will probably add some missions and interactions with YA first.
But yes i'm always interested in suggestions and you are free to post them. However, the missions must not be pure "click-me" missions that build the ships needed out of thin air. If my missions looks simple, the ships had their own live before (and after if they survive) the player accept it, even if it means that i've to code a basic AI for them. Same applies when a "base needs help" mission is happening, it was under attack before the player accepts the mission. In other words, the situation triggers my missions and not the opposite.
This said, I may still accept to include 'artificial' scenarios if they are interesting enough (and technically possible to include in PG).
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// Edit //
To paulwheeler. Testing the military base revamp right now and i'm not experiencing any issue with ECS.
But also notice: ECS doesn't works will PG is updating or installing, so if you are updating from a previous version it means ECS won't work until you get the window saying "PG upgraded to v354". If it's a new install or after you've manually reset the AL settings, it can take up to 3 minutes after the "pg installed" popup.
Your issue is related to RRF apparently.
According to the ID: 8804, it's not PG (my id are 8513 and 8511). And yeah it's RRF stuff. So ask LV, but i'm pretty sure you've not waited long enough after disabling it in the AL settings.
Do you have issues with ECS itself (comms with my pirates and station)?
@paulwheeler
Yeah changes made in v1.53 and the cpu reducing modifs in 1.54 needed a reset of the station and ship AI. If the "Pirate Bases" are renamed to "Pirate Guild something" after less than a game hour or are filled with PG ships (after a few game minutes) then the plugins works as usual.Does installing the new version set PG resources back to zero and it must build up again?
Err, i just tried to upgrade a 1.50 savegame to 1.54, and i don't find any issue regarding ECS. Comms are working fine for me.Any ideas how I can get ECS working again? The only other script I've recently installed is the Military Base Responce Revamp. Could that be interfering?
When updating i guess you don't get a message like :
"ECS Not Detected - Comms with and stations will be disabled !"
So apparently nothing is missing. Try to disable PG, then ECS. A ECS menu is displayed, ask to remove hotkey and config in this menu. Enable back ECS, enable back PG. Assign the ECS hotkey again (double check it's not conflicting with another hotkey, sometimes installing a new plugin has the bad habit to erase/mess up your hotkeys), and try it.
If no luck, keep PG enabled, disable ECS (don't remove setup), and check in the ECS menu if PG is detected correctly:
[ external image ]
If there's no such thing as a line like anarkis.pirate.plugin <detected> in your then something is really going wrong but i can't reproduce it. You can try to manually run the anarkis.pirate.ecs.register script via the script editor (open it, select the said script, press R, press enter, press enter again).
I will install the MRBS script now and get back to you if i find anything.
@EmperorJon
The 1.6x serie will be only released after my Yaki Armada plugin is, and it will probably add some missions and interactions with YA first.
But yes i'm always interested in suggestions and you are free to post them. However, the missions must not be pure "click-me" missions that build the ships needed out of thin air. If my missions looks simple, the ships had their own live before (and after if they survive) the player accept it, even if it means that i've to code a basic AI for them. Same applies when a "base needs help" mission is happening, it was under attack before the player accepts the mission. In other words, the situation triggers my missions and not the opposite.
This said, I may still accept to include 'artificial' scenarios if they are interesting enough (and technically possible to include in PG).
-----
// Edit //
To paulwheeler. Testing the military base revamp right now and i'm not experiencing any issue with ECS.
But also notice: ECS doesn't works will PG is updating or installing, so if you are updating from a previous version it means ECS won't work until you get the window saying "PG upgraded to v354". If it's a new install or after you've manually reset the AL settings, it can take up to 3 minutes after the "pg installed" popup.
Last edited by Serial Kicked on Sun, 6. Dec 09, 17:34, edited 3 times in total.
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Could very well be not waiting long enough, I have just done another clean install without installing Anarkis or pirate guild, just mars at the moment, and as soon as I load up my last save I get the ECS comms missions dialogue pops up with all the read texts....
So for a while I think my save is a bit lagging behind. How long is enough before re-trying.
So for a while I think my save is a bit lagging behind. How long is enough before re-trying.
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ECS doesn't popup anything by itself, never.
Like i said, if your readtext popups are with the 8804 number, then, they are related to Race Response Fleets. So you should ask in the RRF official topic.
Like i said, if your readtext popups are with the 8804 number, then, they are related to Race Response Fleets. So you should ask in the RRF official topic.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Sorry I think I am getting confused here what is doing what, the pop-up previously listed a load of Pirate missions available (so not ECS) and I assumed it was Pirate Guild 3 (or ADS) doing that, looks like it is RRF left over problems in my save. Anyway thanks, will try there and give my save time to catch up before going again ( I also want to try CMOD3 but best leave it a while before I cause more complications
)

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I have already tried disabling PG and then ECS. I did get the message about removing the hotkey. I did this, then reenabled both and created a new hotkey (I tried several). But hitting this hotkey does nothing. I can't even get the ECS menu to appear.
I definately waited long enough and I got the "PG upgraded" message. I played for a good hour last night and still nothing.
I will try again later tonight to see if I can get it working. To be honest its not the end of the world as I'm playing against the PG anyway so have no real need for the ECS.
I'm wondering if removing RRF has removed something that this script relys on in some way...
I definately waited long enough and I got the "PG upgraded" message. I played for a good hour last night and still nothing.
I will try again later tonight to see if I can get it working. To be honest its not the end of the world as I'm playing against the PG anyway so have no real need for the ECS.
I'm wondering if removing RRF has removed something that this script relys on in some way...
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@alt3rn1ty
No problem
And just to makes things clear for everyone:
ECS is used by Pirate Guild (and all my future plugins) to provide communications with pirates, including missions. But they only appear when you try to comm with a pirate ship or a pirate base using the ECS hotkey.
Readtext = 8513, 8511.
ADS doesn't use ECS and apart for install/update it doesn't display messages at all (apart of course if you're using it for your own ships).
Readtext = 8510
RRF doesn't use ECS. But it does gives a bunch of "popup" especially if you enabled the sector invasions setting. I don't recall that RRF spawn pirate related missions but it may display popups related to invasions in pirate sectors.
Readtext = 8804
@paulwheeler
Yeah i know it's not really a big deal for you. But i hate when i can't reproduce bugs others are experiencing. And it's obvioulsy something trivial that i'm missing. Upload savegame if possible, i'm not sure it will help, but it will stop me from bugging you with questions
I don't thinks it's even possible for RRF to mess with my own settings or remove my hotkeys silently. Anyway i'm going in favor of MB revamp too, nicer, highly customisable et apparently less buggy.
Cheers,
SK.
No problem

ECS is used by Pirate Guild (and all my future plugins) to provide communications with pirates, including missions. But they only appear when you try to comm with a pirate ship or a pirate base using the ECS hotkey.
Readtext = 8513, 8511.
ADS doesn't use ECS and apart for install/update it doesn't display messages at all (apart of course if you're using it for your own ships).
Readtext = 8510
RRF doesn't use ECS. But it does gives a bunch of "popup" especially if you enabled the sector invasions setting. I don't recall that RRF spawn pirate related missions but it may display popups related to invasions in pirate sectors.
Readtext = 8804
@paulwheeler
Yeah i know it's not really a big deal for you. But i hate when i can't reproduce bugs others are experiencing. And it's obvioulsy something trivial that i'm missing. Upload savegame if possible, i'm not sure it will help, but it will stop me from bugging you with questions

I don't thinks it's even possible for RRF to mess with my own settings or remove my hotkeys silently. Anyway i'm going in favor of MB revamp too, nicer, highly customisable et apparently less buggy.
Cheers,
SK.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Independent Game Development
X3 Scripting and Modding Station
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Just installed PG and seems to all good at the moment ECS works fine, still early days for me just waiting for the pirates to start building up their strength before I knock them back down
I like to run a script for a few days to see how it performs before adding another major script, keeps it simple for my tiny mind
Was also wondering if you do add to this script is their any way of having the pirates gate camping different systems, be good to jump a fleet in for a good ole fight (like the Eve fights)
Anyway keep up the good work look forward to your Yaki plugin

I like to run a script for a few days to see how it performs before adding another major script, keeps it simple for my tiny mind

Was also wondering if you do add to this script is their any way of having the pirates gate camping different systems, be good to jump a fleet in for a good ole fight (like the Eve fights)

Anyway keep up the good work look forward to your Yaki plugin

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I don't think there's much point in me uploading a save game. I'm running the Ship Rebalance Mod so it would probably not load anyway.
Feel free to bug me with questions. I would like to get this sorted if I can. I'm going to have another go at getting it to work. I'll let you know what happens.
EDIT - Just tried it again and all is OK now. ECS is working fine.
Would you recommend pushing PG up to hard from medium if running with the military base responce revamp? I don't want it to be all out war but I do want there to be a fair amount of danger from the PG.
Thanks
Feel free to bug me with questions. I would like to get this sorted if I can. I'm going to have another go at getting it to work. I'll let you know what happens.
EDIT - Just tried it again and all is OK now. ECS is working fine.
Would you recommend pushing PG up to hard from medium if running with the military base responce revamp? I don't want it to be all out war but I do want there to be a fair amount of danger from the PG.
Thanks

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From the german thread:
Terraner XXL has the option to use the Jumpdrive disabled, but had a ship jumping away just before he shot it down. It was a "Karacke" named "Boss-Mob". Also the guild-headquarter was in Argon Prime, where the user meant it could not be without using the jumpdrive.
Another note:
Most of the people posting in the german thread congratulated you for writing such a great script ^^
just to make sure you know there aren't only problems discussed over there.
Oh, and The_Mynock has wrote a script to set the bountyhunters permanently to neutral to the player, because they annoyed him and one, two others. He is asking, if i could put a link to that script into the thread.
Terraner XXL has the option to use the Jumpdrive disabled, but had a ship jumping away just before he shot it down. It was a "Karacke" named "Boss-Mob". Also the guild-headquarter was in Argon Prime, where the user meant it could not be without using the jumpdrive.
Another note:
Most of the people posting in the german thread congratulated you for writing such a great script ^^
just to make sure you know there aren't only problems discussed over there.
Oh, and The_Mynock has wrote a script to set the bountyhunters permanently to neutral to the player, because they annoyed him and one, two others. He is asking, if i could put a link to that script into the thread.
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@Lamiadon:
Thanks, yeah happy to see that there's not only issues related to PG
I will probably add this feature in the v1.6x anyway.
@paulwheeler:

Yes, you can put it to hard. The main differences will be that newly "upgraded" pirate bases will grow faster and get more initial money/ships. And that each PB will act more often. Every 25-30 minutes instead of every 30-35 minutes.
"Very hard" works fine too, especially if you already have your own fleet. And "Insane" is overkill as usual
Thanks, yeah happy to see that there's not only issues related to PG

Yeah the Bosses and the Guild HQ ignore jumpdrive settings. They usually are ships with very (very) high rewards on their head and disabling the jumpdrive for them would be like cheating. The jumpdrive setting only applies to fighter ships.Terraner XXL has the option to use the Jumpdrive disabled, but had a ship jumping away just before he shot it down. It was a "Karacke" named "Boss-Mob". Also the guild-headquarter was in Argon Prime, where the user meant it could not be without using the jumpdrive.
You can add this link.Oh, and The_Mynock has wrote a script to set the bountyhunters permanently to neutral to the player, because they annoyed him and one, two others. He is asking, if i could put a link to that script into the thread.
I will probably add this feature in the v1.6x anyway.
@paulwheeler:
AlrightEDIT - Just tried it again and all is OK now. ECS is working fine.

I've tried the script saturday, works better than RRF. The only minor issue i can see so far, is that it reports pirate lasertowers as enemy ships which can trigger constant attacks against PB in legit race sectors.Would you recommend pushing PG up to hard from medium if running with the military base responce revamp? I don't want it to be all out war but I do want there to be a fair amount of danger from the PG.
Yes, you can put it to hard. The main differences will be that newly "upgraded" pirate bases will grow faster and get more initial money/ships. And that each PB will act more often. Every 25-30 minutes instead of every 30-35 minutes.
"Very hard" works fine too, especially if you already have your own fleet. And "Insane" is overkill as usual

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Yeah I had noticed that too. Recently I jumped into Olmancketslat's Treaty to find a Boron task force trying to wipe out a Pirate Base. Interestingly this pirate base was invunerable, even when I joined in the attack... I cheat destroyed it in the end so it'll be interesting to see if any more invunerable bases are spawned.Serial Kicked wrote:@Lamiadon:
I've tried the script saturday, works better than RRF. The only minor issue i can see so far, is that it reports pirate lasertowers as enemy ships which can trigger constant attacks against PB in legit race sectors.
I am going to try pushing PG up to hard, which brings me to a small, tiny feature request...
Can we have the ability to enter the PG setup menu without having to comm a pirate ship or base? Perhaps hitting the ECS key without a target just gives you the option of changing settings?
As I am at war with the PG, kind of makes changing settings a little difficult without getting into a fight.
Thanks.
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Something ain't right with the bounty hunter F/F settings apparently, i'll double check. They should only go berseek if you are a guild member or if you have killed ships targeted by the guild.
@paulwheeler:
Yeah this is a tiny feature apparently, but in fact ECS isn't designed to be called without a target (it's a comm library, not a simple shortcut script) and doing so would cause issues with my future scripts using ECS.
The good news beeing : you can however run the setting menu through the script editor. It's "anarkis.pirate.setup" and well i guess you know how to run it
I may be wrong, but as far as i can tell, invulnerable PB are plot related and they don't seem to respawn (or at least, the "invulnerable" tag is removed).
Anyway i will switch to Military Base revamp as a recommended counter-script to PG, as RRF is somewhat outdated. But I have to do some tests (SETA x10 during a day or two) to see how it is doing in the long run first.
@paulwheeler:
Yeah this is a tiny feature apparently, but in fact ECS isn't designed to be called without a target (it's a comm library, not a simple shortcut script) and doing so would cause issues with my future scripts using ECS.
The good news beeing : you can however run the setting menu through the script editor. It's "anarkis.pirate.setup" and well i guess you know how to run it

Just to be sure, was it a "normal" Pirate Base (not running Pirate Guild) ? Just asking because PG is supposed to ignore "invincible / plot related" objects.Interestingly this pirate base was invunerable, even when I joined in the attack... I cheat destroyed it in the end so it'll be interesting to see if any more invunerable bases are spawned.
I may be wrong, but as far as i can tell, invulnerable PB are plot related and they don't seem to respawn (or at least, the "invulnerable" tag is removed).
Anyway i will switch to Military Base revamp as a recommended counter-script to PG, as RRF is somewhat outdated. But I have to do some tests (SETA x10 during a day or two) to see how it is doing in the long run first.
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Well I don't think it had a Pirate Guild prefix so it may just have been a normally spawed base. I don't recall any plot related stuff happening in Olmancketslat's Treaty (in TC anyway) so I don't know where it came from.
I'll keep an eye open for any more...
The only issue with MBRR long term, in my game anyway, is that I think it may overpower the PG - hense my reasons for pushing PG up to hard to compensate. I have reduced the token settings, but I think the issue may be, as you pointed out above, that the MBRR ships are targeting the PG bases, even ones in pirate sectors so the Guild isn't getting the chance to build itself up.
I have mentioned this in the main MBRR thread so hopefully something can be done to even things out a bit. Just keeping military activity to own race sectors would certainly help. Apparently there is a new update to MBRR coming soon with lots of performance refinements.
I will see how it plays out as I've only just reduced the MBRR settings and PG has obviously just reset due to the version upgrade.
I'll keep an eye open for any more...

The only issue with MBRR long term, in my game anyway, is that I think it may overpower the PG - hense my reasons for pushing PG up to hard to compensate. I have reduced the token settings, but I think the issue may be, as you pointed out above, that the MBRR ships are targeting the PG bases, even ones in pirate sectors so the Guild isn't getting the chance to build itself up.
I have mentioned this in the main MBRR thread so hopefully something can be done to even things out a bit. Just keeping military activity to own race sectors would certainly help. Apparently there is a new update to MBRR coming soon with lots of performance refinements.
I will see how it plays out as I've only just reduced the MBRR settings and PG has obviously just reset due to the version upgrade.