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[MD-Script] Ketraar's Real Pirate Syndicate [beta.1] (update 12-07-2009)
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Ketraar
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PostPosted: Wed, 8. Jul 09, 01:23    Post subject: [MD-Script] Ketraar's Real Pirate Syndicate [beta.1] (update 12-07-2009) Reply with quote Print

Ketraar's Real Pirate Syndicate

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Hello Community

K.P.R.S. stands for Ketraar's Real Pirate Syndicate.This is a unknown Pirate faction, that unlike the Yaki can be very dangerous. From now on the X-Universe is an unsafe place to be, even/specially for the player and its assets. This Pirate faction pops out from nowhere, seizes, boards and if all else fails, destroys its targets in the pursuit of profits.

This Pirate faction is very clever, they strike there where you'd least expect it. Sometimes you have time to intervene, sometimes you don't and before you know your station has been seized, or a ship is gone, if you're unlucky enough maybe even both.

Do not underestimate these Pirates, they are technologically advanced and do not fear to put their full arsenal to use in the pursuit of their goals.

Note: This is a beta version, not compatibility with future versions yet!



Info:
  • K.R.P.S. Ship raiders - beta 1
  • K.R.P.S. Station raiders - beta 1
  • Firewall awaylable to buy - beta 1
  • Black market - maybe
  • Station hacker, the other way around - maybe






Installation:
  • Extract rar into X3:TC root folder
    (Files should go where they are supposed to)
  • Start/load your game
  • Change your pilot name to KRPS

    Note: Always load a save in which no KRPS was loaded yet



Start conditions:
  • You need to own at lest 2 bigships (M1/M2/TL/M7/etc.)
  • You need to own at least 2 stations
    Note: These are just temporary conditions, to make things start sooner during development



Compatibility:
  • KRPS is compatible with X3TC 2.1 and higher, also with all 2.1 compatible modifications



Credits:
  • X2-Illuminatus
  • Pappendorf Wolfgang
  • Ogerboss
  • Iifrit Tambuur-san
  • JensKa



Changelog:


Feedback is highly appreciated. Smile

MFG

Ketraar



Last edited by Ketraar on Sun, 12. Jul 09, 03:06; edited 2 times in total
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X2-Eliah





Joined: 12 Oct 2006
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PostPosted: Wed, 8. Jul 09, 04:36    Post subject: Reply with quote Print

1) Does this faction use a new race entry, or is it formed as a pirate race just like the regular pirates?

2) I the player the sole target of this organization, or are they raiding other races too?

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KHCreason





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PostPosted: Wed, 8. Jul 09, 06:33    Post subject: Reply with quote Print

Wow this looks like a great idea... I'll DL this as soon as I get two stations Smile

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Ketraar
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PostPosted: Wed, 8. Jul 09, 12:03    Post subject: Reply with quote Print

This is a fictional faction Wink

No Race entries or such, they actually don't even (physically) exist until they get spawned, so no you can't just try to find and wipe them out. It was suggested in the German thread that they should get an HQ, so maybe in future who knows.

Yes, player is sole target, I don't think raiding NPC ships or stations will add to your gameplay. There is a script that goes in that direction ISS - Industrial Special Services.

This is not one more FIGHT script, its one that will make you have Marines on valuable ships (bigships) and good ones, as only then you have a counter that will give you enough time to intervene, otherwise your ship is gone.

Stations are more vulnerable, usually once you notice something is wrong, its already to late. You'll get the chance to buy it back, IF you follow instructions. The main goal here is to make you worry, so you'll need to set up defences, think twice where to put your stations/ships.

Also mind that this is not done yet, there is usually room for improvements, as you may have seen in the OP there are already a few other things that might get included in future, so feel free to post any ideas that fit this.

MFG

Ketraar

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supakillaii





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PostPosted: Wed, 8. Jul 09, 12:22    Post subject: Reply with quote Print

Mmm.... actual use for marines on ships... *drool*


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Ketraar
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PostPosted: Sun, 12. Jul 09, 03:04    Post subject: Reply with quote Print

Changelog:
  • [Release] KRPS beta 1 - 12/07/2009
    • Added check should the boarding ship get destroyed before it reaches its target or before the timer runs out
    • Added check should the boarding ship get destroyed after the station was seized and/or before the ransom was paid.
    • Made some improved to code (hopefully)


This is getting close to final version now.

Feedback as usual highly appreciated.

MFG

Ketraar

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Nho





Joined: 24 Feb 2006
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PostPosted: Thu, 16. Jul 09, 11:21    Post subject: Reply with quote Print

One question: why do I have to change pilot name? I own some sectors, renamed on pilot name...

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Ketraar
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PostPosted: Thu, 16. Jul 09, 12:08    Post subject: Reply with quote Print

Nho wrote:
One question: why do I have to change pilot name? I own some sectors, renamed on pilot name...

Its just the safest way to trigger the script when you want. If you are referring to MUS, you can safely change your name.

Note: once you have changed the name, wait a few seconds and then you can safely change it back or to whatever you like. Once the MD files has triggered its not necessary any more. This usually applies to all MD-Scripts (at least to mine it does)

MFG

Ketraar

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Nho





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PostPosted: Tue, 21. Jul 09, 01:08    Post subject: Reply with quote Print

Hi Ketraar

I activated your script a while ago, but I never met this new pirate syndicate. Is there a way to check if the script is running fine? Or is there a way to deactivate it and reactivate?

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Ketraar
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PostPosted: Tue, 21. Jul 09, 01:43    Post subject: Reply with quote Print

Nho wrote:
I activated your script a while ago, but I never met this new pirate syndicate.

Make sure you're conditions are met, you need to own 2 bigships and 2 stations. Even then there is a chance that nothing will happen for a while, its set to random and its different in every game.

There is no way for you to check if its running I'm afraid. If you don't get anything after 1 ingame day, please let me know, I'll have a look if something is wrong.

Apart from this, I may update it in near future, hopefully to a final version.

MFG

Ketraar

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Motika





Joined: 09 Jan 2007



PostPosted: Wed, 14. Oct 09, 20:24    Post subject: Reply with quote Print

looks like a cool script, ill try it out on the weekend Smile

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kaffeebohne777





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PostPosted: Thu, 22. Oct 09, 17:29    Post subject: Reply with quote Print

I'll try it when i have 2 Stations and a big ship (i want to buy a Colossus to be a mobile base but thats not so cheap ....)
Thats going to take a while ATM i just have a Yaki M3+ and a Otas M4 (dont know english names of them) and barely 1,2 million credits so i will need some more time Smile

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ogamerdg





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PostPosted: Fri, 13. Nov 09, 17:45    Post subject: Reply with quote Print

is there a setting that lets you pick what they attack? Cause i want more enemies attacking my stations but not my trade ships running around. Or do they just attack stations andships near the starions?


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Ketraar
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PostPosted: Fri, 13. Nov 09, 18:02    Post subject: Reply with quote Print

They only care about the big targets. No trade ships are attacked unless you use Bigships for it.

The 2 versions atm are:
- Any random Player Bigship will get attacked, as in boarded
- Any random Station will be seized, but it can be bought back (note that there are still some issues with player complexes)

Both can be avoided if you have countermeasures, like patrols in sectors to guard your stations, marines and Firewall SW in your ships will delay the boarding process, allowing you to (maybe) fight back the Pirates.

MFG

Ketraar

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ogamerdg





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PostPosted: Sat, 14. Nov 09, 00:29    Post subject: Reply with quote Print

Also does this work with the complex cleaner Confused theres still a hub so i think it will but just checking?


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