[AL PLUGIN] Yaki Armada: Nomadic Pirate Tribe | v1.08 | 11 Oct 06

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Serial Kicked
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Post by Serial Kicked »

@Puruco : Not currently. Will be included soon.

@X_x_X : Hi ;)

No, it's not a bug it's a feature ! :) Yaki are neutral to you by default and they should not attack you. Destroy one or two Yaki mobile bases and they all finish to become red. The idea behind this is to allow the player to join the yakis in a later version.
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X_x_X
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Post by X_x_X »

ah ok thx for the answear :)
Puruco
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Post by Puruco »

Thanks Serial...
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arcana75
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Post by arcana75 »

Fun! Too bad Yaki are all red to me... :P

A few quick questions:

1) I see notoriety being added to Yaki (-2000). Can the sector's race's notoriety be added as well, preferrably a significant amount to demonstrate their "appreciation"? :)

2) I think this script is the best script to start with BBS messages that actually mention player exploits. When a Yaki cap gets destroyed by the player, it'll be extremely cool to dock and see a BBS message extolling the player's exploits, even mentioning the player's name, maybe get GalNet to do an "exclusive" :D

3) Glad to see this script finally officially launched :idea:
Hieronymos
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Post by Hieronymos »

Have x'd 3 Yaki bases...they really hate me now, and are chewing up my factory ships at an alarming rate. So, some findings:

a) No conflict so far with Cycrow's BBS-overtune script, at least not with the Mamba or Centaur I commonly pilot.
b) Yaki M3's are DEFINITELY much easier to cap. Overall, cap ~10% of regular pirate M3's. But with Yaki Susanowa's it's ~35%. Not that I'm complaining, mind. Helps defray the cost of replacing so many fuc**ng freighters! Have capped 11 so far...
c) The Mobile bases seem to respawn VERY quickly. In 2 game days, I've x'd 3, saw 2 more destroyed by Argon cap ships...but the attacks seem as numerous as ever. How quickly DO the damn things respawn?!?
d) Playing the Yaki plugin definitely requires a different strategic development approach regarding fab/fact/complex placement, if you play them as enemies. I.e., a real need to not spread out too much, but rather concentrate in a few sectors with heavy fighter patrols (And preferrably fighters armed with MassDrivers). You might want to suggest something about this in the readme.

Fabulous plugin! Keep up the good work.
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Serial Kicked
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Post by Serial Kicked »

@Hieronymos :

a) Same here.

b) Yup, in fact it seems you're right. Yaki pirates are cowards, and for an unknow reason they are easy to cap. :)

c) The maximum amount of Yaki bases ingame is 5. Each 30min a new mobile base is spawned if the count is below 5. I guess you're right. It's a bit too much. I'll reduce that.


@arcana75 :

1) The game already adds the notoriety to the race if you kill Yakis in their sector :)

2) BBS news will be added as it's a part of the todo list.

---

Btw, the version 1.0 i'll publish this week will include some nice features, a guild system, and a mission generator.

[ external image ]

[ external image ]
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Kurios Kronou
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Post by Kurios Kronou »

Lookin' good Serial... :P
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arcana75
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Post by arcana75 »

That's great to hear, Serial.

And hmmm... joining the Armada! So u can gain rank with Yaki?
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Serial Kicked
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Post by Serial Kicked »

arcana75 wrote:That's great to hear, Serial.

And hmmm... joining the Armada! So u can gain rank with Yaki?
Rank, money, ships, and special missions, yes :)
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Kurios Kronou
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Post by Kurios Kronou »

This, and the DDRS mod make playing the 'Enemy of the State' scenario much more attractive. I'm looking forward to having more time to be a real bad-ass pirate....! :D
alphalvr
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Post by alphalvr »

just trying this now, thanks

i only held off because i aint done plot yet, didnt want to spoil the yaki surprise.....but wot the hell :D
c) The maximum amount of Yaki bases ingame is 5. Each 30min a new mobile base is spawned if the count is below 5. I guess you're right. It's a bit too much. I'll reduce that.
i hope not :cry:
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RJV
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Post by RJV »

alphalvr wrote:
c) The maximum amount of Yaki bases ingame is 5. Each 30min a new mobile base is spawned if the count is below 5. I guess you're right. It's a bit too much. I'll reduce that.
i hope not :cry:
You could always ask him where the respawn rate is scripted (or check yourself) and tweak it up a little if you want more... :twisted:

[EDIT] Serial - I guess a little change to the timer script to inc/dec the number of TLs would do the trick, yes? (unsupported, change at own risk of course).

Cheers,

Rob.
alphalvr
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Post by alphalvr »

any updates nearing completion :)
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Factor X
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Post by Factor X »

good to know :)

cant wait for those BBS news and player missions.
Hieronymos
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Post by Hieronymos »

I'm seeing visions of a true X3 pirato-centric existence. Centred around Yaki Armada, but enhanced by the DDRS player shipyard (build yr own ships), and LV's HAT (the ultimate expensive capping program)...Combine that with Cycrow's Assassins Guild, and yummm.

Hope you've not lost interest Serial.
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Dread
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Post by Dread »

I use this script and love it, however I recently started a new game with the Xtended Mod and for once I have not seen any Yaki Armada ships around, although I have only visited a fifth of the sectors so far in this new game. Do you or Mox or anyone else know if this script in anyway coflicts with the Xtended Mod?
Ill post the same to Mox in Xtended Mods thread when I get home later.
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ezra-r
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Post by ezra-r »

This script looks very cool. I will install it when the 1.0 version comes out!!
Hieronymos
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Post by Hieronymos »

There's no conflict with Yaki Armada and the DDRS mod. YA is a plugin, uses stock vanilla shiptypes--shouldn't conflict with any mod.

It definitely needs to be used in conjunction with LV's Race Response Fleets script, otherwise Yaki raids will utterly devastate border or other lightly defended sectors. The plugin adds challenge to building up any players' commercial empire...as Yaki raids will take a steady toll on one's freighters and UT's. This will challenge players to adopt different strategies to expand economically. And as we know..challenge is good!

Unfortunately serial_kicked seems to've lost interest..and an utterly magnificent plugin is going unfinished..sigh..
A Team
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Post by A Team »

He`s not dead and he is still posting http://forum2.egosoft.com/search.php?se ... ial+Kicked
It looks like the Oblivion bug has got him. Someone could pm asking about the script.
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Serial Kicked
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Post by Serial Kicked »

No, i'm not dead, and, by the way

Yaki Armada 1.0 is finally out ! :)


Making a full list of the changes is next to impossible, but here's the main things.

- You can now configure a key (in the shorcut settings) to talk with yaki ships and mobile bases. Check the documentation and the first post of this topic about that.

- You can join the Yaki Armada, and gain rank and various bonuses in this guild by accomplishing various missions, some of those missions will only unlock when you reach a given rank. Moreover, the mobile base will be kind enough to tell you where they are to jump.

- Battle behaviours of the mobile base have been enhanced.

- All the major bugs from 0.91 have been corrected. Including the attack of neutral players, dead ships, spawning of too many yaki mobile bases, and more.

- And, oh, if you achieve the las rank of the guild, you will gain a nice and useful 'little' thing for your personal collection ;)


I hope you'll enjoy it.


By the way, it's not a pure "Final" release, so you may encounter small glitches and bugs. If so, please report them on the Bugtracker (do not forget to select the correct project) or on this topic and they will be corrected in the final edition. Thanks :)
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