[AL PLUGIN] Yaki Armada: Nomadic Pirate Tribe | v1.08 | 11 Oct 06

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Serial Kicked
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[AL PLUGIN] Yaki Armada: Nomadic Pirate Tribe | v1.08 | 11 Oct 06

Post by Serial Kicked » Fri, 17. Feb 06, 22:28

Image


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[AL Plugin] Yaki Armada: Nomadic Pirate Tribe 1.08
===================================

French Topic - German Topic

This AL Plugin will make the Yaki active in the game. It will spawn up to 5 Yaki owned Mobile Pirate Bases (TL) equiped with a jumpdrive and filled with Yaki M3, M4 and M5. Those TL have no weapons and are lightly shielded but they are very fast and can carry up to 15 Yaki fighters. Each TL will run a script that allows it to do various things as sending a squadron to attack a factory, a TS, a TL, or a defense ship. It can also flee (using its jumpdrive) or defend itself when attacked. The Yaki TL will also repair, rearm and refuel at any pirate base when needed, and a destroyed TL will respawn after a while.The plugin also allow you to communicate with Yaki ships and Mobile Base using the ECS library. Helping Yaki ships will give you money and a good reputation with those pirates. The player is also able to join the Yaki Armada by contacting Yaki Mobiles Bases via ECS.


:arrow: Current Features:
  • A communication system to chat with Yaki ships and mobile bases
  • A guild system with multiple ranks, missions and rewards
  • Challenging enemies.
  • Jumpdrive enabled Yaki pirate ships
  • Intelligent Yaki behaviours
  • The Yaki mobile bases can repair hull damages at any pirate base
  • The Yaki mobile bases can go under cover to fool the police and the military ships
  • Random name for each mobile base.
  • The Yaki will become more agressive against players that attack them than those who don't.
  • The player is paid when one of his ships destroy a Yaki Mobile Base (250k credits)
  • The player can also be paid by entering the guild and helping the Yakis.
:arrow: Compatibility:
  • This plugin should run on any version of X³ Reunion, but as usual it's better to have the latest version. This plugin can be activated and desactivated easily in the Artificial Life Menu located in General tab of the option panel ([Esc]). It should be compatible with all other mods and plugins and no restart is needed.
:arrow: Feature Requests and Bug report:
  • Project No Longer supported. Moved to X3TC
:arrow: Downloads: (third party distribution not allowed) :arrow: IMPORTANT:
  • This plugin includes a library called ECS: Extended Communication System to handle communications between the player and the ships and mobile bases from the Yaki. You must assign a key to the "ECS: comm. a ship/station" command in your shortcut setting menu to be able to talk with them.
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  • Once the key is assigned, just press it when you've selected a Yaki ship that is less than 8km away. Check the HTML documentation for additional details.

Enjoy ! :mrgreen:
Last edited by Serial Kicked on Tue, 6. Jul 10, 01:42, edited 36 times in total.
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Serial Kicked
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Post by Serial Kicked » Fri, 17. Feb 06, 22:29

Commands used : none

Textfile used : 8512, 8515 (ECS Library)

Supported languages : English, French, German (thanks to Mike.Galaxy), Russian (thanks to ru4pt).

Changelog

Code: Select all

v1.08 - Stable
 (+) Added Russian support (thanks to ru4pt)
 (+) Destroyed targets gives more guild points
 (+) "Give base locations" will also give the location of bases under conver
 (*) Fixed : Rewards that were only given when the target is killed by the playership.
 (*) Fixed : Bug allowing the "Yaki Guild HQ" to give missions.

v1.06 - Stable
 (+) Updated some libraries for compatibility with Pirate Guild
 (*) Fixed : Bug preventing the plugin from beeing disabled

v1.05 - Stable
 (+) XFP Mod specific improvements
 (+) Plugin should be enabled by default
 (+) Added a Guild HQ in Ocracoke's Storm
 (+) Each mobile base should focuse on 2 races
 (*) Fixed : Wrong race for the main ship of an enemy fleet
 (*) Fixed : Mobile bases resupply too often
 (*) Fixed : Player is unable to deliver a special ware 

v1.01 - Stable
 (*) Fix: Debriefing displays some "null" texts if the base has been destroyed.
 (*) Fix: Yaki pilots asking for help when attacked by drones or LT
 (*) Fix: No message in logbook for killed escort ships during assassination missions
 (*) Fix: Player may loose a mission if he capture a ship instead of killing it
 (*) Fix: Players without money were able to buy ecells/salvages from the Armada
 (*) Minor corrections on signals and task usage
 (*) Minor modifications in textfiles

v1.00 - Release Candidate 2
 (*) small issues with english textfiles corrected
 (*) huge issue preventing the ECS from working corrected

v1.00 - Release Candidate 1
 (+) Now use the ECS: Extended Communication System library
 (+) The player can now communicate with yaki fighters and bases
 (+) Guild system added
 (+) Missions for the player added (5 different kinds of mission)
 (+) Better behaviours of mobile bases
 (+) Increased usage of the covert state
 (+) Tweaking of the attack sequences
 (+) Player with a certain rank in the armada can buy and hire yaki ships
 (+) Mobile bases now check for an M2 before jumping to a sector
 (*) Corrected bug with undetected mobile bases (when on cover)
 (*) Reduced engine tunings of mobile base
 (*) Corrected a bug leading to the attack of allied/neutral races (player, pirates)
 (*) Docking of ships more secure
 (*) "Dead Ship" bug patched
 (*) Respawn rate of mobile bases reduced
 (*) A *lot* of bugfixes

v0.91 - Initial Release
Last edited by Serial Kicked on Wed, 11. Oct 06, 04:11, edited 12 times in total.
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Shada
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Post by Shada » Sat, 18. Feb 06, 14:48

Great - seems to work nicely. Noticing Yaki bases and ships faffing around the universe.

In the next version (if you plan to make one) would it be possible to have a full Yaki presence added to Ocracoke's Storm? There's not a single ship or station in there in a non-plot game - which is a bit odd - so maybe a Yaki station, a few Yaki patrols, that kind of thing could be added?

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Post by Serial Kicked » Sat, 18. Feb 06, 15:04

Thanks :)

Yes, new versions will come out soon (tm) :)
In the next version (if you plan to make one) would it be possible to have a full Yaki presence added to Ocracoke's Storm? There's not a single ship or station in there in a non-plot game - which is a bit odd - so maybe a Yaki station, a few Yaki patrols, that kind of thing could be added?
Yaki ships will spawn in Ocracoke's Storm after a while in a non plot game. But it seems that the needed amount of time is random. As soon as ships are available, my Yaki Mobile Bases can hire pilots in this sector when needed.

To answer your question : As i want to keep this plugin compatible with all custom maps, i don't think i'll create Yaki owned factories. And btw, I want the Yakis to look like a nomadic pirate groupe. But i'll add some special events in Ocracoke's Strom (or any yaki owned sector the map has) were all active mobile bases will be gathered.

And as soon as i've finished my Pirate Guild projects, pirate bases ownership may sometimes switch to the Yaki faction.
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Mokonzi
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Post by Mokonzi » Sat, 18. Feb 06, 20:01

Does any of this script change any of the ships stats? I'm running Moxy's M7 mod and don't want anything to interfere.

Looks very good. I'm keen to play it if it integrates ok.

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Serial Kicked
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Post by Serial Kicked » Sun, 19. Feb 06, 20:03

This is a plugin/script so it can't change anything on ship stats. And it's perfectly compatible with any other mod or plugin. :)
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Mokonzi
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Post by Mokonzi » Sun, 19. Feb 06, 20:13

Excellent, I might give it a try.

Blinki1984
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Post by Blinki1984 » Sun, 19. Feb 06, 21:05

I really like where this is going. Keep up the great work :lol:

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Post by MetalDestroyer » Mon, 20. Feb 06, 00:46

Could we see those yaki after installing them, in the main campaign ? If yes, where exactly ? and when ?

If no, how could we activate those BBS mission ? on specific station ?
And another question before I go to bed :D , What does they look like ? Some screens will be great.
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Serial Kicked
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Post by Serial Kicked » Mon, 20. Feb 06, 01:04

Standard yaki ships are visible during some missions of the campain, and in a hidden sector south of paranid core sectors. My Yaki ships and TL are jumping across random sectors in order to raid targets and can be seen all the time.

Giving you a location where you are sure to find a mobile base is impossible. You can camp near pirate bases waiting for a mobile base to resupply.

Missions are not yet available. They will be activated through the BBS system on pirate bases and when you communicate with Yaki ships.

I'll add some screenshots soon :)
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MetalDestroyer
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Post by MetalDestroyer » Mon, 20. Feb 06, 07:43

Great :D I suppose their a way we could get a Yaki fighter freely ? (Yaki pirate offer us some shipment after giving a proof we can handle their mission or something like that) :roll:


PS : I've just seen you have made the same mods for french community. Damn it, If i saw it first ^^
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Serial Kicked
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Post by Serial Kicked » Wed, 22. Feb 06, 08:32

Yes, you'll be able to join the Yakis, and be able to buy/get Yaki ships without fighting against them in the next versions :)
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Post by Electric_Kola » Wed, 22. Feb 06, 08:43

Of course it does help if you remember to turn the damm plugin on when you install it...doh :P
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Post by Kurios Kronou » Wed, 22. Feb 06, 16:12

Serial Kicked wrote:This is a plugin/script so it can't change anything on ship stats. And it's perfectly compatible with any other mod or plugin. :)
Hi Serial:

This is a brilliant script. Really adds life.

I think there may be a problem with your script and Cycrow's latest version of the Overtune script. The problem manifests itself as writing the Pilot Name and ship registration over the 'My ship Name' and 'Cost of Upgrade' fields (not the real var names as I have not looked at the scripts) in the BBS article for the Overtune offer. As My Ship Name is appended to the variable, I get the form [Pilots Name - MyShipName] with the amount is overwritten, so I simply get the ship reg, which is a YK--- reg, which I assume is Yaki.

This only manifests after I installed your Armada script and is consistent.

I am not that familiar with the scripting language, but from a programming perspective it looks like you are both using a pointer to the same variable or array tuple at some point.

I hope this is of help.

Oh, and BTW, it may be a good idea to avoid assigning PSGs to AI ships until Egosoft have sorted out the speed problem - at least for the majority of folk.

Thanks,

KK.

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Serial Kicked
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Post by Serial Kicked » Wed, 22. Feb 06, 21:31

lol RMK :)

@Kurios Kronou : Really strange, such thing shouldn't happen. I'll give it a look and see with Cycrow if we can do something to fix this issue.

Cheers and thanks for the bug report. :)
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