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Posted: Thu, 30. Nov 06, 20:59
by Hieronymos
Have observed 3-4 times in last few days: When Yaki motherships are in incognito mode they're usually en route to a pirate base for supplies...After they undock, they revert back to their Yaki designation. If you want to hit them..

Serial has wanted for some time to alter the specs of the Motherships to make them more survivable. Specifically:

1) Arm them with Flak's..for de facto invulnerability from M5's, M4's; and a fighting chance vs. M3's and lighter M6's.
2) Speed sufficient to outrun M2's, M1's, most M6's..but not too much as to unbalance game.
3) Hangar space for 20-25 fighters.

At DDRS we're looking at modding the Mobile Pirate Base accordingly (despite as a rule our not tweaking specs of vanilla ships). It makes good sense for us, as we use Deadly's asteroid base as pirate bases..and thus the PMB is sort of 'unused'.

It's also our way of thanking Serial for a job bloody well done :) !

Hieronymos

Posted: Thu, 30. Nov 06, 21:37
by Jakesnake5
Not quite, the plot uses them after a fashion. If you alter them, you give plot users a bit of trouble completing a couple of the plot missions. :D

Posted: Thu, 30. Nov 06, 21:47
by Hieronymos
Woops! :shock: Thanks for the heads-up (I've actually never played the plot).
..Thinking cap goes back on..

Hieronymos

Posted: Wed, 13. Dec 06, 22:58
by andyjg247
Not completely sure if this is the pirate plugin or the Yaki plugin but my yaki sector (Ocracoke's Storm) has about 40 pirate bases in it at the moment. Is this correct? Its the only sector my pc slows down in. If i disable this plugin will the expire over time or do I have to destoy all 40?

Posted: Fri, 15. Dec 06, 02:49
by Hieronymos
Andyjg247,
are you also running SK's Pirate Guild?
The "Pirate Job Center" station seems to be generated by PG..and they do indeed multiply like mushrooms..SK seems to be 'on vacation' ATM in RL, but will hopefully address the problem soon..


Jakesnake5,
there are actually two Pirate Mobile Bases in Tships: 1 for the plot, and 1 for non-plot. Presumably YA uses the second, so modding it will not affect plot in any way.

Regards,

Hieronymos

Posted: Tue, 19. Dec 06, 07:43
by Sesk
:!: :!: >|- BUG -|< :!: :!:

Yaki Armada v1.08

Received message from Yaki Mobile Station in sector Trinity Sanctum.

The first of the guild members that will destroy the Paranid Hercules will gain a bouty.

Paranid Hercules destroyed by Player M7.

Thanks for your help against one of our enemies.
You have received the amount of 31000 credits in your bank account.


Player account only contains 31,000 Credits (reseted to 0 then bounty reward added).

:!: :!: >|- BUG -|< :!: :!:

Posted: Mon, 25. Dec 06, 21:03
by tomol
A small bug in tnal.pirate.exp.xml

Code: Select all

120     = $lt -> call script !job.fight.attackallenemies : 
should be replaced by

Code: Select all

121     $lt -> start task 0 with script '!job.fight.attackallenemies' and prio 100: arg1=null arg2=null arg3=null arg4=null arg5=null
Otherwise, tnal.pirate.exp.xml will not return untill lasertower is destoried.

Posted: Fri, 29. Dec 06, 16:03
by -Joshua-
you have forbidden us to download all eht efiles on the server.

Posted: Fri, 29. Dec 06, 17:49
by Ecthelion
-Joshua- wrote:you have forbidden us to download all eht efiles on the server.
I don't think he actually forbade us to access his server. More likely, the server is having problems. In any case, you are correct that we can't download any of his mods.

Posted: Fri, 29. Dec 06, 20:17
by russbo
I put download links in the Cycrow Where are you? thread.

Posted: Sat, 30. Dec 06, 17:02
by Ecthelion
Here's a link to the "Cycrow where are you" thread in case it gets lost in the "forum doldrums" again: http://forum3.egosoft.com/viewtopic.php?t=165520

Posted: Fri, 12. Jan 07, 20:40
by Jakesnake5
Hey, Serial Kicked,

I'm working on a mod that would change the face of your Script.

Imagine if those Yaki base ships could SHOOT! :D

I updated The Syndicate mod to Bala Gi compatability, and while doing so, I decided to check the scene files for the Mobile Pirate Stations, to see what they had.

Turns out, the YMPS have guns and cameras defined in the scene file.

After creating the proper entries in TShips, and slightly editing the scene file to add a camera, I was able to get this thing to pack guns.

The guns it'll carry are based on Teladi TL ships cockpits, which gives it a nice bit of firepower. Only the rear has no weapons coverage, but considering how fast the ship is, this shouldn't be much of a problem. ;)

Code: Select all

Location | Turrets | # Guns
 Foward  |    2    |   4
  Right  |    2    |   4
  Left   |    2    |   4
  Top    |    1    |   2
 Bottom  |    2    |   4
18 guns. All working. I'll be releasing this config in a false patch mod called 'Altered Ships' shortly.

This would probably mean you'll need to alter your script to arm those turrets for whatever task you want them (missile defense, etc.), but it would be interesting to have one defending itself against attack (Player or NPC). :D

Posted: Fri, 12. Jan 07, 22:00
by Hieronymos
At DDRS we've finished the Kyoto, a new TL specifically for use as a replacement for the PirMobBase in SK's YA:

Yaki "Kyoto" class Mobile Pirate Base: A Very Light Carrier design used by the pirate faction known as the Yaki.
Shielding: 8x 125Mj=1,000Mj
Shield Generator: 4,800Mw
Speed: 132.81m/s
Acceleration: ??? (should be fairly good by TL standards)
Steering: 1.85%
Hardpoints: 6 turrets: Front + Back + L + R + U/D
Hardpoint Description & Loadouts: Front/B/L/R 2x AFlak's (+ HEPT's, PAC's); U/D ("hidden" turrets) 2x BPAC's (+ APAC's, IRE's, APBE's).
Laser Charge: 12,250Mw
Laser Recharge: 180Mw
Alphastrike Capability: ?k/minute shield damage
Missles: Silkworm, Thunderbolt, Hornet, Hurricane, Tempest, Typhoon, Firestorm.
Cargo: 8,850 XL
Hangar: 22 Fighters
Hull: 80k
Price: MCr. 19.429

Ship readme: "The Kyoto class Mobile Pirate Base is a Very Light Carrier design used almost exclusively by the pirate faction known as the Yaki. Capable of carrying up to 22 fighters on raids, a Kyoto class mothership possesses the speed to outrun enemy capital ships, along with the shielding and weaponry to outlast and destroy any fast corvettes and fighters capable of catching her. Effectively vulnerable only to a massed fighter attack when properly piloted, the Kyoto class are perfect offensive platforms for the guerilla style hit-and-run operations practiced by the nomadic Yaki corsairs."

Posted: Fri, 12. Jan 07, 22:26
by Jakesnake5
With Altered Ships, I'm not going to alter the YMPS too much.

Yaki Mobile Pirate Base:
Shielding: 8x 125Mj=1,000Mj
Shield Generator: 1,000Mw
Speed: Min-45m/s Max-180m/s
Acceleration: 10m/s
Steering: (low-Don't expect to loop around rocks at full speed)
Hardpoints: 5 turrets: Front + L + R + U/D
Hardpoint Description & Loadouts: All turrets can mount a+bIRE/PAC/HEPT,aPSG/PBE and CIG, F/U/D can also mount bPSG, Front can also pack Mobile Drilling Laser, and a+bFLAK Cannons
Laser Charge: 19,120Mw
Laser Recharge: 478Mw
Alphastrike Capability: ?k/minute shield damage
Missles: Mosquito, Wasps, Dragonfly, Silkworm, Hornet
Cargo: 30000min, 44000max ST
Hangar: 15 Fighters
Hull: 65k
Price: MCr. 4

This is applying to both MPS entries in TShips :D

Posted: Fri, 12. Jan 07, 23:40
by Hieronymos
A pretty hot ship Jakesnake5! Speed of 180m/s and 1Gj of shields alone will make her awesome. Combined with 44k ST cargo, 478Mw L-rechg, and a very low price of MCr. 4--and she becomes godlike, and in need perhaps, of a slight reduction in her abilities, and/or an increase in her price, so as to not totally outclass all the vanilla TL's.

Hieronymos

Posted: Sat, 13. Jan 07, 00:17
by Jakesnake5
I'm probably going to add 100k to its 50k relval, this will push it's price up to 12mil. The only other change, besides the guns, was the recharge. It's default was 0.

And remember, it IS a Pirate ship, and their ships do tend to be better than most 'vanilla' varieties (Pirate Buster is one :D)

Posted: Sun, 25. Feb 07, 15:02
by Cith

Posted: Sat, 14. Apr 07, 03:00
by subaluigi
Salut Serial Kicked :)

I have a problem, just wanted to download the newest version, mine is from last summer and well, the downloadlink seems to be broken, or, it's forbidden to enter the page. I've tried the .rar- link aswell the plugin-manager-version. Also tried it from the french thread (right mouseclick and save under doesn't work, too). :( Am I the only one with this problem?
Is there a way to get the script again? Or does someone have the latest version and could contact me via PM, so I can tell her/him my E-mail-address, if she/he is friendly enough to send it to me?

Merci à tous, merci beaucoup,


Louis

Posted: Sat, 14. Apr 07, 03:17
by halo112358
subaluigi wrote: Or does someone have the latest version and could contact me via PM, so I can tell her/him my E-mail-address, if she/he is friendly enough to send it to me?
http://rapidshare.com/files/25877924/Ya ... 0.2006.spk

This will disappear if/when Serial Kicked puts his site back online :D
Cith wrote:http://forum.egosoft.com/viewtopic.php?t=172380

Is this supposed to happen :o ?
There's a reason for this: Kingdom End is sector (0,0). If a ship is ordered to '-> fly to sector (null)' they'll fly to Kingdom End :D

Sounds like there's a bug in one of the scripts (null sector or typo) that's causing the Raijin to fly to kingdom end instead of their real destination.

If anyone sees this again can you target one of the Raijin and get the task 0 script stack from it? That would help figure out where the command is coming from.

Posted: Sat, 14. Apr 07, 03:26
by subaluigi
Salut halo112358 :)

Merci! Merci beaucoup :thumb_up: et à la prochaine :)
Salut!


Louis


Edit: some other scripts like 'Pirate Guild: Intelligent Pirate Behaviours' are down too. Would be great if someone could tell 'Serial' to turn his server on :roll: