As they all come together in 1 package ..
the following AL-Plugins are in there;
-RS.Mass Driver Suppliers
These Plugins come together but do not need to be installed together..
When you download it you'll see it contains diff. folders for the diff. Plugins.
It will contain a 't' folder .. whats in here needs to be copied to your X3 't' folder ..
It will also contain folders for each Plugin,
these folders contain a readme for that Plugin (wich is also shown below)
and a folder called scripts where you can find the scripts for that Plugin,
these scripts need to be copied to your X3 'scripts' folder for each Plugin you like to use..
When you use a previous version of a Plugin;
Just override the old files with the new by copying them to your X3 'scripts' folder ..
Now the Plugins;
This Plugin is for a bit of combat-pleasure with a catch,
the purpose of this Plugin is to kill you (the player),
but on the other hand also to give you a fighting option to get your notority up with a race and make a few credits while your at it.
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-RS.Hunt- [AL-Plugin] This plugin adds 5 options to your artificial life settings; 1 for each of the 5 main races. These plugins have 2 ways of working; -normal -manual When on normal the plugin for a race will enable or disable itself depending on if you are an enemy to that race or not. This will basicly make it so that when you are an enemy you will be hunted, become friendly again and the hunters will stay away. On manual you decide if the plugin should enable or not. To switch from normal to manual and back you have to enable the plugin. Meaning if manual is on and you want to turn it off, you will have to disable the plugin than enable it again and normal mode isn back on. If the plugin is on manual you can see this in the plugins name, it will have 'manual activation' behind its name. When the plugin is enabled than about each hour x wings of fighters with possibly a corvette as leader, will be send out to hunt you down. Sometimes no wings will be send out, other times up to 3 an hour for each race. These hunters will have skilled pilots and weapons that match their skill. Expect them to carry special weapons, max weapons and maybe some smaller weapons to take care of those annoying M5s and M4s. When these hunters are being send out to take you down, they will be of the race the plugin is of. Meaning that when you kill them you become an ever bigger enemy to that race. BUT .. when these hunters dare to leave their 'home-sectors' they will seen as pirates, and its who kills them who gets the reward. Now if you kill one of these hunters (or one of your ships does) once they have become pirate, you will get some credits and gain notority with their former owner race. (they cant have a security-risk like that, and are happy to pay anyone who does their dirty work) So basicly; -when on normal mode; the plugin for a race will enable when your enemy, or disable when you become neutral again. -when on manual; you decide if the plugin sends out hunters. -when enabled; hunters could be send out, and they will basicly try to force you to leave their sectors, once you do they will follow but when doing so will become enemy to its own race, and a possible reward for you. -when disabled; it will see if the manual override is active, if not it will see if you have become enemy, if so the plugin will enable itself. -couple notes; The ship you are flying and if you own any big ships will matter, it will make a difference in; size of wings number of wings shipclasses used in wings If you are enemy to a race and want that plugin to be disabled, make sure you do turn it to manual mode or else the plugin will happily turn itself back on in time. When you disable a plugin than all the hunters of that plugin will be removed. They will not be destroyed at the spot, but will be told to silently remove themselves from your game. When they come make sure your ready for them, or be ready to disable the plugin, else be ready to be ... ehhmmm .. dead :) (bring friends ...) There is a 'limit', there will be a random maximum number of hunters for each plugin, as to prevent there in the end being large numbers of wings on their way to hunt you down. textfile used; 8603
=RS.Mass Driver Suppliers
This Plugin is basicly my effort in trying to give the universe some life,
this plugin doesnt care for the player and whatever he/she might own.
It simply creates network of scouts at a races Equipment Docks
and makes them supply that races fighters with Mass Drivers and Ammo.
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-RS.Mass Driver Suppliers- [AL-Plugin] This plugin can add up to 5 options to your artificial life settings; 1 for each of the 5 main races. However each race that does not support MDS will not show the plugin. What this means; In a normal (unmodded) game only the Argon and Split support MDS. So you will only have 2 plugins available to you. If you should mod lets say the Boron ships and Equipment Docks to support Mass Drivers, than the plugin for the Boron will show as well. When a plugin is enabled; It will create a scout for each Equipment Dock from that race that trades with both Mass Drivers and Ammo. And send this scout out to supply that races fighters with Mass Drivers and Ammo. These scouts will work together, and will try their best to keep as manny ships as they can supplied. These scouts will not buy their Mass Drivers or Ammo, they will only load it from their designated Equipment Dock. No 2 scouts will supply the same ship at the same time, it can however happen that scout 1 supplies ship A and a bit later scout 2 also supplies ship A when it again needs supplies. All MDS scouts from a race will work as a team supplying the same list of fighters. They will however individually add new fighters to that list when they feel they can take on the extra work and supplies. If you disable a plugin than all MDS scouts will be removed. This plugins does not do a single thing for the player. I made it cause I like the Mass Driver (no more than most others, but enough ..:D) and its basicly the only gun the NPC does not use(at least not much). Nice little side-effect is that you can get very rich supplying the MDS suppliers ....:) textfile used; 8603
This Plugin is just for a bit of Kha'ak-busting fun,
in X2 I usually just set the Kha'ak agression level high,
but that really overwelms the universe with the purple critters.
Now this kinda does the same, it will send out some somewhat organized attack on a random sector, but will not allow a second before the first has finished to control it all a bit.
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-RS.ZzzZRbbnNnzZzz- [AL-Plugin] ZzzZRbbnNnzZzz (ZzzZR) is Kha'ak, and roughly translated means "you die .. now!" This plugin adds 1 options to your artificial life settings; This plugin will only be available if your game has at least 1 Kha'ak sector. When enabled this plugin can behave in 2 different ways; -when you are in a Kha'ak sector; 2 to 4 Kha'ak Clusters will be jumping right on top of you every 30 minutes. The exact number of clusters varies depending on what cluster-types are used. This process will continue every 30 minutes untill you leave the Kha'ak sectors or disable the plugin. These clusters can not be removed by disabling the plugin. When these clusters have jumped on your behind they will decouple and do what they do best .. kill .. -when you are not in a Kha'ak sector; 2 to 4 Kha'ak Clusters will be jumping into a random race-owned sector. The exact number of clusters varies depending on what cluster-types are used. These clusters will jump in at a position near the most southern located gate. (in general) When these clusters are in sector they will decouple, and form 1 huge purple wing. They will start killing all ships and than will continue destroying stations. After 30 minutes the plugin checks if there are still any ZzzZR kha'ak ships alive. If they are all killed than the plugin picks a random race-owned sector again and clusters will be send out again. These cluster will be handled by the plugin, and disabling the plugin will mean all ZzzZR Kha'ak ships get destroyed at the spot. These guys can easilly clear a sector if no defences show up, but it would take them around 15 minutes to destroy a station. So it will take them long enough to clear an entire sector of stations. Note that these guys simply are not capable of destroying stations like SYs or Docks, so they will never be able to completelly clear a sector of stations. And as long as these ships are 'succesfull' no 2th party will be send out. Nothing your every day M2 cant handle, but I would not advise sending in a lone M6. If the leader of this 'purple wing' can not find anything to kill for about 5 to 10 minutes, it will be 'removed', this to make sure the plugins does not grind to a hold cause the ZzzZR-ships never get destroyed. textfile used; 8603
This Plugin is to make the Xenon even more feared than they already are.
The Xenon will launch small organized assaults/invasions on random sectors by using an M1 to deliver a medium-sized wing of fighters.
Once there they will be all .... Xenon ....
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-RS.11010011101- [AL-Plugin] This plugin adds 1 options to your artificial life settings; This plugin will only be available if your game has at least 1 Xenon sector. (it will always give prio. to the 'SY-sector') When enabled this plugin will send out the Xenon from time to time to invade a random sector. How the Xenon do this; The Xenon will build an M1 (currently a Teladi Condor as the Xenon J does not allow docking) (note that if the M1 is destroyed it will take some time before it will respawn) When this M1 exists it will get its own personal fighters. When the M1 has a certain number of personal fighters, the plugin will give the M1 a 2th somewhat smaller wing of fighters. Once it has this 2th wing it gets passed a random sector, now the M1 will dock all fighters and jump to that sector. Once arrived the M1 will only undock the 2th wing of fighters (the invaders) These invaders will kill whatever they can find and can continue work in the next sector if they cant find anything to kill. Note that as long as 1 of these invaders exists no new invasion will be started. Now when the M1 has launched the invaders it will stick around for a few minutes. It will use its personal fighters in an attack or when attacked, so bring friends when you want to take it down. After a couple of minutes the M1 will dock its personal fighters (if any still exist or they werent docked already), and it will jump back to its home-sector. Guarding that sector till the next invasion. Disabling the Plugin will tell any invaders to go kill themselves, but will not destroy the M1 and/or its personal fighters. It will just stop the invasions and the respawning of the M1. Be warned about pissing of the M1, a Capital ship with a large wing of fighters, is an enemy you want to be carefull with. (Dont go thinking your Titan can take care of that problem, cause it can not by itself, not for as long as the M1 is around.. Plan your strategie well if you want to take out the M1.) textfile used; 8603
get it here;
http://www.geocities.com/g5_11/X3/RS.NP ... sv3.15.zip
Have fun ..