[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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were do i download it i clicked on the link but there is no were i can download it just says the file name and size but no link saying download??
http://www.2shared.com/file/5797228/cb7 ... guild.html?
http://www.2shared.com/file/5797228/cb7 ... guild.html?
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- Posts: 8
- Joined: Sun, 21. Jan 07, 21:08
Hey Serial,
I love the pirate guild AL Plugin from X3:R so I was hyped to see you made it even better for X3:TC.
Unfortunately, I'm getting similar errors as everyone else with the ECS not working.
I have a hotkey assigned (v) but it never opens the dialogs like it did in X3:R.
I did see a possible issue with the ECS AL Plugin linking to the Pirate Guild 3 AL Plugin. It is saying
'anarkis.pirate.init' <Not Found>
in the anarkis.pirate.comm script call.
anarkis.pirate.init is a global variable set in the setup init file of the PG AL. Maybe there is an ordering problem...
If you need more details I'll be more than happy to help
-KingCrimson
I love the pirate guild AL Plugin from X3:R so I was hyped to see you made it even better for X3:TC.
Unfortunately, I'm getting similar errors as everyone else with the ECS not working.
I have a hotkey assigned (v) but it never opens the dialogs like it did in X3:R.
I did see a possible issue with the ECS AL Plugin linking to the Pirate Guild 3 AL Plugin. It is saying
'anarkis.pirate.init' <Not Found>
in the anarkis.pirate.comm script call.
anarkis.pirate.init is a global variable set in the setup init file of the PG AL. Maybe there is an ordering problem...
If you need more details I'll be more than happy to help
-KingCrimson
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- Posts: 432
- Joined: Thu, 23. Oct 03, 20:55
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- Posts: 8
- Joined: Sat, 23. May 09, 20:03
I'm getting this too, it's caused me a couple of problems where I go charging into a sector guns blazing, only to find out I've been shooting at an Argon Ally .joelR wrote:Well I installed this and for some reason there are ships in my game Like Teladi Courier or Boron Energy Transporter that are Red to me all of which have the "sorry weapons fire in error" option. Which when I select it they go blue to me again. Not all ships are this way just some.
As well as this, I get that message everytime I reload a game telling me to disable and re-enable the script because of it detecting an updated version or something.
I have the same problem, on top of getting freezes when in SETA whenever I enable the mod.
Anyone know whats up with that ? I have EMP, Community Plugin Configuration, Apricot Beam/Cbeam/Claim, Bounty Boost, Marine Repairs and Gateless Jump mods installed on v2.0 of X3TC. I don't have the ACS and other optional plugins.
Also on a side note, has anyone ever seen red pirates when set to friendly with Guild & Other Pirates, this is the main problem I've seen when trying out pirate mods, and since I haven't had the chance to try the mod too much, I was just wondering how it works out.
Anyone know whats up with that ? I have EMP, Community Plugin Configuration, Apricot Beam/Cbeam/Claim, Bounty Boost, Marine Repairs and Gateless Jump mods installed on v2.0 of X3TC. I don't have the ACS and other optional plugins.
Also on a side note, has anyone ever seen red pirates when set to friendly with Guild & Other Pirates, this is the main problem I've seen when trying out pirate mods, and since I haven't had the chance to try the mod too much, I was just wondering how it works out.
Sesk wrote:I have the same problem, on top of getting freezes when in SETA whenever I enable the mod.
Anyone know whats up with that ? I have EMP, Community Plugin Configuration, Apricot Beam/Cbeam/Claim, Bounty Boost, Marine Repairs and Gateless Jump mods installed on v2.0 of X3TC. I don't have the ACS and other optional plugins.
Also on a side note, has anyone ever seen red pirates when set to friendly with Guild & Other Pirates, this is the main problem I've seen when trying out pirate mods, and since I haven't had the chance to try the mod too much, I was just wondering how it works out.
To test it, I ran a clean game with only this mod installed, and I got the freezes none-the-less. It is random. Some times after 10 minutes, or 30 minutes or even 2 hours or so. No specific interval. But remove this mod, and all is well again.
I have little to no experience with AL mods though, so I can't even venture a guess as to what it can be.
Serial Kicked
It seems that your script severely limits the choice of ships for pirates.
After I installed it I couldn't find a single pirate M1\M2\M6\M7\M8, except for mobile guild HQ.
And that means a whole range of ships you could capture for profit is missing.
I'll deinstall the script and check again just in case.
It seems that your script severely limits the choice of ships for pirates.
After I installed it I couldn't find a single pirate M1\M2\M6\M7\M8, except for mobile guild HQ.
And that means a whole range of ships you could capture for profit is missing.
I'll deinstall the script and check again just in case.
- Serial Kicked
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- Joined: Fri, 12. Aug 05, 20:46
Soooooooo,
Here's a new version that will (hopefully) kill all the bugs you have.
So, first, the changelog :
The M7 Carrack is now supported by the Guild, each base is allowed to buy one. Endangered (attacked or with nearby hostile ships) pirate bases will call the M7 in range for help. As a result Pirate Bases' survival rate in a legit race's sector should has been increased (PB will also stay neutral to other races making trading a bit easier).
ADS support has also been improved (you need ADS 2.05 for this to work). PB are now able to use every available ships for active defense purpose, meaning that even Pirate Guild Outposts and Bases will have a way to defend themselves against incoming military ships.
An option has also been added to allow PG to stay at peace with the Teladis, however Teladi military ships may still attack pirate bases from time to time.
This version removes the useless "Please Disable/Enable the plugin" buggy message you got each time you load a savegame. It also prevent PB from using Fighter Drones Mk2 as pirate ships and adds compatibility with Yaki Armada which is under developement.
Oh, and you can now play BlackJack in Pleasure Domes. However rules are sighly differents and you have less chance to win than in the X3:R default game, as the dealer can choose to stick or play whenever he wants.
As far as i can tell, this is a stable release, some balancing needs to be done but there's no critical bug (apart from the crash you are reporting and that i'm unable to reproduce, it may or may not have been fixed).
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Now, to answer the posts:
About the disappearing of M1/M2 pirate ships, that's weird. There's probably an hard limit to the amount of pirate ships ingame, so those 'big ships' don't respawn as my plugin breaks this limit (bigtime). I'll do some research on the matter. Nothing hard to handle anyway.
About ECS, it should be fixed, if it's not, you can still (if you know how to do it) go in the script editor and manually run the "anarkis.pirate.ecs.register" script manually, it should solve the issue.
About the weird "50.000 credit" crash bug, i've changed the thing is handled, but to be honest i don't see how it can crash the game and i don't see why you get it.
With the following script setup :
- RRF (with and without Pirate RRF)
- Terran gate to normal gate converter (on and off)
- Anarkis Defense System (on and off)
- M.A.R.S. turret script (on and off)
I've run the following tests:
- New game + PG on hard settings
- Cheated Game (2d) with several player factories, UT, defenses and whatever
Both with the pirate guild set as friend or as foe.
Well i've stop counting, but each game laster more than 5 game days (seta x10) without issues (apart from my empire getting destroyed)
So the crash is probably script/mod conflict related.
I'd like the following when you are reporting a bug, else i can't do anything to find the source:
- *Full* list of your scripts
- X3 version number
- PG version number
- Your complete settings for Pirate Guild
- What's your game looks like (game played, have you factories)
- And possibly the last 20 lines of the debug log (my documents\egosoft\x3\log08513.txt)
Thanks
Here's a new version that will (hopefully) kill all the bugs you have.
So, first, the changelog :
The M7 Carrack is now supported by the Guild, each base is allowed to buy one. Endangered (attacked or with nearby hostile ships) pirate bases will call the M7 in range for help. As a result Pirate Bases' survival rate in a legit race's sector should has been increased (PB will also stay neutral to other races making trading a bit easier).
ADS support has also been improved (you need ADS 2.05 for this to work). PB are now able to use every available ships for active defense purpose, meaning that even Pirate Guild Outposts and Bases will have a way to defend themselves against incoming military ships.
An option has also been added to allow PG to stay at peace with the Teladis, however Teladi military ships may still attack pirate bases from time to time.
This version removes the useless "Please Disable/Enable the plugin" buggy message you got each time you load a savegame. It also prevent PB from using Fighter Drones Mk2 as pirate ships and adds compatibility with Yaki Armada which is under developement.
Oh, and you can now play BlackJack in Pleasure Domes. However rules are sighly differents and you have less chance to win than in the X3:R default game, as the dealer can choose to stick or play whenever he wants.
As far as i can tell, this is a stable release, some balancing needs to be done but there's no critical bug (apart from the crash you are reporting and that i'm unable to reproduce, it may or may not have been fixed).
---------
Now, to answer the posts:
About the disappearing of M1/M2 pirate ships, that's weird. There's probably an hard limit to the amount of pirate ships ingame, so those 'big ships' don't respawn as my plugin breaks this limit (bigtime). I'll do some research on the matter. Nothing hard to handle anyway.
About ECS, it should be fixed, if it's not, you can still (if you know how to do it) go in the script editor and manually run the "anarkis.pirate.ecs.register" script manually, it should solve the issue.
About the weird "50.000 credit" crash bug, i've changed the thing is handled, but to be honest i don't see how it can crash the game and i don't see why you get it.
With the following script setup :
- RRF (with and without Pirate RRF)
- Terran gate to normal gate converter (on and off)
- Anarkis Defense System (on and off)
- M.A.R.S. turret script (on and off)
I've run the following tests:
- New game + PG on hard settings
- Cheated Game (2d) with several player factories, UT, defenses and whatever
Both with the pirate guild set as friend or as foe.
Well i've stop counting, but each game laster more than 5 game days (seta x10) without issues (apart from my empire getting destroyed)
So the crash is probably script/mod conflict related.
I'd like the following when you are reporting a bug, else i can't do anything to find the source:
- *Full* list of your scripts
- X3 version number
- PG version number
- Your complete settings for Pirate Guild
- What's your game looks like (game played, have you factories)
- And possibly the last 20 lines of the debug log (my documents\egosoft\x3\log08513.txt)
Thanks
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Joined: Mon, 31. Dec 07, 16:34
I tried the new version and got a freeze after 13 minutes, the same "Reward...5000 credits" then reboot the computer manually
Right now I'm doing a second install. When it's finished I'll update it to 2.0a, install cheats (since you used it) and PG then run it in SETA....if nothing happens (probably won't freeze, seems to be conflicting scripts) Ill add/remove the scripts I use one by one. I really want this to work with other scripts since I really like being a pirate and not forced to suck-up to the other races.
I'll report back to you
Right now I'm doing a second install. When it's finished I'll update it to 2.0a, install cheats (since you used it) and PG then run it in SETA....if nothing happens (probably won't freeze, seems to be conflicting scripts) Ill add/remove the scripts I use one by one. I really want this to work with other scripts since I really like being a pirate and not forced to suck-up to the other races.
I'll report back to you
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
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- Joined: Sat, 5. May 07, 17:46
Works fine for me got your latest version of PG and its a blast!
Pirates finally got some brains now, which they really need because the life of a pirate isn't easy at all.
only issue i have is that everytime I load a savegame PG tells me it found a new major version of PG and I need to turn it off and on again.
This would be fine if the save game had an old version but i just did a new install of X3tc and used only 1 version of PG.3
Maybe you got some advice on how to fix this.
Keep up the good work
Pirates finally got some brains now, which they really need because the life of a pirate isn't easy at all.
only issue i have is that everytime I load a savegame PG tells me it found a new major version of PG and I need to turn it off and on again.
This would be fine if the save game had an old version but i just did a new install of X3tc and used only 1 version of PG.3
Maybe you got some advice on how to fix this.
Keep up the good work