[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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
- Posts: 3823
- 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).
---------
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
-
- Posts: 94
- 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)."
-
- Posts: 142
- 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
-
- Posts: 94
- Joined: Mon, 31. Dec 07, 16:34
Fresh Install
Patched to 2.0a
---Pirate Guild Setup---
Strenght: Medium
ADS: Disabled
Jump: Enabled
Station Attack: Disabled
Guild Notoriety: Neutral
Pirate Notoriety: Neutral
Teladi Peace: Yes
---Game Setup---
Fresh Start every time
Custom -> X-Universe
Waited 1 hour on SETA (or until freeze)
--- Standard Script (used through the testing)---
Pirate Guild 3 v1.30
Cheat Collection Package v 1.41
---Script use one by one NOT at the same time--- (Community plugin manager is used in conjunction with the scripts that need it)
Bribe a pilot - OK
Capture Stations - OK
Explorer Command Exstension - OK
Improved Boarding - OK
Community Plug-in Manager - OK
Invasion Warning - OK
NPC Bailing Addon - FREEZE
Last 20 lines from the log.
Will test Last script two more times
NPC Bailing Addon - FREEZE
NPC Bailing Addon - FREEZE
Ship Killed Notification - OK
Station Repacker - OK
Debris Utilize and Repair - OK
And finaly I did a fullblown test in my regular install, removed NPC bailing addon and installed Pirates Guild and Cheat Collection, same start as before and SETA. No Freeze.
This is the scripts I used
Hopefully someone ells who use NPC bailing add-on could test their game
EDIT: Second test of NPC Bailing addon
EDIT: Third test of NPC Bailing addon
EDIT: Tested some more scripts
Patched to 2.0a
---Pirate Guild Setup---
Strenght: Medium
ADS: Disabled
Jump: Enabled
Station Attack: Disabled
Guild Notoriety: Neutral
Pirate Notoriety: Neutral
Teladi Peace: Yes
---Game Setup---
Fresh Start every time
Custom -> X-Universe
Waited 1 hour on SETA (or until freeze)
--- Standard Script (used through the testing)---
Pirate Guild 3 v1.30
Cheat Collection Package v 1.41
---Script use one by one NOT at the same time--- (Community plugin manager is used in conjunction with the scripts that need it)
Bribe a pilot - OK
Capture Stations - OK
Explorer Command Exstension - OK
Improved Boarding - OK
Community Plug-in Manager - OK
Invasion Warning - OK
NPC Bailing Addon - FREEZE
Last 20 lines from the log.
Code: Select all
(00:05:55) WPirate Guild OutpostX(Barren Shores) has launched patrol ships
(00:06:00) (Priest's Pity) PG Outpost - ships: null - money: 623 - order: 1
(00:06:06) WPirate Guild OutpostX(Priest's Pity) raid TS: Plutarch Mineral Transporter in Atreus' Clouds
(00:06:14) (Gaian Star) PG Outpost - ships: null - money: 692 - order: 8
(00:06:14) WPirate Guild OutpostX(Gaian Star) bougth Pirate Guild Kea at Teladi Shipyard(Grand Exchange)
(00:06:36) (Vestibule of Creation) PG Outpost - ships: null - money: 573 - order: 6
(00:06:36) WPirate Guild OutpostX(Vestibule of Creation) makes money : 729
(00:06:38) (Bright Profit) PG Outpost - ships: null - money: 460 - order: 6
(00:06:38) WPirate Guild OutpostX(Bright Profit) makes money : 1234
(00:06:38) (Rhonkar's Clouds) PG Outpost - ships: null - money: 563 - order: 8
(00:06:38) WPirate Guild OutpostX(Rhonkar's Clouds) bougth Pirate Guild Falcon Hauler at Teladi Shipyard(Ceo's Sprite)
(00:06:47) (New Income) PG Outpost - ships: null - money: 677 - order: 6
(00:06:47) WPirate Guild OutpostX(New Income) makes money : 714
(00:06:50) (Mines Of Fortune) PG Outpost - ships: null - money: 206 - order: 3
(00:06:50) WPirate Guild OutpostX(Mines Of Fortune) has launched patrol ships
(00:07:16) (Unknown Sector) PG Outpost - ships: null - money: 441 - order: 8
(00:07:21) (Brennan's Triumph) PG Outpost - ships: null - money: 315 - order: 6
(00:07:21) WPirate Guild OutpostX(Brennan's Triumph) makes money : 730
(00:07:49) (Bad Debt) PG Outpost - ships: null - money: 267 - order: 1
(00:07:54) WPirate Guild OutpostX(Bad Debt) raid TS: Boron Weapons Dealer in Reservoir Of Tranquillity
NPC Bailing Addon - FREEZE
Code: Select all
(00:05:47) WPirate Guild OutpostX(Brennan's Triumph) has launched patrol ships
(00:05:53) (Bright Profit) PG Outpost - ships: null - money: 565 - order: 6
(00:05:53) WPirate Guild OutpostX(Bright Profit) makes money : 1050
(00:05:57) (Company Pride) PG Outpost - ships: null - money: 633 - order: 3
(00:05:57) WPirate Guild OutpostX(Company Pride) has launched patrol ships
(00:06:01) (Acquisition Repository) PG Outpost - ships: null - money: 290 - order: 8
(00:06:03) (Ore Belt) PG Outpost - ships: null - money: 222 - order: 6
(00:06:03) WPirate Guild OutpostX(Ore Belt) makes money : 850
(00:06:15) (Nathan's Voyage) PG Outpost - ships: null - money: 510 - order: 8
(00:06:15) WPirate Guild OutpostX(Nathan's Voyage) bougth Pirate Guild Nova Raider at Federal Argon Shipyard(Omicron Lyrae)
(00:06:22) (Rhonkar's Clouds) PG Outpost - ships: null - money: 473 - order: 6
(00:06:22) WPirate Guild OutpostX(Rhonkar's Clouds) makes money : 837
(00:06:30) (Priest's Pity) PG Outpost - ships: null - money: 298 - order: 1
(00:06:31) WPirate Guild OutpostX(Priest's Pity) raid TS: Paranid Freight Transporter in Emperor's Wisdom
(00:06:38) (New Income) PG Outpost - ships: null - money: 310 - order: 8
(00:06:42) (Atreus' Clouds) PG Outpost - ships: null - money: 316 - order: 3
(00:06:42) WPirate Guild OutpostX(Atreus' Clouds) has launched patrol ships
(00:06:47) (Unknown Sector) PG Outpost - ships: null - money: 455 - order: 8
(00:07:03) - Target Killed : Paranid Energy Transporter (by Pirate Guild Skate from WPirate Guild OutpostX(Vestibule of Creation))
(00:07:04) (Ghinn's Escape) PG Outpost - ships: null - money: 582 - order: 8
(00:07:04) WPirate Guild OutpostX(Ghinn's Escape) bougth Pirate Guild Mamba at Split Shipyard(Family Njy)
Code: Select all
(00:05:37) WPirate Guild OutpostX(Hatikvah's Faith) has launched patrol ships
(00:05:39) (Company Pride) PG Outpost - ships: null - money: 669 - order: 3
(00:05:39) WPirate Guild OutpostX(Company Pride) has launched patrol ships
(00:05:40) (New Income) PG Outpost - ships: null - money: 314 - order: 8
(00:05:52) (Nathan's Voyage) PG Outpost - ships: null - money: 259 - order: 1
(00:05:52) WPirate Guild OutpostX(Nathan's Voyage) raid TS: Argon Frozen Goods Transporter in Thyn's Abyss
(00:06:01) (Ore Belt) PG Outpost - ships: null - money: 286 - order: 1
(00:06:01) WPirate Guild OutpostX(Ore Belt) raid TS: Argon Freight Transporter in Elena's Fortune
(00:06:16) (Mines Of Fortune) PG Outpost - ships: null - money: 509 - order: 1
(00:06:16) WPirate Guild OutpostX(Mines Of Fortune) raid TS: Argon Energy Transporter in Family Tkr
(00:06:27) (Spring Of Belief) PG Outpost - ships: null - money: 380 - order: 6
(00:06:27) WPirate Guild OutpostX(Spring Of Belief) makes money : 977
(00:06:29) (Unknown Sector) PG Outpost - ships: null - money: 313 - order: 6
(00:06:29) WPirate Guild OutpostX(Unknown Sector) makes money : 637
(00:06:38) (Ghinn's Escape) PG Outpost - ships: null - money: 310 - order: 6
(00:06:38) WPirate Guild OutpostX(Ghinn's Escape) makes money : 1206
(00:07:07) (Barren Shores) PG Outpost - ships: null - money: 513 - order: 3
(00:07:07) WPirate Guild OutpostX(Barren Shores) has launched patrol ships
(00:07:08) (Brennan's Triumph) PG Outpost - ships: null - money: 381 - order: 3
(00:07:08) WPirate Guild OutpostX(Brennan's Triumph) has launched patrol ships
(00:09:22) - Target Killed : Argon Frozen Goods Transporter (by Pirate Guild Skate Prototype from WPirate Guild OutpostX(Nathan's Voyage)
Station Repacker - OK
Debris Utilize and Repair - OK
And finaly I did a fullblown test in my regular install, removed NPC bailing addon and installed Pirates Guild and Cheat Collection, same start as before and SETA. No Freeze.
This is the scripts I used
Code: Select all
Spk:
Capture Stations
Cheat Collection Package
Cmod3 for Terran Conflict
Comms Ambient - Terran Conflict
Community Plugin Configuration
Debris Utilize and Repair
Explorer Command Extension
Hard Mode - X3:TC
Improved Boarding
Improved Khaak
Invasion warnings
Marine Repairs
Pirate Fence
Property Baron
Refuel Ships (FIX)
Salvage Claim Software Mk. 1
Satellite Early Warning Network
Ship killed notifications
Signal Boost for TC
Station Repacker
Rar/Zipped/Non-spk:
Anarkis Defence System
Auto rename property
Cartel Shield Hacker
Mosquito Missile Defence
Collect Wares
Dock lockup fix
Launch Fighter Drones hotkey
Marine Bulk TRainer
MARS
Missile Saftey
Missile Turrets
No floating Mission Icons
No Fog
No Rep Loss Hitting Gates
Numeric Rank
Reduced Enemy Missile Spam
Remove Classic Flight Mode
Salvage Commands
Sector Take Over
Station Financial Manager
TC Patch
Wing Hotkeys
EDIT: Second test of NPC Bailing addon
EDIT: Third test of NPC Bailing addon
EDIT: Tested some more scripts
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
So you think it's NPC Bailing Addon ? I used that one in conjunction with Pirate Guild, and every time I enabled the Guild, it froze the game. It's possible that is the problem.
And an other thing, is it ok to install this mod on a ongoing save game ?
Right now I'm running:
I'll do some tests on a new game myself:
All of those = PERFECT
All of those + Pirate Guild: Enabled = FREEZE
All of those - Bailing + Pirate Guild = STILL NO CRASH
PS: RRF Config always pops up before I end setting up Pirate Guild, is there a way to re-enter the config, is it safe to toggle Pirate Guild to re-configure it ?
And an other thing, is it ok to install this mod on a ongoing save game ?
Right now I'm running:
Code: Select all
Apricot Beam Dock
Apricot Cbeam
Apricot Claim Software
Bounty Boost
Capture Stations
Community Plugin Configuration
Docking Fix
EMP2
Imperial Laboratories Carrier Drone Software
Marine Repairs
NPC Bailing Addon
Pirate Fence
Reduced Enemy Missiles
Rename Ships with Expression
Resource-Free Factory
RRF
Satellite Early Warning Network
Universal Best Buys/Sells Locator
Weapons Quickswap
Gateless Jumpdrive
No fog
Hitting jumpgates causes no notoriety los
All of those = PERFECT
All of those + Pirate Guild: Enabled = FREEZE
All of those - Bailing + Pirate Guild = STILL NO CRASH
PS: RRF Config always pops up before I end setting up Pirate Guild, is there a way to re-enter the config, is it safe to toggle Pirate Guild to re-configure it ?
Last edited by Sesk on Thu, 28. May 09, 03:14, edited 1 time in total.
Gunna hijack Pirate Guild's logfile and do debug logging from NPC bail into it, so I can check what part of the script hangs.
EDIT: I'm not finding anything right now:
The bail threshold is 77, it's hull is 97 right now, it should redo the loop until hull<threshold, but it seems it never does it, so the problem seems to be in the Pirate Guild side of the script ?
Debug from NPC Bail:
And here is the code linked to SIGNAL_DAMAGED:
I'm not sure why it crashes after the write, all there is is "wait" or the redo of the while (which has a write at the start).
EDIT2: Now it froze at an other spot, I don't know whats wrong with it now, but I'm sure it has to do with the Pirate Guild part.
EDIT: I'm not finding anything right now:
The bail threshold is 77, it's hull is 97 right now, it should redo the loop until hull<threshold, but it seems it never does it, so the problem seems to be in the Pirate Guild side of the script ?
Debug from NPC Bail:
Code: Select all
NPCB: timer
NPCB: timer->while [THIS]->exists
NPCB: timer->get hull percent
NPCB: timer->compare hull (30) and bail hull (63)
NPCB: timer->do npcbail.bail
NPCB: bail start
NPCB: wares.calc
NPCB: wares.install
NPCB: timer.bailed
NPCB: IN npcbail.bail TASK timer.bailed ended, returning nul
NPCB: timer->while [THIS]->exists
NPCB: timer->get hull percent
NPCB: timer->compare hull (97) and bail hull (77)
NPCB: timer->not breaked, waiting 1sec before redo
NPCB: wares.remove
NPCB: timer->while [THIS]->exists
NPCB: timer->get hull percent
NPCB: timer->compare hull (97) and bail hull (77)
NPCB: timer->not breaked, waiting 1sec before redo
Code: Select all
write to log file 8513 append=1 value='NPCB: timer'
* Disable for Neutral (mission/plot, generally) ships
if [OWNER] == {Neutral Race}
skip if get global variable: name='npcbail.allowneutrals'
return null
end
* Only run once
$isRunning.varname = 'npcbail.isRunning'
$isRunning = [THIS]->get local variable: name=$isRunning.varname
skip if not $isRunning
return null
[THIS]->set local variable: name=$isRunning.varname value=[TRUE]
$nul = null
$npcbail.rate = get global variable: name='npcbail.rate'
if [THIS]->is of class {Huge Ship 2019}
skip if get global variable: name='npcbail.hugeship.enabled'
return null
* write to player logbook: printf: fmt='huge ship %s running bail timer', [THIS], null, null, null, null
end
if [THIS]->is of class {Big Ship 2073}
skip if get global variable: name='npcbail.bigship.enabled'
return null
$npcbail.rate = get global variable: name='npcbail.bigship.rate'
* $msg = sprintf: fmt='big ship %s running bail timer: rate %s', [THIS], $npcbail.rate, null, null, null
* write to player logbook $msg
end
* Get pilot stats
$pilot.morale = [THIS]->get pilot morale
$pilot.aggression = [THIS]->get pilot aggression
$pilot.fightskill = [THIS]->get pilot fightskill
$bravado.max = 300
* Calculate bravado of pilot
$pilot.bravado = $pilot.morale + $pilot.fightskill + $pilot.aggression
* Calculate chance of bailing
* $bailchance.modifier = ( 5 * $npcbail.rate ) / 10
$bailchance.modifier = $npcbail.rate / 10
$bailchance.modifier = $bailchance.modifier * $bailchance.modifier
$pilot.bailchance = ( 100 * $bailchance.modifier ) / ( $bailchance.modifier + $pilot.bravado )
* Will this pilot ever eject?
$rand = random value from 0 to 100 - 1
skip if not $pilot.bailchance < $rand
return null
* Calculate hull percent at which ship bails
$pilot.bailhull = $pilot.bailchance
* Continuously check if want to bail
while [THIS]->exists
write to log file 8513 append=1 value='NPCB: timer->while [THIS]->exists'
* If no longer being attacked, quit
skip if [THIS]->get attacker
goto label lblFail
write to log file 8513 append=1 value='NPCB: timer->get hull percent'
$ship.hullpct = [THIS]->get hull percent
$msg =' NPCB: timer->compare hull ('+$ship.hullpct+') and bail hull ('+$pilot.bailhull+')'
write to log file 8513 append=1 value=$msg
* Once hull reaches threshold, bail
if $ship.hullpct < $pilot.bailhull
write to log file 8513 append=1 value='NPCB: timer->do npcbail.bail'
START $nul->call script 'plugin.npcbail.bail' : ship=[THIS]
write to log file 8513 append=1 value='NPCB: timer->done npcbail.bail, breaking'
break
end
write to log file 8513 append=1 value='NPCB: timer->not breaked, waiting 1sec before redo'
= wait 1000 ms
end
write to log file 8513 append=1 value='NPCB: timer->[THIS] doesnt exist anymore'
return null
lblFail:
write to log file 8513 append=1 value='NPCB: timer lblFail'
* Reset boolean so this script can run again in the future
[THIS]->set local variable: name=$isRunning.varname value=[FALSE]
return null
EDIT2: Now it froze at an other spot, I don't know whats wrong with it now, but I'm sure it has to do with the Pirate Guild part.
-
- Posts: 94
- Joined: Mon, 31. Dec 07, 16:34
@joelR: Unemployment is a "bliss" (Its nice to at least do something semi productive)
@Sesk: Yupp, suspect they simply don't play well together But that second freeze you mention....you still had both Bailing+Pirate installed (in the end of your last post)?
A conflict when a Ship bails(Bail add-on) when the pirates(PG) are supposed to capture it? But the games I ran when it froze lasted for some 10~12 minutes but the log only goes to roughly 7 minutes into the game (except the last one that went a little further)
@Sesk: Yupp, suspect they simply don't play well together But that second freeze you mention....you still had both Bailing+Pirate installed (in the end of your last post)?
A conflict when a Ship bails(Bail add-on) when the pirates(PG) are supposed to capture it? But the games I ran when it froze lasted for some 10~12 minutes but the log only goes to roughly 7 minutes into the game (except the last one that went a little further)
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
You see, with a few rules that's much easier for everyone to spot the culprit
Well, i still have to 'compute the data' but from what i read here, this script is really badly written. The idea works, but the implementation is loosy.
Thanks a lot to Craterface, you've done an amazing job and I will sleep better at night thanks to you
I'll publish next version in a week or so, with the usual new features and bug fixes, i'll also give a look at this NPC Bailing script, to see if i can do anything about it, but don't expect a miracle, I guarantee compatibility with well written scripts only, not buggy ones.
For ppl wondering about RRF and PG, well yes they are compatible no matter the settings, however there are small issues that may appear in some rare circumstances (or whatever it's spelled), but none of these issues are a "game breaker". And to be honest, you have to be a scripter yourself to notice them.
Well, i still have to 'compute the data' but from what i read here, this script is really badly written. The idea works, but the implementation is loosy.
Thanks a lot to Craterface, you've done an amazing job and I will sleep better at night thanks to you
I'll publish next version in a week or so, with the usual new features and bug fixes, i'll also give a look at this NPC Bailing script, to see if i can do anything about it, but don't expect a miracle, I guarantee compatibility with well written scripts only, not buggy ones.
For ppl wondering about RRF and PG, well yes they are compatible no matter the settings, however there are small issues that may appear in some rare circumstances (or whatever it's spelled), but none of these issues are a "game breaker". And to be honest, you have to be a scripter yourself to notice them.
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
Personally I love the NPC Bailing script, and would never leave home without it. Why? Because it makes the universe more alive. I use it so AI can bail fro AI attacks. Why should pilots only bail if I attack them? Am I the most fearsome and dangerous pilot in the universe?
As I said in ThisIsHarsh's thread, I am not sure if he is still online with us. But if you could modify his script to work with yours then I will for sure install Pirate Guilds again. Because I like to have as many script as possible installed that makes the universe more alive
As I said in ThisIsHarsh's thread, I am not sure if he is still online with us. But if you could modify his script to work with yours then I will for sure install Pirate Guilds again. Because I like to have as many script as possible installed that makes the universe more alive
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- Posts: 94
- Joined: Mon, 31. Dec 07, 16:34
Kick-ass, still run with PG (> NPG bailing). Atleast in TC its possible to somehow get hold of all ships (Boarding) but the universe sure is empty.
*I use a modifed version of apricotslice "Spawn random ships" so there's something to salvage
EDIT: Would it make any difference if the player would in the mean time disable Pirate Guilds reward system? Or that would do nothing?
I guess adding in a bunch of * in the script(s) that handles nad the script that.."calls" (if thats the right word) it would disable it?
*I use a modifed version of apricotslice "Spawn random ships" so there's something to salvage
EDIT: Would it make any difference if the player would in the mean time disable Pirate Guilds reward system? Or that would do nothing?
I guess adding in a bunch of * in the script(s) that handles nad the script that.."calls" (if thats the right word) it would disable it?
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
Hi,
I'd really like to use this script. I really like your scrips (and am eagerly awaiting your yaki script!), but for some reason I can't access your site? Is it down? If it's not down, is there any chance you can this and also anarkis defense script on a file sharing site? I'm in Japan, so maybe there is a problem with the connection to your site from here?
Or, can anyone download them for me and email them to me?
I'd really like to use this script. I really like your scrips (and am eagerly awaiting your yaki script!), but for some reason I can't access your site? Is it down? If it's not down, is there any chance you can this and also anarkis defense script on a file sharing site? I'm in Japan, so maybe there is a problem with the connection to your site from here?
Or, can anyone download them for me and email them to me?
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
New Release !
I was in a bad mood last time I posted (lost most of my work due to a HD crash including Yaki Armada and Factions:AI) and I judged the npc bailing addon quite badly with no reason. As a matter of fact it's quite well written apart from a couple of minor bugs (bailing drones and probably wrong signal prio) and a setup file that should be rewritten to prevent the enforcing of secondary signals each time a savegame is loaded, allowing other plugins like mine to locally disable it on a given ship. Anyway, here's the good news : PG 1.35 is now compatible with this script and it got rid of both the crash and the reward bugs.
Thanks a lot to Craterface for spotting the issue
For scriptwise people, NPC bailing addon is indirectly triggering a SIGNAL_CAPTURED when a ship bails. Usually it only happens when the player cause the ship to bail, so my own signal 'captured' was assuming that the player was doing the job (like the default one do) and a reward message was sent. It's now fixed. The system crash was caused because the bailing ship changes its ownership to 'neutral' and because my attack script wasn't checking for a change of ownership. So my ships beeing unable to stop (as the target still exists) and unable to run the !fight.attack.object (as it stops immediatly on neutral things), it triggered an infinite loop, crashing the game.
Another good news related to this script is that i will probably use it as an addon (if detected, like ADS) to allow the Guild to salvage nearby abandonned ships and capture astronauts that will be converted as slaves. I'm currently on my way to finish this, but i thought that you'd like to get the fixed version as soon as possible, so here it is!
I also corrected the last few remaining bugs, mostly things that you won't notice, apart from a spawning issue related to the Pirate Guild Brigantine (that appears after a long while when the guild has enough money to afford it). I also altered the way this ship is handled, it now works exactly like the PG frigates (m7) and can use a jump-beacon to appear directly next to the attacked pirate base, so beware if you still think you can destroy those big Pirate Guild Strongholds while the M2 is slowly moving across the sector.
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Downloading note : If you have issues downloading the plugin try again later, the server isn't really fast and is sometimes overcrowded so please be patient.
I was in a bad mood last time I posted (lost most of my work due to a HD crash including Yaki Armada and Factions:AI) and I judged the npc bailing addon quite badly with no reason. As a matter of fact it's quite well written apart from a couple of minor bugs (bailing drones and probably wrong signal prio) and a setup file that should be rewritten to prevent the enforcing of secondary signals each time a savegame is loaded, allowing other plugins like mine to locally disable it on a given ship. Anyway, here's the good news : PG 1.35 is now compatible with this script and it got rid of both the crash and the reward bugs.
Thanks a lot to Craterface for spotting the issue
For scriptwise people, NPC bailing addon is indirectly triggering a SIGNAL_CAPTURED when a ship bails. Usually it only happens when the player cause the ship to bail, so my own signal 'captured' was assuming that the player was doing the job (like the default one do) and a reward message was sent. It's now fixed. The system crash was caused because the bailing ship changes its ownership to 'neutral' and because my attack script wasn't checking for a change of ownership. So my ships beeing unable to stop (as the target still exists) and unable to run the !fight.attack.object (as it stops immediatly on neutral things), it triggered an infinite loop, crashing the game.
Another good news related to this script is that i will probably use it as an addon (if detected, like ADS) to allow the Guild to salvage nearby abandonned ships and capture astronauts that will be converted as slaves. I'm currently on my way to finish this, but i thought that you'd like to get the fixed version as soon as possible, so here it is!
I also corrected the last few remaining bugs, mostly things that you won't notice, apart from a spawning issue related to the Pirate Guild Brigantine (that appears after a long while when the guild has enough money to afford it). I also altered the way this ship is handled, it now works exactly like the PG frigates (m7) and can use a jump-beacon to appear directly next to the attacked pirate base, so beware if you still think you can destroy those big Pirate Guild Strongholds while the M2 is slowly moving across the sector.
---
Downloading note : If you have issues downloading the plugin try again later, the server isn't really fast and is sometimes overcrowded so please be patient.
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