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Killjaeden

Joined: 03 Sep 2006 Posts: 4273 on topic Location: Germany

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Posted: Fri, 29. Jan 10, 22:19 Post subject: |
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| Quote: |
| They will also repair, rearm and refuel at any pirate base when needed. Destroyed carriers will of course respawn after a random while. |
Yaki are enemy to pirates by default and capitalships can't dock at Piratebases. how did you solve that? Imo they should just jump home to their shipyard instead. Plausible and perhaps easier.
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Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models |
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Serial Kicked

Joined: 12 Aug 2005 Posts: 3470 on topic Location: France

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Posted: Fri, 29. Jan 10, 22:42 Post subject: |
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@Shannon Maricle:
Well it has to be tested first, maybe it'll work (by pure luck), but it's unlikely imho.
@Happyblue:
Well, the test version won't use ADS at all, like i said on my website, yaki mothership will be sitting ducks against RRF or other police scripts. I need to have some reports on the basics first. But ADS integration will be done quickly after that, and yes ADS will probably be mandatory.
My work on ACC/ADS will resume while YA is being developed (not when it's done, like i said erroneously). Like it was the case for PG, as soon as I need a new fleet handling feature for YA, a new version of ADS will come out.
A hell lot of things in the ADS mechanisms will be rewritten, but the station side isn't my first priority. I've to work around several issues first (mainly related to NPC carriers and the #*$! auto respawn of destroyed fighters). But yes an improved sector protection will come.
@Killjaeden:
By changing their relation to the pirate faction. plain and simple. And no i don't want them to jump back to SY except for repairs. They are supposed to be nomads. And moreover it would be boring for the player to always follow motherships to the same sectors.
_________________ Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Federation HQ - Includes news, releases and a development wiki. |
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Argonaught.

Joined: 06 Nov 2002 Posts: 1575 on topic Location: Omnipotence rules!

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Infector
Joined: 30 Dec 2004 Posts: 44 on topic

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Posted: Sat, 30. Jan 10, 01:03 Post subject: |
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| Serial Kicked wrote: |
Thanks for the suggestions, i will update my list.
It should be compatible with all major scripts available. The only exception will probably be "Improved Races". I can't remember right now if this script handle the Yakis or not, but if it's the case, they won't be compatible. And as the author is not here anymore to correct his script like he did for PG, nothing much can be done about it (apart from altering IR code).
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As far as i can see the IP Scripts just control things that they have created themself + stations. i've seen the local variables 'plugin.ir.maker' and 'lv.jtp.block' utilised within the build and command scripts. But maybe i've missed some important lines of code.
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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Posted: Sat, 30. Jan 10, 19:50 Post subject: |
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Got a few names to add to the list: (Sorry if any are already there)
Dead Star
Supernova
Maw of Flame
Bloodlust
Desecration
Mass Genocide
Grim
The Reaper
The Touch of Death
The Scourge of the Universe
Home of the Damned
Ship of Lost Souls
Reincarnation of Death ( how cool does that sound!)
Eternal Damnation
Hellfire
Fist of Fury
Retribution
The Hand of GoD
Scream of the Lost
Tempest Rider
Smashed Hope/Dreams
I'll give you a few mor if you want... 
_________________ _______________________________
The Trade Plugin - Finally out of Beta.
STFUnit - Military Plugin
Find All Crates/Ships!
I Feel Like Killing GoD. |
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djrygar
Joined: 10 Aug 2009 Posts: 1748 on topic Location: Wroclaw / Poland

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Posted: Sat, 30. Jan 10, 21:34 Post subject: |
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Improved Races has Yaki part, but it can be disabled in options.
Btw it does not create stations irrc, just additional fighters + powerful destroyer as response forces.
The yaki code in IR is not something you should care about, more mess will be done if for example IR Khaak invasion will happen in Yaki sectors.
Vanilla Yaki dont have enough power to defend from such threat and this is main reson to enable 'improved Yaki' in first place.
But - IR also contains 'blacklist' of sectors that should be left intact (so called plot protection), its easy to add few more sectors to the list and Khaak will not invade them. Xenons will never reach that far.
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Serial Kicked

Joined: 12 Aug 2005 Posts: 3470 on topic Location: France

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Posted: Sun, 31. Jan 10, 01:30 Post subject: |
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Alright well that's good news! Apparently it won't conflict as Y.A. is ship based and does not use stations at all (except the spawn of an Eq.Dock), at least for now.
What is making me wary is the handling of relations between the player and the yakis. I know that using previous versions of IR (before pg related fix) and PG was causing the pirate to go red without warning even if the player is friendly. I just hope it won't be the case here.
Anyway that's one of the reasons why a test version is going to be released
Thanks for the input, anyway.
_________________ Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Federation HQ - Includes news, releases and a development wiki. |
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Serial Kicked

Joined: 12 Aug 2005 Posts: 3470 on topic Location: France

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Posted: Tue, 2. Feb 10, 02:21 Post subject: |
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Here is the first test release of Yaki Armada.
Try it with whatever scripts / mods you want and report and break it.
The basics are here: The plugin will spawn Yaki motherships that will roam the universe for ships to attacks. If ADS 2.50 is installed, you will be allowed to enable it on Yaki motherships. Some ECS dialogs are included. A Yaki Equipement Dock will be spawned if none is found near the Yaki Shipyard(s).
If you toggle Debug mode ON for this script you can find the log in:
"my documents / egosoft / x3tc / log08513.txt"
Known Errors/Limitations:
- Please let the relation between pirates & yakis to friendly in the setup menu. Other settings aren't supported yet.
- Sometimes carriers stand still waiting for a slow / far away fighter to dock in. It can take several minutes.
- Guild Ranking isn't included.
- All ECS dialogs with motherships are unlocked no matter your current relation.
- motherships will ignore player assets no matter the notoriety.
- Reward system is probably buggy too.
_________________ Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Federation HQ - Includes news, releases and a development wiki. |
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Serial Kicked

Joined: 12 Aug 2005 Posts: 3470 on topic Location: France

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Posted: Thu, 4. Feb 10, 17:32 Post subject: |
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The following scripts have been updated and now support Polish, thanks to Jagoda (BlueBerry SheWolf) and Yacek.
- Yaki Armada 2 - build 200
- Pirate Guild 3 v1.56
- Anarkis Defense System v2.50
- ECS 2.50
Enjoy 
_________________ Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Federation HQ - Includes news, releases and a development wiki. |
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Nho
Joined: 24 Feb 2006 Posts: 180 on topic

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Posted: Thu, 4. Feb 10, 17:53 Post subject: |
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I found some mongol horde related terms on wikipedia:
TACTICS
Karash - human shield, a crowd of local residents or soldiers surrendered
Tumen/Tümen - unit of ten thousand - Tumetu-iin Noyan (Lord of ten thousand warriors) Tümgeneral/Tümamiral still in use in the Turkish arm
Minghan - unit of one thousand - Minggan-u Noyan (Lord of 1000 warriors)
Yaghun - unit of one hundred - Jagutu-iin Darga (Commander of 100)
Arban - unit of ten - Arban-u Darga (Commander of ten)
NOBILITY TITLE
Female
Hatun - Queen and ladies
Gongju - princess
Behi - lady
Male
Khaan - ruler of a country
Khan - local feudal lord title
Jinong - prince
Soumon Albatu - state serf
Hamjilga - serf of a nobleman
Shabi - serf of a religious leader
LEADERS
Temüjin - Gengis Khan
Ögedei Khan
Güyük Khan
Möngke Khan
Kublai Khan
Temür Khan
I haven't tested your mod extensively yet, but it seems to run quite well. Just one thing, when you're talking to a Yaki who ask for help, answering "Yes I will help you", the dialogue window stays open.
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Argonaught.

Joined: 06 Nov 2002 Posts: 1575 on topic Location: Omnipotence rules!

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Serial Kicked

Joined: 12 Aug 2005 Posts: 3470 on topic Location: France

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Posted: Fri, 5. Feb 10, 06:54 Post subject: |
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@Argonaught. : Oops thank you, i was kinda wondering why i got no answer to this topic
@Nho: The issue with mongol terms is that most of them use a bunch of special characters and i don't think that the game user interface will like them, so some adaptation will be needed. Still, the idea is good and i will use them (or at least corrected-mongol-names-so-the-game-won't-freak-out) for pilots and probably for most of the capital ships.
| Quote: |
| Just one thing, when you're talking to a Yaki who ask for help, answering "Yes I will help you", the dialogue window stays open. |
I'll give it a look. TBH, the few ECS dialogs i've added are a direct copy/paste from pirate guild and haven't been tested at all. I will correct and improve them in time.
On my side i've found a few issues:
- The usual "docking" Egosoft bug that make a fighter going zombie and stopping completely instead of docking to the carrier (blocking the carrier). As usual it rarely happens but it's infuriating. Will be fixed in b201.
- When ADS is disabled, carriers may forget to retrieve their ships after being attacked or when on resupply mission. Fixed in b201.
- Carriers may jump too far away for a player in a M4 to follow and don't show the destination sector on the player's map (even if guild member). Fixed in b201
Apart from that it seems stable, b201 will probably introduce a few AI fixes like:
- Check for enemy activity before a jump. So they stop jumping to Ore Belt when there's too much hostile military there.
- Add a radar system to the motherships (like PG mob boss) so they can jump to safety when too many enemies are targeting it.
- Change the mission generator so missions (the kill TS) are generated while the carrier is moving, instead of between each move.
And i may add an AI for M6/M7 ships in this release. Not sure it'll be done in time, though.
_________________ Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Federation HQ - Includes news, releases and a development wiki. |
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Luisedgm
Joined: 14 Feb 2010
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Posted: Fri, 19. Mar 10, 17:39 Post subject: |
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So, how's going this script? still in test phase? i can't wait for a stable version!
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Melquart
Joined: 09 Jun 2009 Posts: 13 on topic Location: United Kingdom

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Posted: Wed, 14. Apr 10, 12:03 Post subject: |
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Any news from Serial? I haven't seen him for ages... 
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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