[SCRIPT] Pirate Fence V1.1 (16.04.2009) (Version 2 Compatible)
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[SCRIPT] Pirate Fence V1.1 (16.04.2009) (Version 2 Compatible)
Pirate Fence
[ external image ]
Download as ZIP here: [ external image ]
Extract into X3TC games directory.
As Cycrow plugin: [ external image ]
You will require Cycrows Plugin Manager for the spk file.
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Mirrors:
ZIP: [ external image ]
SPK: [ external image ]
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Overview:
The Pirate Fence represents a unique trading option at pirate installations. To access it simply dock at any pirate station (including Yaki and Dukes) and then using the ship command console access the trading menu. There you will see a selection "Trade with Pirate Fence". You need the Trading system extension for this.
Up to 10 goods/loot in limited stock that the pirates have "sourced" will then be available for purchase, this is different for each station. This mainly compromises weapons, shields, missiles, tech and some miscellaneous items.
What is available is random but also is influenced by price and stock. E.g. mosquito missiles will be significantly more common and abundant than 2 GJ shields. There is also a check for the majority of loot generated that a station is producing/selling the ware within 8 sectors of the station. This gives some credance to the local activity of the resident pirates.
The loot stock is updated every 22 Mizuras (approx 1hr game time) when new loot items become available. Note, you cannot buy goods from the pirate fence in limited quantities based on what is available. You have to take the complete stock available for that loot option. Once bought that option is obviously removed having been sold.
Prices are based around 75% to 150% of maximum price for the ware. And they dont care who you are they are only concerned on shifting their loot for best price.
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Trade Command 37
Text file: 7811-L044
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As Governed by Community rules:
This script is free to use as long as you say thankyou in your topic .
[ external image ]
Download as ZIP here: [ external image ]
Extract into X3TC games directory.
As Cycrow plugin: [ external image ]
You will require Cycrows Plugin Manager for the spk file.
-------------------------------------------------------------------------------------
Mirrors:
ZIP: [ external image ]
SPK: [ external image ]
-------------------------------------------------------------------------------------
Overview:
The Pirate Fence represents a unique trading option at pirate installations. To access it simply dock at any pirate station (including Yaki and Dukes) and then using the ship command console access the trading menu. There you will see a selection "Trade with Pirate Fence". You need the Trading system extension for this.
Up to 10 goods/loot in limited stock that the pirates have "sourced" will then be available for purchase, this is different for each station. This mainly compromises weapons, shields, missiles, tech and some miscellaneous items.
What is available is random but also is influenced by price and stock. E.g. mosquito missiles will be significantly more common and abundant than 2 GJ shields. There is also a check for the majority of loot generated that a station is producing/selling the ware within 8 sectors of the station. This gives some credance to the local activity of the resident pirates.
The loot stock is updated every 22 Mizuras (approx 1hr game time) when new loot items become available. Note, you cannot buy goods from the pirate fence in limited quantities based on what is available. You have to take the complete stock available for that loot option. Once bought that option is obviously removed having been sold.
Prices are based around 75% to 150% of maximum price for the ware. And they dont care who you are they are only concerned on shifting their loot for best price.
------------------------------------------------------------------------------------
Trade Command 37
Text file: 7811-L044
-------------------------------------------------------------------------------------
As Governed by Community rules:
This script is free to use as long as you say thankyou in your topic .
Last edited by pelador on Sat, 8. Aug 09, 20:49, edited 14 times in total.
Version history:
14.03.2009 V1.0 beta
16.04.2009 V1.1 Bug fix correction
14.03.2009 V1.0 beta
16.04.2009 V1.1 Bug fix correction
Last edited by pelador on Thu, 16. Apr 09, 23:55, edited 1 time in total.
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- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
Wow, good on you Pelador! You're creative, prolific and sharp: good tidings for both you and the game!
Creating a TC version as "Pirate Fence" is a coup indeed.
This script is similar in function to Cycrow's (or TycHouse's?) 3R BBS script whereby you could buy weapons, shields, missles at P.Bases...You could also sometimes get offers to buy derelict ships locations (which were gutted with 20% hull & guarded by Yaki patrols).
That was how I got my first ever Python in 3R..along with black market PPC's while playing a mostly disreputable pirate campaign, with lousy Split rep..
With this excellent new plugin, and now that Serial Kicked is back on the scene, the potential to create a 100% off-the-grid, Pirato-centric game is once again within reach!
Creating a TC version as "Pirate Fence" is a coup indeed.
This script is similar in function to Cycrow's (or TycHouse's?) 3R BBS script whereby you could buy weapons, shields, missles at P.Bases...You could also sometimes get offers to buy derelict ships locations (which were gutted with 20% hull & guarded by Yaki patrols).
That was how I got my first ever Python in 3R..along with black market PPC's while playing a mostly disreputable pirate campaign, with lousy Split rep..
With this excellent new plugin, and now that Serial Kicked is back on the scene, the potential to create a 100% off-the-grid, Pirato-centric game is once again within reach!
Thanks H.
I have expectations that Serial Kicked will supercede it with his Pirate development however. The scripts involved are open source and would not be complicated to incorporate but I imagine SK will have already considered this as a feature to introduce or potentially something more ellaborate.
Either way it was developed as an aid to those who want to explore the gamestyle of a "Pirate" and those who kept them on good terms.
I have expectations that Serial Kicked will supercede it with his Pirate development however. The scripts involved are open source and would not be complicated to incorporate but I imagine SK will have already considered this as a feature to introduce or potentially something more ellaborate.
Either way it was developed as an aid to those who want to explore the gamestyle of a "Pirate" and those who kept them on good terms.
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- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
If I were you I'd approach SK..depending on what he wants to do with PG, he might want to directly add your contribution to it; with appropriate credit, and if that works for you.
Historically, he'd gone through periods of prolific output..and then faded away for years..due to RL. Part of the reason it would seem he never fully finished PG, or expanded Yaki Armada, was due to the extreme hassle of scripting & then debugging mission content in the pre-Mission Director era.
Now that MD is operational, it should herald a golden age of content development.
Cycrow, assuming he's not burning out, will be another one to watch for new MD content.
...........
What DD is now trying to create for DDTC is an automatic Quest Generator, that will hopefully link multiple (modded) stock missions together. As in, an Assassinate mission, once primary is terminated, segging into a Return Item (black box left in debris field of dead mark), that upon return triggers a Defend Base mission..that sort of thing.
With a fair amount of randomness and unpredictability, to keep suspense high for good replayability value.. The problem is that some mission types don't segway terribly well into others, so working out realistic logic trees will require quite a bit of thought.
Sorry for being so far off topic on your thread, but a mission variant that I'm extremely keen on is the Retrieve Ship, where ship is a TL--loaded with fab/forge kits. For player as a pirate/Yaki, getting access to factories to create a manufacturing base..will require stealing them.
That could be a "Service" your script could one day provide: for a fee, provide info on the departure time and route of a convoy with TL's carrying fabs/forges...the higher-end the fab/forges carried, the stiffer the fee. Player then gets an opportunity to intercept convoy, and capp a laden TL, plus escorts. Pretty sweet opportunity.
Historically, he'd gone through periods of prolific output..and then faded away for years..due to RL. Part of the reason it would seem he never fully finished PG, or expanded Yaki Armada, was due to the extreme hassle of scripting & then debugging mission content in the pre-Mission Director era.
Now that MD is operational, it should herald a golden age of content development.
Cycrow, assuming he's not burning out, will be another one to watch for new MD content.
...........
What DD is now trying to create for DDTC is an automatic Quest Generator, that will hopefully link multiple (modded) stock missions together. As in, an Assassinate mission, once primary is terminated, segging into a Return Item (black box left in debris field of dead mark), that upon return triggers a Defend Base mission..that sort of thing.
With a fair amount of randomness and unpredictability, to keep suspense high for good replayability value.. The problem is that some mission types don't segway terribly well into others, so working out realistic logic trees will require quite a bit of thought.
Sorry for being so far off topic on your thread, but a mission variant that I'm extremely keen on is the Retrieve Ship, where ship is a TL--loaded with fab/forge kits. For player as a pirate/Yaki, getting access to factories to create a manufacturing base..will require stealing them.
That could be a "Service" your script could one day provide: for a fee, provide info on the departure time and route of a convoy with TL's carrying fabs/forges...the higher-end the fab/forges carried, the stiffer the fee. Player then gets an opportunity to intercept convoy, and capp a laden TL, plus escorts. Pretty sweet opportunity.
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- Posts: 85
- Joined: Thu, 16. Oct 08, 13:55
This sounds promising.
What Hieronymos is saying is great if it can be done, and Pelador, thank you for this Pirate Fence. I'll give it a try.
Bando
EDIT:
Tried this, but it will not sell me anything. I have around half a million credits and it says "not enough funds" (or something simular) for bying 3 25MJ shields that are around 75K a piece. When I select two missiles, it beebs and throws me back at the command menu. Checking my cargo hold does not reveal the missiles, so something went wrong in the purchase.
I access the Fence by using the trade menu of the ship itself via the "r" - "c" - "3" - "9" buttons.
Hope you know what's wrong or what I'm doing wrong. I haven't got a clue.
Thanks,
Bando
What Hieronymos is saying is great if it can be done, and Pelador, thank you for this Pirate Fence. I'll give it a try.
Bando
EDIT:
Tried this, but it will not sell me anything. I have around half a million credits and it says "not enough funds" (or something simular) for bying 3 25MJ shields that are around 75K a piece. When I select two missiles, it beebs and throws me back at the command menu. Checking my cargo hold does not reveal the missiles, so something went wrong in the purchase.
I access the Fence by using the trade menu of the ship itself via the "r" - "c" - "3" - "9" buttons.
Hope you know what's wrong or what I'm doing wrong. I haven't got a clue.
Thanks,
Bando
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- Posts: 85
- Joined: Thu, 16. Oct 08, 13:55
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
What particular problem(s) are you having SFA? Others have no problem downloading it. I could upload elsewhere but I'd prefer to use a consistant server/service for ease of management.spacefueladdict wrote:Hi pelador, Great script, using V1 ATM, having trouble D/loading 1.1 from mediafire, would it be a real pain if you could upload somewhere else please?
Cheers.
Spacefueladdict.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
I click on the link, it takes me to the mediafire page, and it just sits there and doesn't bring up the link, tried both the spk and the rar link a dozen times or more. I always have this trouble with mediafire,pelador wrote:What particular problem(s) are you having SFA? Others have no problem downloading it. I could upload elsewhere but I'd prefer to use a consistant server/service for ease of management.spacefueladdict wrote:Hi pelador, Great script, using V1 ATM, having trouble D/loading 1.1 from mediafire, would it be a real pain if you could upload somewhere else please?
Cheers.
Spacefueladdict.
Hope you can help?.. Could you E-mail me a copy?
Sorry for asking but have to check:
Are you clicking on the yellow button on the left that reads: "click here to download" or the file listing itself on the right. The file listing will simply return you to the download page?
I can push a copy over from MSN or email/skype it if you prefer. Just hoping that downloading from mediafire can be resolved.
Are you clicking on the yellow button on the left that reads: "click here to download" or the file listing itself on the right. The file listing will simply return you to the download page?
I can push a copy over from MSN or email/skype it if you prefer. Just hoping that downloading from mediafire can be resolved.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
I'm clicking on the 'Download' or the 'SPK' icon's on the first post which takes me to this page and no further.pelador wrote:Sorry for asking but have to check:
Are you clicking on the yellow button on the left that reads: "click here to download" or the file listing itself on the right. The file listing will simply return you to the download page?
I can push a copy over from MSN or email/skype it if you prefer. Just hoping that downloading from mediafire can be resolved.
[ external image ]
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42