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[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
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Serial Kicked





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PostPosted: Wed, 29. Apr 09, 17:18    Post subject: [AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22] Reply with quote Print

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Arrow Plugin Description
    Pirate Guild is an AL plugin giving life to the Pirate Faction, unlocking several new ways to play the game and allowing the player to work with or against the Pirate Guild. It also features an efficient and dynamic faction AI that is able respond to threats and launch raids against specific targets. Pirate Bases will now be able to take defensive actions, like buying laser-towers and M6 to protect themselves, or offensive actions like the raid of transport ships, sector invasions, destruction of military assets, and much more. They are also able to target the faction who dealt the most damages to them. The plugin also features a custom communication system allowing the player to talk to PG ships and stations, a news system to keep you posted with the latest pirate related events and various dynamic missions.

    If you have the Anarkis Defense System script installed, Pirate Guild will use it to (very) efficiently defend its pirate bases Smile

    I also need your feedback for the 1.6x releases. Please check this topic.


Arrow Main Features
  • Pirate Bases (PB) buy and capture ships to build defenses and raiding parties
  • When attacked pirate stations will respond with lethal forces
  • The Guild will favor attacking the race which deals the most damage to it
  • Lasertower and M6 deployment for PB defense purpose
  • Ability for the player to befriend the pirate faction and the Guild
  • Two Pirate Shipyards are spawned in the universe
  • Mobile Guild HQ attacking enemy sectors and rearming at the PB (Galleon M1)
  • Ability for the Guild to buy a Brigantine M2 to defend its stations
  • PB selling / buying more goods (weaponry, software, shielding)
  • Pirate Guild ships are using the jumpdrive to travel
  • Ability for the plugin to use custom ships and weaponry (from mods)
  • The player gain additional money for the destruction of pirate guild's assets
  • Pirate economic system (raids give money used to buy ships / defenses)
  • Setup menu allowing to select the Guild's strength
  • Comm. with the PB through a hot-key allowing to access various services
  • Dynamic Defense System with endangered PB calling patrolling M7 for help


Arrow Downloads and Link


Arrow Recommended Scripts and Addons


Arrow Compatibility with 3rd party scripts
Script makers and modders should check the readme for more details

1. This plugin IS NOT compatible with Friendly Pirates which is messing with relationship to pirates. Friendly Pirate must be uninstalled first.

2. Scripts that are not carefully messing with the pirate notoriety and with pirate assets in general may cause issues. Most of these incompatibilities can easily be cleared by the 3rd party scripter with the info given in my readme file.

3. Mods (that are not including incompatible 3rd party scripts) should work just fine as long as they have at least one pirate base and sector somewhere in the universe.


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X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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Last edited by Serial Kicked on Sun, 27. Apr 14, 08:46; edited 45 times in total
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Serial Kicked





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PostPosted: Wed, 29. Apr 09, 17:18    Post subject: Reply with quote Print

Commands used : none

Textfile used : 8513

Supported languages :
- English
- French
- German (Thanks to Liamadon)
- Italian (Thanks to Xangar)
- Polish (Thanks to BlueBerry SheWolf and Yacek).



======================================
Version History
======================================

v1.59 - Final Release
(*) 0000012: [AI - Bounty Hunters] Immobile Bounty Hunters
(*) 0000037: [AI - Defense Grid] Neutral M7 patrol ships when the player is a foe
(*) 0000036: [AI - Pirate Bases] Orders should reduce the attack priority on the worst enemy
(*) 0000032: [AI - Pirate Bases] TS Raid order ignore the "peace with teladis" flag
(*) 0000031: [AI - Pirate Ships] Mob Bosses may flee to far away from homebase
(*) 0000029: [General Issues] Library issue : Cargo value wasn't correctly reported
(*) 0000035: [General Issues] Library issue : "Retrieve cargo value" not working on player's ships
(*) 0000030: [Compatibility with 3rd party plugins] NPC bailing addon - Some undetected captures

v1.58 - Final Release
(+) 0000021: [Mission System] Accepting missions should add a message to the player log
(*) 0000028: [AI - Pirate Ships] Mob Bosses unable to find a sector to flee to
(*) 0000026: [Mission System] Bounty for guild's targets should be capped
(*) 0000027: [General Issues] Custom attack.all with timeout order is buggy

v1.57 - Superbox Release
(*) 0000011: [Mission System] No reward for some missions
(*) 0000002: [General Issues] Compatibility check with X3TC 2.7 not done
(*) 0000007: [Game Balancing] Pirate ships use too many Ion Disruptors
(*) 0000001: [Compatibility with 3rd party plugins] Messages about a pirate base in null sector.

v1.56 - Final Release
(+) Added Polish support
(+) PB will now consider TM ships as potential targets for raids on transport ships
(*) Fixed : Minor signal issue on target ships [1.40]
(*) Fixed : Some glitches in library files

v1.55 - Final Release
(+) Bounty Hunter On/Off toggle added to setup menu
(*) Fixed : Error in bounty hunters hunter spawning code causing them to be red to player [1.53]
(*) Fixed : Wrong race ownership for PG ships bought at foreign shipyards [1.50]
(*) Fixed : Possible small ADS docking related issue [1.40]
(*) Fixed : Minor issue related to fines from pirate bases [1.20]
(*) Fixed : It was possible for the mobile HQ, the M2 and M7 to spawn red when they are not supposed to [1.01]

v1.54 - Final Release
(+) Reward for destroying a PB is now 2.5 million credits (500k was really cheap)
(+) CPU usage has been reduced a bit
(+) Somewhat improved update system
(*) Fixed : No reward for destroying a PB [unknown]
(*) Fixed : Minor issue related to german translation [1.52]

v1.53 - Final Release
(+) Small rewards from the guild will be put in logbook, bigger ones will be sent as popup message
(+) Signal handling on targeted ships rewritten from scratch. Smaller, better, faster (tm)
(*) Fixed : Capture was still ignored for one kind of mission [1.52]
(*) Fixed : Possible crash with the RRF plugin [1.50]
(*) Fixed : Small display issue in the Mission List [1.40]
(*) Fixed : Non blinking ship for some missions [1.40]
(*) Fixed : Reward message spam bug [1.40]
(*) Fixed : Issue with the Mob Boss radar occasionally preventing him from fleeing [1.40]
(*) Fixed : Mobile Guild HQ ressupply can take ages when in same sector as playership [1.01]
(*) Fixed : Many bugs and glitches related to signal handling [misc]

v1.52 - Final Release
(+) German translation added - Thanks to Lamiadon
(*) Fixed : Invasion of friendly player owned sectors [1.00]
(*) Fixed : No bonus/reward for the capture of bounty hunters [1.40]
(*) Fixed : Captured bounty hunters that kept blinking [1.40]

v1.51 - Final Release
(+) Station Hacking available at Pirate Bases for Guild members
(+) Documentation completed, french readme added, textfiles updated
(*) Fixed : Game crash when giving money to the guild - Thanks to Aegyen and Vampirecosmonaut - [1.40]
(*) Fixed : Playership name may blink if he attacks a PG asset by mistake [1.40]
(*) Fixed : Bug that may cause the spawn of 'unknown race' bounty hunters / police ships, and other minor glitches [1.35]
(*) Fixed : M6 sometime switching back red even if you pay the fine at the local PB [1.00]

v1.50 - Final Release
(+) Improved bounty hunter AI
(+) Improved news system (now using ECS 2.5 Newsfeed) - GUI improvement and more article types.
(+) Tuned the mission system, max distance for a mission to be detected by a PB reduced to 8 jumps (instead of 10).
(+) Added "Protect this Pirate Base" guild mission (reward x2 on incoming ships) [needs ADS installed]
(+) Added "Destroy Police TL" guild mission
(+) Mob Boss request-for-help-from-homebase AI call should work better now
(*) Fixed : Forgot to set a max amount of bounty hunters [1.40]
(*) Fixed : Kill Counter not increased when a PB or a M2 is destroyed [1.01]
(*) Fixed : PB promotion script was ignoring the "anarkis.skipme" local variable [1.00]

(... see readme.txt for previous changelogs ...)



======================================
Compatibility Notes (scripters and modders)
======================================

* Do not use any task between 890 and 900 (included) on any ship or station
* Objects used by PG have the local variable 'anarkis.pirate' set to TRUE
* Check the global variable 'anarkis.pirate.plugin' to see if PG is enabled
* The plugin will ignore objects with the local variable 'anarkis.skipme' set to TRUE
* The plugin needs at least one pirate owned sector to work correctly
* The plugin needs at least one pirate base object to work correctly
* PG will use custom ships as long as they can be found in shipyards
* Scripts that mess with the pirate faction may not be compatible
* PG should be able to handle custom weapons (not tested)
* PG ships and stations have the 'lv.jtp.block' variable set to TRUE


_________________
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station


Last edited by Serial Kicked on Thu, 22. Jul 10, 23:15; edited 19 times in total
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CraterFace





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PostPosted: Wed, 29. Apr 09, 19:49    Post subject: Reply with quote Print

Will try it out right away Smile (used it occasionally for X3R when I played as a pirate Wink)


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Thrandisher





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PostPosted: Wed, 29. Apr 09, 23:11    Post subject: Reply with quote Print

Nice! Guess this means i will have to install x3tc again so i can test it out some. Thanks Smile


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Canuckian





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PostPosted: Thu, 30. Apr 09, 23:55    Post subject: Reply with quote Print

I was waiting for something like this. My pirate career was indefinitely put on hold because I couldn't sell ANYTHING to make money. All my loot and capped ships couldn't be sold unless I had good reputation with other races (which defeats the purpose of being a pirate).

With pirate shipyards and better pirate economy, that should be a thing of the past. Also, will also welcome some support from my fellow guild members! Smile

Does this conflict with Pirate Fence? I hope not since it complements this script fairly well by adding variety of products not normally accessible by the pirate economy.

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pelador





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PostPosted: Fri, 1. May 09, 00:53    Post subject: Reply with quote Print

I'll let SK confirm of course. But we have spoken about it and the two should be compatible. The PG does go some way to introducing wares available for pirates though aswell as obviously enriching it more fully.

But the short answer is that Pirate fence should hopefully compliment PG, PF is a scripted interface that again doesnt introduce ware management on fabs in the literal vanilla sense so wont interfere with PG as a result.


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Cuddly_Tomato





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PostPosted: Fri, 1. May 09, 16:37    Post subject: Reply with quote Print

This sounds really good, I have been waiting for a decent pirate mod. The thing is what are their invasions like? Is it a constant battle with the other races or do the pirates make occassional large raids?

I am running Race Patrols so I hope that would mitigate that somewhat. I don't really like the RTS aspect that seems to be filtering into the X3 mod catalogue.

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Hieronymos





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PostPosted: Sat, 2. May 09, 23:03    Post subject: Reply with quote Print

Some betatesting needed for sure.

Pirates might need more military assets. Like large wings of fighters in every PB that activate only when PB comes within 5km. of hostiles. In my last vanilla game, Brennan's Triumph was assaulted by a huge Paranid force within about 2 game days from start..100% eliminating pirate prescense..
Same went for P-base in Atreus Clouds. It seems the vanilla global strategic ai is much harder on pirates than in 3R.

Perhaps RRF will be needed as default to play with PG.


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Serial Kicked





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PostPosted: Thu, 14. May 09, 18:16    Post subject: Reply with quote Print

Hi there !

Soo, here's the version 1.20 of PG3. It corrects the annoying bug causing a random game crash (yeepee). For those interested in the "why it crashed X3", it was caused by the capture of ships. In X3 Reunion, when i turned an attacked ship to the Pirate race, my capture team automatically stopped to attack it, now in TC it automatically crash the game. I tried several methods but none are 100% safe so i removed this small part of the plugin completely.

There's quite a bunch of new feature, though. Here's the main ones:

Pirate Bases have a dynamic naming system so you can easily spot how strong a PB is. You can comm with pirate ships like it was possible in the X3:R version (not all features included yet). You can buy some special station at the shipyards (which are now respawning) like military outposts. You can even buy pirate bases there, however those pirate base won't be under your control, they will be used by PG automatically after about half a hour. So, now, if you have enough funds you can REALLY help the guild to expand Wink. PB can now train pirate pilots to increase their fightskill. Articles in the news network are now dated. Economic system and base/ship AI have been tuned, too.

Wealthy pirate bases in pirate sectors can now build a "pleasure dome" where you can sell all your illegal goods easily. If you comm with those stations using ECS hotkey you'll see that there's a casino inside it (with the arena, and other luck games), it's not yet
working and these features will be included in next version.

And for the main feature (drum roll ... ^^), IF you have installed the Anarkis Defense System script (formerly known as Anarkis Carrier Command) you can allow (in the setup menu) pirate bases to use it to defend themselves ! And, it's *very* effective. However, to keep things balanced, it will only kick off when the pirate base is big enough, such pirate bases will usually be named as 'Pirate Guild Stronghold' or 'Pirate Guild Fortress'.

Of course it corrects all the bugs spotted in 1.01 and I strongly suggest you to read the changelog and the included documentation for additional details.

Notice that this version has been tested several times at SETA x10 during whole nights with and without the Race Response Fleet plugin (from LV) with no game crash. It's probably not 100% bug free yet, so I count on you to find anything i've overlooked (and i'm pretty sure you will Razz)


Enjoy Smile



----------

Now to answer to your various posts:

Quote:
Does this conflict with Pirate Fence? I hope not since it complements this script fairly well by adding variety of products not normally accessible by the pirate economy.


Not tested but as far as i know they should be perfectly compatible.

Quote:
This sounds really good, I have been waiting for a decent pirate mod. The thing is what are their invasions like? Is it a constant battle with the other races or do the pirates make occassional large raids?


Both. The pirate bases with enough ships will attack enemy sectors with about 15-20 ships occasionally. And there's the mobile HQ Galleon M1 which constantly jump from an enemy sector to another and unleash its 25 docked ships. However as long as you stay friend to the Guild you've nothing to fear.

Hieronymos wrote:
Pirates might need more military assets. Like large wings of fighters in every PB that activate only when PB comes within 5km. of hostiles.


Now included Smile If you have Anarkis Defense System (formerly known as Anarkis Carrier Commands), the pirate bases will buy 'Pirate Mercenaries' that will be used as a proactive defense system. However it takes a lot of time for PB to have enough defenses.

Quote:
In my last vanilla game, Brennan's Triumph was assaulted by a huge Paranid force within about 2 game days from start..100% eliminating pirate prescense.. Same went for P-base in Atreus Clouds. It seems the vanilla global strategic ai is much harder on pirates than in 3R.


Nah, the "strategic" (ahem) AI in X3:TC doesn't attack PB with heavier forces. Yeah it's a bit more clever than in X3:R, but that's not the cause. In fact, this is caused by the removal of my camouflage device. When a raid is launched against let's say a split transport, the homebase of the raiding party will turn red on splits, and so the pirate base (if located in split sector) will be automatically targeted by the roaming military fleets. In X3:R, the PB stayed neutral and there was no repercutions after a raid.

Yes at first, most of the PB in legit sectors will be destroyed. But after a while they will respawn in more secure sectors allowing them to grow bigger. I may add back the camo-device, but it's a pain in the arse to implement correctly. And i've to admit that i like it this way, after all a PB shouldn't survive a military assault in a legit sector. We'll see.

And like i said in the beginning of the post, in this v1.20, if you have installed ADS there is no way a legit race can destroy a Pirate Guild Fortress without the help of RRF, especially OOS where fighter wings have a clear advantage over big ships.

As an example in my 2d-12h (difficulty : hard) test save, the Pirate Guild Fortress in Blue Profit has 8 LT, 2 defensive M6, 38 PG ships used for raids and such, and 19 ADS defensive M3 used to attack incoming in a 8km radius.

There's also a M2 supposed to come to the help of endangered PB, but the mechanism is flawed as PB are usually far away from gates and it arrives way to late. Will be corrected in a later edition.

Cheers,

SK.


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openget





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PostPosted: Thu, 14. May 09, 22:12    Post subject: Reply with quote Print

The ECS hotkey disappeared after I installed v1.20 Sad

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Hieronymos





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PostPosted: Thu, 14. May 09, 22:16    Post subject: Reply with quote Print

Quote:
PB can now train pirate pilots to increase their fightskill.

Any possibility will conflict with other scripts that increase fightskill, like Nemeo's Levelling AI (should it ever make it to XTC)? Just trying to think ahead here.


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Serial Kicked





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PostPosted: Thu, 14. May 09, 22:42    Post subject: Reply with quote Print

Hieronymos wrote:
Quote:
PB can now train pirate pilots to increase their fightskill.

Any possibility will conflict with other scripts that increase fightskill, like Nemeo's Levelling AI (should it ever make it to XTC)? Just trying to think ahead here.


No conflict possible Smile

Quote:

The ECS hotkey disappeared after I installed v1.20


Extended Comm should have been replace by something like :
ECS: Extended Comm. System
in the keyboard config menu. You will have to reassign

Check your AL settings to see if ECS is installed and running. If both are here and no such shortcut. Disable PG, then ECS and re enable ECS, then PG.


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Predator02





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PostPosted: Thu, 14. May 09, 23:25    Post subject: Reply with quote Print

Serial Kicked wrote:

Quote:

The ECS hotkey disappeared after I installed v1.20


Extended Comm should have been replace by something like :
ECS: Extended Comm. System
in the keyboard config menu. You will have to reassign

Check your AL settings to see if ECS is installed and running. If both are here and no such shortcut. Disable PG, then ECS and re enable ECS, then PG.


I'm having this issue too. I noticed wether I turn ECS on or off in the AL menu, it's still registering as disabled.

Also another bug, I've noticed after turning Pirate guild off for awhile, it leaves behind the occasional pirate guild HQ renamed to Unknown Object which spews out random pirate ships with race monikers (Boron blastclaw prototype for instance) in the hundreds. The worse so far was Moo-Kye's Revenge with 781 ships milling about I ended up sector killing.

*edit*

Another bug. I occasionally receive a message from the pirate guild thanking me for my assistance and they give me 5000 creds. Then the game locks up immediately after. This is without engaging in any combat and having pirates set to neutral.


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StarCrack





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PostPosted: Fri, 15. May 09, 17:17    Post subject: Reply with quote Print

hi love the script
But i'm using Complex Cleaner and i think its interfering with what stations spawn
Might not be CC but its the only mod i run that tweeks the Tstations

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Serial Kicked





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PostPosted: Fri, 15. May 09, 19:08    Post subject: Reply with quote Print

Sorry a file was missing in the last version causing the ECS issue and maybe others, dunno Embarassed

I have no access to the FTP at the moment so you'll have to do with a lame web-filesharing website full of ads:

http://www.2shared.com/file/5791474/9e5cdf2e/pirateguild.html?

v1.20 with all you need Smile

Quote:
Also another bug, I've noticed after turning Pirate guild off for awhile, it leaves behind the occasional pirate guild HQ renamed to Unknown Object which spews out random pirate ships with race monikers (Boron blastclaw prototype for instance) in the hundreds. The worse so far was Moo-Kye's Revenge with 781 ships milling about I ended up sector killing.


Guild HQ ? The M1 or a pirate base called like that ?
Anyway it may be an issue in the desactivation process of the plugin, i'll check this weekend and publish something asap.

*edit*

Quote:
Another bug. I occasionally receive a message from the pirate guild thanking me for my assistance and they give me 5000 creds. Then the game locks up immediately after. This is without engaging in any combat and having pirates set to neutral.


It Also works with any of your ships, so it's maybe one of your patrol or a lucking transport. I will investigate the issue.

Would you be kind enough to enable the debug logging (in the plugin setup) and give me the last 20 lines in the logfile when the plugin screw up ?

The logfile is located here :
MyDocuments\Egosoft\X3TC\log08513.txt

Quote:
But i'm using Complex Cleaner and i think its interfering with what stations spawn. Might not be CC but its the only mod i run that tweeks the Tstations


Should not be an issue, PG doesn't spawn the stations itself, it just use them. May cause and issue with the pirate shipyards however if CC wasn't using the X3TC 2.0a Tstations files.


Cheers.


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Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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