[SCRIPT] Assassins Guild V1.60 : Update 07/08/2006

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

How would you rate this script

Excellant
125
65%
Good
46
24%
Ok
16
8%
Not so Good
2
1%
Terrable
2
1%
 
Total votes: 191

Jsteiner
Posts: 55
Joined: Sun, 1. Jan 06, 22:51
x3

Post by Jsteiner » Wed, 20. Feb 08, 21:21

Im getting kind of frustrated. I installed the script using a script manager, then loaded up my game and started checking the BBS of random stations in random systems. 20 BBS later... no announcements on anyone building anything.

So I went to lunch and left it on 10x SETA

come back, check another 15-20 stations.

Nothing.

Yarr?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 20. Feb 08, 21:27

are you always checking around the same area ?

the stations are created in random sectors.

so its possible they are all created over 1 side of the universe and you are looking in the other.

but first check the Artifical Life settings, and make sure the option to create the station is there and that its enabled.

let me know if you still have problems, and ill send you a script that will find and display them all

Jsteiner
Posts: 55
Joined: Sun, 1. Jan 06, 22:51
x3

Post by Jsteiner » Wed, 20. Feb 08, 21:40

I have to hand it to ya Cyrcrow... Its been almost two months since the last post and 4 years since the beginning of this thread and you STILL reply within 20m

I approve! :)

as for Artificial Life... I have no idea what that is... I kinda just play the game and get mad because there arent enough *kill this* missions so I installed this script. Was there something I missed?

bringwind
Posts: 62
Joined: Sun, 2. Apr 06, 09:10
x3

Post by bringwind » Wed, 27. Feb 08, 09:34

any suggestions for a ship to use in lvls 11+? been using my M6 to run all lvl 1-10 missions but an M6 can't kill a M2.. and the script doesn't allow me to use my M2 to kill it if i'm not the pilot. hate flying an M2 tho its so slow........

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 27. Feb 08, 13:49

Jsteiner wrote:I have to hand it to ya Cyrcrow... Its been almost two months since the last post and 4 years since the beginning of this thread and you STILL reply within 20m

I approve! :)

as for Artificial Life... I have no idea what that is... I kinda just play the game and get mad because there arent enough *kill this* missions so I installed this script. Was there something I missed?
if you goto the options menu, then goto the Gameplay submen.

you should find an entry in there call Artifical Life Settings.

in there you should get a list of scripts that use it, with options to turn each one on or off.

the messages about the stations being built are only in a certain radius from the sector that its built in, ie, 10 jumps away.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 27. Feb 08, 13:50

bringwind wrote:any suggestions for a ship to use in lvls 11+? been using my M6 to run all lvl 1-10 missions but an M6 can't kill a M2.. and the script doesn't allow me to use my M2 to kill it if i'm not the pilot. hate flying an M2 tho its so slow........
you should be able to use a fleet of ships, for my missions, it should allow any of your ships to kill the mark, just as long as the other races dont kill it

althou an m6 with powerful weapons and missiles, could take out an m2 if you jsut want to stick with a single ship. Althou you might struggle when you get to level 15 ;)

bringwind
Posts: 62
Joined: Sun, 2. Apr 06, 09:10
x3

Post by bringwind » Wed, 27. Feb 08, 16:12

hmmm guess i got bugged. i called my 2 M2s to jump onto the M2 using your advance jumpdrive technology (heheheheh jump in and start shooting is so cool) killed it, and got the message "you're suppose to kill him yourself assassin, not let somebody else do the work for you.. blah blah blah". happen 5 times so far. sigh.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 27. Feb 08, 17:45

ill have to have a look at it, but it should allows your ships to take them out

bringwind
Posts: 62
Joined: Sun, 2. Apr 06, 09:10
x3

Post by bringwind » Fri, 29. Feb 08, 12:26

nope it still doesn't.. unless i'm suppose to do a % of the damage. do i have to be in the same sector?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 29. Feb 08, 14:21

yeah you have to be in the same sector

you dont need to do any damage, but you do need to be there

Araknis
Posts: 394
Joined: Sat, 1. Mar 08, 19:13
x4

Post by Araknis » Wed, 23. Apr 08, 14:41

Hi,
i ve got the mesg from BBS lots of times BUT i cant find the outpost.
The mesgs says fly to sector X where there is an outpost so you can join and take missions.
I go to the sector and i see nothing more than the usual stations there.
I fly around in case the outpost is somewhere further hidden in the sector but nothing.
AI settings are ok. Outpost should spawn.
Am i doing something wrong?


EDIT:NVM i found it. started dropping advanced sats in the system where it was supposed to be and found it

Anjow
Posts: 83
Joined: Tue, 3. Jan 06, 00:12

Post by Anjow » Sat, 26. Apr 08, 19:28

This is posing quite a problem for me too. I saw on a BBS message in Black Hole Sun that there was a station opened up in Dark Waters (edit: and now one in 'Unknown Sector' though it doesn't mention which) - I went there and have been flying around for ages trying to find it, going outside the normal boundaries and so on but still no luck. I do have the station spawning on.

Is there nothing that can be done for people who just want to download and play the mod, as opposed to having to wait for a message and then search for ages?

Anjow
Posts: 83
Joined: Tue, 3. Jan 06, 00:12

Post by Anjow » Mon, 28. Apr 08, 01:35

Having finally found an outpost, I signed up and I am on the level 2 missions. The new problem, however, is that I kill the TP and don't get credit.

I am killing it myself, in my M6 or M3, before killing the escorts - is this not kosher? I don't get any form of message telling me why I don't get credit.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 28. Apr 08, 18:14

there is still a problem with ejecting pilots sometimes you are not credited if they eject.

if they do, you are sposed to kill the astronaut that ejects.

but sometimes this will cause a fail, so make sure thats not the problem.

otherwise, it could be another script you have running thats interferring, one example is LV's bounty boost which changes the signals of all ships, as the signal is required for the assassin targets, then this will cause it to not trigger the correct script.

darthraven
Posts: 80
Joined: Sat, 12. Apr 08, 04:48
x4

Post by darthraven » Tue, 13. May 08, 20:26

Cycrow wrote:there is still a problem with ejecting pilots sometimes you are not credited if they eject.

if they do, you are sposed to kill the astronaut that ejects.

but sometimes this will cause a fail, so make sure thats not the problem.

otherwise, it could be another script you have running thats interferring, one example is LV's bounty boost which changes the signals of all ships, as the signal is required for the assassin targets, then this will cause it to not trigger the correct script.
Ahh so there is no work around this? I was having the same problem... got the missions, killed the target, but got no message (even a fail one), no exp and no credits. I do have LV's Bounty boost enabled.

Well if there is no work around, would it work if I just turn off Bounty Boost while doing missions, and then put it back on later, i.e does it need to be uninstalled or just turned off?

Thanks for any replies.

EDIT: Just realised how old the last reply was, but still any help from anyone would be nice :)

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 14. May 08, 00:26

darthraven wrote:
Cycrow wrote:there is still a problem with ejecting pilots sometimes you are not credited if they eject.

if they do, you are sposed to kill the astronaut that ejects.

but sometimes this will cause a fail, so make sure thats not the problem.

otherwise, it could be another script you have running thats interferring, one example is LV's bounty boost which changes the signals of all ships, as the signal is required for the assassin targets, then this will cause it to not trigger the correct script.
Ahh so there is no work around this? I was having the same problem... got the missions, killed the target, but got no message (even a fail one), no exp and no credits. I do have LV's Bounty boost enabled.

Well if there is no work around, would it work if I just turn off Bounty Boost while doing missions, and then put it back on later, i.e does it need to be uninstalled or just turned off?

Thanks for any replies.

EDIT: Just realised how old the last reply was, but still any help from anyone would be nice :)
there is no workaround for it, not without editing the boutny boost signal to allow it to call the assassin guilds signal directly.

removing it should also fix it thou.

the problem exists due to the limit of the signals system in MSCI

darthraven
Posts: 80
Joined: Sat, 12. Apr 08, 04:48
x4

Post by darthraven » Thu, 15. May 08, 15:05

Opps sorry forgot to thank you man, it does work with no problems as long as the "bounty boost"(BB) is turned OFF before taking any missions, did a bit of testing and if you take the mission before you get the message that BB has been uninstalled (in game turned off via AL settings) you won't get the mission complete and everything that comes with that, even if BB is off before you kill your target. NO need to remove the script, and can be turned on afterwards no problem.

So thanks again, and all your Guild scripts (plus the Plugin manager) are great man, thanks for all the work. I'm sure you've heard that alot, but seen as I'm new to posting here, I'll say it anyway :P

EDIT: BTW is there a reason why you haven't tried to get these signed? I think they really add to the universe without effecting it so much it no longer feels like X. Unless these are counted as mods or something?

Free Trade Inn
Posts: 1758
Joined: Tue, 9. Dec 03, 15:29
x3tc

I need to download Assasins guild but cant find a working link

Post by Free Trade Inn » Sun, 1. Jun 08, 23:15

As above help please

FTI

Free Trade Inn
Posts: 1758
Joined: Tue, 9. Dec 03, 15:29
x3tc

Post by Free Trade Inn » Sun, 1. Jun 08, 23:33

If someone has this on there pc can they please upload and link.

Cheers

FTI

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22226
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 2. Jun 08, 16:26

the links on the first page should work fine

Post Reply

Return to “X³: Reunion - Scripts and Modding”