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[Question] is there a mod/script to add other ships to the Pirates?
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spectre900





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PostPosted: Sun, 1. Nov 09, 16:01    Post subject: [Question] is there a mod/script to add other ships to the Pirates? Reply with quote Print

I am getting a bit tired of the Osprey and Centaur and the odd Yaki M1-2 being the only pirate ships I encouter in missions, so I am asking if there any mods or scrips that add other ships to the Pirate spawns? and most preferably some heavy variants or even M7's.

having an a odd Dragon or Heavy Hydra along with the Pirate spawns would give much joy to the fight and make it less repetetive and more exiting. they dont even have to have Pirate paintjobs, as long as there are other ships to be shot at.

they are Pirates after all, Centaurs and Ospreys can't be the only ships they have aquired!

I have looked around a bit on the forums and the mod library, but found no mod that says it add other ships to the pirate factions, just make them more dangerous/active or so.

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Killjaeden





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PostPosted: Sun, 1. Nov 09, 16:17    Post subject: Reply with quote Print

i have a new piratecorvette "Maverick" in my Shipexpansion-mod
however it is just the ship, it's not added to missions or patrols...

I would also like to see a mod where pirate capital ships show up in missions and more different ships as escorts (deathclaw, pirate kea, pirate elite, pirate skorpion buzzard and buster,...) that ARE already pirateships but not used Rolling Eyes


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imperium3





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PostPosted: Sun, 1. Nov 09, 16:27    Post subject: Reply with quote Print

The changes would have to be applied in the mission director file that controls random spawns. I tried to change it myself, however the changes weren't reflected in the game. Not sure what I did wrong. Any experienced MD scripters out there?


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Deadbeat_Spinn



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PostPosted: Sun, 1. Nov 09, 16:41    Post subject: Reply with quote Print

Though they are rarely seen, I've come across Pirate Dragons (twice), a Pirate Nemesis, and a Pirate Heavy Dragon but they were non mission related.


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Observe





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PostPosted: Sun, 1. Nov 09, 17:08    Post subject: Reply with quote Print

imperium3 wrote:
The changes would have to be applied in the mission director file that controls random spawns. I tried to change it myself, however the changes weren't reflected in the game. Not sure what I did wrong. Any experienced MD scripters out there?

This would probably best be done via creating new entries in Jobs file.

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OOZ662



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PostPosted: Sun, 1. Nov 09, 20:22    Post subject: Reply with quote Print

Observe wrote:
imperium3 wrote:
The changes would have to be applied in the mission director file that controls random spawns. I tried to change it myself, however the changes weren't reflected in the game. Not sure what I did wrong. Any experienced MD scripters out there?

This would probably best be done via creating new entries in Jobs file.


Jobs doesn't have anything to do with missions, as far as I've experienced. They're done entirely through the Mission Director.


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Observe





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PostPosted: Sun, 1. Nov 09, 20:44    Post subject: Reply with quote Print

OOZ662 wrote:
Jobs doesn't have anything to do with missions, as far as I've experienced. They're done entirely through the Mission Director.

I thought he was asking about general "....add other ships to the Pirate spawns?" rather than specific to missions.

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apricotslice





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PostPosted: Mon, 2. Nov 09, 03:58    Post subject: Reply with quote Print

You would need to copy ships you want to see used by pirates, in tships, and assign them pirate race.

Jobs would then use them.

The ones that show up exist as pirate versions of the ships.

In effect, to expand the ships pirates can use, you would need to make a mod adding a whole heap of ships to the bottom of the file, all with pirate race.


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OOZ662



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PostPosted: Mon, 2. Nov 09, 05:46    Post subject: Reply with quote Print

If you read his post, he means the pirates spawned by assassination missions. You need to edit the mission director for that. On the other hand, you can edit Jobs to make more and/or different pirate ships mulling around the universe.


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apricotslice





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PostPosted: Mon, 2. Nov 09, 05:54    Post subject: Reply with quote Print

ooops, read it too fast to make that association.

Yes. What gets spawned in missions is coded in the mission file.


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jlehtone



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PostPosted: Mon, 2. Nov 09, 09:13    Post subject: Reply with quote Print

apricotslice wrote:
Yes. What gets spawned in missions is coded in the mission file.

So the followup question is, what does the MD-file actually requests:
(1) explicit Pirate Osprey, or (2) a class M6 vessel from race 'Pirates'?

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fud





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PostPosted: Mon, 2. Nov 09, 14:41    Post subject: Reply with quote Print

As for missions, I'm not one to mess with the MD. But with regard to the Jobs file, it's pretty simple to add more ships for the pirates.

Pirates in my game have access to any M3/4/5/6 ship available to the common races, including their variants.

So you can have Mambas, Hydras, Falcon Sentinels, etc, etc.

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spectre900





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PostPosted: Mon, 2. Nov 09, 16:16    Post subject: Reply with quote Print

OOZ662 wrote:
If you read his post, he means the pirates spawned by assassination missions. You need to edit the mission director for that. On the other hand, you can edit Jobs to make more and/or different pirate ships mulling around the universe.


actualy, I meant more like station defence mission or well, any combat mission in general.

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Killjaeden





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PostPosted: Mon, 2. Nov 09, 16:43    Post subject: Reply with quote Print

Quote:
So the followup question is, what does the MD-file actually requests:
(1) explicit Pirate Osprey, or (2) a class M6 vessel from race 'Pirates'?

Most likely nr. 1
because the pirate osprey is a teladi ship... if it would use ships from race pirates only deathclaws and capitalships would be spawned, as well as modded ships for pirates (e.g. my corvette), but that isn't the case.


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Killjaeden





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PostPosted: Tue, 3. Nov 09, 02:17    Post subject: Reply with quote Print

Ok, i installed everything needed for MD-scripting and looked at the scripts
I couldn't find any point where a specific Ship-ID (like those in the Tship e.g. "SS_SH_A_M4")...
i only found a 'create ship' line in "U3.Create Ships.xml" but this isn't with any specific parameters - just 'race' 'type' 'docksize' and something like that.

In "U.9Build Fleet.xml" are also only common parameters, and every class is featured by this...(m1-m7)

thought it might be easy to fix when looking at the tutorial where ship-IDs where given directly.
now i got a headache because of looking onto hieroglyphics and trying to understand those Laughing


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