[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

Post Reply
User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]

Post by Serial Kicked » Wed, 29. Apr 09, 17:18

[ English Topic | French Topic | German Topic ]


:arrow: Plugin Description
  • Pirate Guild is an AL plugin giving life to the Pirate Faction, unlocking several new ways to play the game and allowing the player to work with or against the Pirate Guild. It also features an efficient and dynamic faction AI that is able respond to threats and launch raids against specific targets. Pirate Bases will now be able to take defensive actions, like buying laser-towers and M6 to protect themselves, or offensive actions like the raid of transport ships, sector invasions, destruction of military assets, and much more. They are also able to target the faction who dealt the most damages to them. The plugin also features a custom communication system allowing the player to talk to PG ships and stations, a news system to keep you posted with the latest pirate related events and various dynamic missions.

    If you have the Anarkis Defense System script installed, Pirate Guild will use it to (very) efficiently defend its pirate bases :)

    I also need your feedback for the 1.6x releases. Please check this topic.
:arrow: Main Features
  • Pirate Bases (PB) buy and capture ships to build defenses and raiding parties
  • When attacked pirate stations will respond with lethal forces
  • The Guild will favor attacking the race which deals the most damage to it
  • Lasertower and M6 deployment for PB defense purpose
  • Ability for the player to befriend the pirate faction and the Guild
  • Two Pirate Shipyards are spawned in the universe
  • Mobile Guild HQ attacking enemy sectors and rearming at the PB (Galleon M1)
  • Ability for the Guild to buy a Brigantine M2 to defend its stations
  • PB selling / buying more goods (weaponry, software, shielding)
  • Pirate Guild ships are using the jumpdrive to travel
  • Ability for the plugin to use custom ships and weaponry (from mods)
  • The player gain additional money for the destruction of pirate guild's assets
  • Pirate economic system (raids give money used to buy ships / defenses)
  • Setup menu allowing to select the Guild's strength
  • Comm. with the PB through a hot-key allowing to access various services
  • Dynamic Defense System with endangered PB calling patrolling M7 for help
:arrow: Downloads and Link :arrow: Recommended Scripts and Addons :arrow: Compatibility with 3rd party scripts
Script makers and modders should check the readme for more details

1. This plugin IS NOT compatible with Friendly Pirates which is messing with relationship to pirates. Friendly Pirate must be uninstalled first.

2. Scripts that are not carefully messing with the pirate notoriety and with pirate assets in general may cause issues. Most of these incompatibilities can easily be cleared by the 3rd party scripter with the info given in my readme file.

3. Mods (that are not including incompatible 3rd party scripts) should work just fine as long as they have at least one pirate base and sector somewhere in the universe.
Last edited by Serial Kicked on Sun, 27. Apr 14, 08:46, edited 45 times in total.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Wed, 29. Apr 09, 17:18

Commands used : none

Textfile used : 8513

Supported languages :
- English
- French
- German (Thanks to Liamadon)
- Italian (Thanks to Xangar)
- Polish (Thanks to BlueBerry SheWolf and Yacek).



======================================
Version History
======================================

v1.59 - Final Release
(*) 0000012: [AI - Bounty Hunters] Immobile Bounty Hunters
(*) 0000037: [AI - Defense Grid] Neutral M7 patrol ships when the player is a foe
(*) 0000036: [AI - Pirate Bases] Orders should reduce the attack priority on the worst enemy
(*) 0000032: [AI - Pirate Bases] TS Raid order ignore the "peace with teladis" flag
(*) 0000031: [AI - Pirate Ships] Mob Bosses may flee to far away from homebase
(*) 0000029: [General Issues] Library issue : Cargo value wasn't correctly reported
(*) 0000035: [General Issues] Library issue : "Retrieve cargo value" not working on player's ships
(*) 0000030: [Compatibility with 3rd party plugins] NPC bailing addon - Some undetected captures

v1.58 - Final Release
(+) 0000021: [Mission System] Accepting missions should add a message to the player log
(*) 0000028: [AI - Pirate Ships] Mob Bosses unable to find a sector to flee to
(*) 0000026: [Mission System] Bounty for guild's targets should be capped
(*) 0000027: [General Issues] Custom attack.all with timeout order is buggy

v1.57 - Superbox Release
(*) 0000011: [Mission System] No reward for some missions
(*) 0000002: [General Issues] Compatibility check with X3TC 2.7 not done
(*) 0000007: [Game Balancing] Pirate ships use too many Ion Disruptors
(*) 0000001: [Compatibility with 3rd party plugins] Messages about a pirate base in null sector.

v1.56 - Final Release
(+) Added Polish support
(+) PB will now consider TM ships as potential targets for raids on transport ships
(*) Fixed : Minor signal issue on target ships [1.40]
(*) Fixed : Some glitches in library files

v1.55 - Final Release
(+) Bounty Hunter On/Off toggle added to setup menu
(*) Fixed : Error in bounty hunters hunter spawning code causing them to be red to player [1.53]
(*) Fixed : Wrong race ownership for PG ships bought at foreign shipyards [1.50]
(*) Fixed : Possible small ADS docking related issue [1.40]
(*) Fixed : Minor issue related to fines from pirate bases [1.20]
(*) Fixed : It was possible for the mobile HQ, the M2 and M7 to spawn red when they are not supposed to [1.01]

v1.54 - Final Release
(+) Reward for destroying a PB is now 2.5 million credits (500k was really cheap)
(+) CPU usage has been reduced a bit
(+) Somewhat improved update system
(*) Fixed : No reward for destroying a PB [unknown]
(*) Fixed : Minor issue related to german translation [1.52]

v1.53 - Final Release
(+) Small rewards from the guild will be put in logbook, bigger ones will be sent as popup message
(+) Signal handling on targeted ships rewritten from scratch. Smaller, better, faster (tm)
(*) Fixed : Capture was still ignored for one kind of mission [1.52]
(*) Fixed : Possible crash with the RRF plugin [1.50]
(*) Fixed : Small display issue in the Mission List [1.40]
(*) Fixed : Non blinking ship for some missions [1.40]
(*) Fixed : Reward message spam bug [1.40]
(*) Fixed : Issue with the Mob Boss radar occasionally preventing him from fleeing [1.40]
(*) Fixed : Mobile Guild HQ ressupply can take ages when in same sector as playership [1.01]
(*) Fixed : Many bugs and glitches related to signal handling [misc]

v1.52 - Final Release
(+) German translation added - Thanks to Lamiadon
(*) Fixed : Invasion of friendly player owned sectors [1.00]
(*) Fixed : No bonus/reward for the capture of bounty hunters [1.40]
(*) Fixed : Captured bounty hunters that kept blinking [1.40]

v1.51 - Final Release
(+) Station Hacking available at Pirate Bases for Guild members
(+) Documentation completed, french readme added, textfiles updated
(*) Fixed : Game crash when giving money to the guild - Thanks to Aegyen and Vampirecosmonaut - [1.40]
(*) Fixed : Playership name may blink if he attacks a PG asset by mistake [1.40]
(*) Fixed : Bug that may cause the spawn of 'unknown race' bounty hunters / police ships, and other minor glitches [1.35]
(*) Fixed : M6 sometime switching back red even if you pay the fine at the local PB [1.00]

v1.50 - Final Release
(+) Improved bounty hunter AI
(+) Improved news system (now using ECS 2.5 Newsfeed) - GUI improvement and more article types.
(+) Tuned the mission system, max distance for a mission to be detected by a PB reduced to 8 jumps (instead of 10).
(+) Added "Protect this Pirate Base" guild mission (reward x2 on incoming ships) [needs ADS installed]
(+) Added "Destroy Police TL" guild mission
(+) Mob Boss request-for-help-from-homebase AI call should work better now
(*) Fixed : Forgot to set a max amount of bounty hunters [1.40]
(*) Fixed : Kill Counter not increased when a PB or a M2 is destroyed [1.01]
(*) Fixed : PB promotion script was ignoring the "anarkis.skipme" local variable [1.00]

(... see readme.txt for previous changelogs ...)



======================================
Compatibility Notes (scripters and modders)
======================================

* Do not use any task between 890 and 900 (included) on any ship or station
* Objects used by PG have the local variable 'anarkis.pirate' set to TRUE
* Check the global variable 'anarkis.pirate.plugin' to see if PG is enabled
* The plugin will ignore objects with the local variable 'anarkis.skipme' set to TRUE
* The plugin needs at least one pirate owned sector to work correctly
* The plugin needs at least one pirate base object to work correctly
* PG will use custom ships as long as they can be found in shipyards
* Scripts that mess with the pirate faction may not be compatible
* PG should be able to handle custom weapons (not tested)
* PG ships and stations have the 'lv.jtp.block' variable set to TRUE
Last edited by Serial Kicked on Thu, 22. Jul 10, 23:15, edited 19 times in total.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

CraterFace
Posts: 94
Joined: Mon, 31. Dec 07, 16:34

Post by CraterFace » Wed, 29. Apr 09, 19:49

Will try it out right away :) (used it occasionally for X3R when I played as a pirate ;))
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher » Wed, 29. Apr 09, 23:11

Nice! Guess this means i will have to install x3tc again so i can test it out some. Thanks :)
The mongrels will never get over THIS wall.

Canuckian
Posts: 28
Joined: Wed, 29. Apr 09, 04:26

Post by Canuckian » Thu, 30. Apr 09, 23:55

I was waiting for something like this. My pirate career was indefinitely put on hold because I couldn't sell ANYTHING to make money. All my loot and capped ships couldn't be sold unless I had good reputation with other races (which defeats the purpose of being a pirate).

With pirate shipyards and better pirate economy, that should be a thing of the past. Also, will also welcome some support from my fellow guild members! :)

Does this conflict with Pirate Fence? I hope not since it complements this script fairly well by adding variety of products not normally accessible by the pirate economy.

pelador
Posts: 1399
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by pelador » Fri, 1. May 09, 00:53

I'll let SK confirm of course. But we have spoken about it and the two should be compatible. The PG does go some way to introducing wares available for pirates though aswell as obviously enriching it more fully.

But the short answer is that Pirate fence should hopefully compliment PG, PF is a scripted interface that again doesnt introduce ware management on fabs in the literal vanilla sense so wont interfere with PG as a result.

Cuddly_Tomato
Posts: 52
Joined: Sat, 22. Nov 08, 13:27
x3tc

Post by Cuddly_Tomato » Fri, 1. May 09, 16:37

This sounds really good, I have been waiting for a decent pirate mod. The thing is what are their invasions like? Is it a constant battle with the other races or do the pirates make occassional large raids?

I am running Race Patrols so I hope that would mitigate that somewhat. I don't really like the RTS aspect that seems to be filtering into the X3 mod catalogue.

Hieronymos
Posts: 830
Joined: Fri, 30. Dec 05, 22:14
x3

Post by Hieronymos » Sat, 2. May 09, 23:03

Some betatesting needed for sure.

Pirates might need more military assets. Like large wings of fighters in every PB that activate only when PB comes within 5km. of hostiles. In my last vanilla game, Brennan's Triumph was assaulted by a huge Paranid force within about 2 game days from start..100% eliminating pirate prescense..
Same went for P-base in Atreus Clouds. It seems the vanilla global strategic ai is much harder on pirates than in 3R.

Perhaps RRF will be needed as default to play with PG.

User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Thu, 14. May 09, 18:16

Hi there !

Soo, here's the version 1.20 of PG3. It corrects the annoying bug causing a random game crash (yeepee). For those interested in the "why it crashed X3", it was caused by the capture of ships. In X3 Reunion, when i turned an attacked ship to the Pirate race, my capture team automatically stopped to attack it, now in TC it automatically crash the game. I tried several methods but none are 100% safe so i removed this small part of the plugin completely.

There's quite a bunch of new feature, though. Here's the main ones:

Pirate Bases have a dynamic naming system so you can easily spot how strong a PB is. You can comm with pirate ships like it was possible in the X3:R version (not all features included yet). You can buy some special station at the shipyards (which are now respawning) like military outposts. You can even buy pirate bases there, however those pirate base won't be under your control, they will be used by PG automatically after about half a hour. So, now, if you have enough funds you can REALLY help the guild to expand ;). PB can now train pirate pilots to increase their fightskill. Articles in the news network are now dated. Economic system and base/ship AI have been tuned, too.

Wealthy pirate bases in pirate sectors can now build a "pleasure dome" where you can sell all your illegal goods easily. If you comm with those stations using ECS hotkey you'll see that there's a casino inside it (with the arena, and other luck games), it's not yet
working and these features will be included in next version.

And for the main feature (drum roll ... ^^), IF you have installed the Anarkis Defense System script (formerly known as Anarkis Carrier Command) you can allow (in the setup menu) pirate bases to use it to defend themselves ! And, it's *very* effective. However, to keep things balanced, it will only kick off when the pirate base is big enough, such pirate bases will usually be named as 'Pirate Guild Stronghold' or 'Pirate Guild Fortress'.

Of course it corrects all the bugs spotted in 1.01 and I strongly suggest you to read the changelog and the included documentation for additional details.

Notice that this version has been tested several times at SETA x10 during whole nights with and without the Race Response Fleet plugin (from LV) with no game crash. It's probably not 100% bug free yet, so I count on you to find anything i've overlooked (and i'm pretty sure you will :p)


Enjoy :)



----------

Now to answer to your various posts:
Does this conflict with Pirate Fence? I hope not since it complements this script fairly well by adding variety of products not normally accessible by the pirate economy.
Not tested but as far as i know they should be perfectly compatible.
This sounds really good, I have been waiting for a decent pirate mod. The thing is what are their invasions like? Is it a constant battle with the other races or do the pirates make occassional large raids?
Both. The pirate bases with enough ships will attack enemy sectors with about 15-20 ships occasionally. And there's the mobile HQ Galleon M1 which constantly jump from an enemy sector to another and unleash its 25 docked ships. However as long as you stay friend to the Guild you've nothing to fear.
Hieronymos wrote:Pirates might need more military assets. Like large wings of fighters in every PB that activate only when PB comes within 5km. of hostiles.
Now included :) If you have Anarkis Defense System (formerly known as Anarkis Carrier Commands), the pirate bases will buy 'Pirate Mercenaries' that will be used as a proactive defense system. However it takes a lot of time for PB to have enough defenses.
In my last vanilla game, Brennan's Triumph was assaulted by a huge Paranid force within about 2 game days from start..100% eliminating pirate prescense.. Same went for P-base in Atreus Clouds. It seems the vanilla global strategic ai is much harder on pirates than in 3R.
Nah, the "strategic" (ahem) AI in X3:TC doesn't attack PB with heavier forces. Yeah it's a bit more clever than in X3:R, but that's not the cause. In fact, this is caused by the removal of my camouflage device. When a raid is launched against let's say a split transport, the homebase of the raiding party will turn red on splits, and so the pirate base (if located in split sector) will be automatically targeted by the roaming military fleets. In X3:R, the PB stayed neutral and there was no repercutions after a raid.

Yes at first, most of the PB in legit sectors will be destroyed. But after a while they will respawn in more secure sectors allowing them to grow bigger. I may add back the camo-device, but it's a pain in the arse to implement correctly. And i've to admit that i like it this way, after all a PB shouldn't survive a military assault in a legit sector. We'll see.

And like i said in the beginning of the post, in this v1.20, if you have installed ADS there is no way a legit race can destroy a Pirate Guild Fortress without the help of RRF, especially OOS where fighter wings have a clear advantage over big ships.

As an example in my 2d-12h (difficulty : hard) test save, the Pirate Guild Fortress in Blue Profit has 8 LT, 2 defensive M6, 38 PG ships used for raids and such, and 19 ADS defensive M3 used to attack incoming in a 8km radius.

There's also a M2 supposed to come to the help of endangered PB, but the mechanism is flawed as PB are usually far away from gates and it arrives way to late. Will be corrected in a later edition.

Cheers,

SK.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

openget
Posts: 15
Joined: Sun, 15. Jul 07, 16:55

Post by openget » Thu, 14. May 09, 22:12

The ECS hotkey disappeared after I installed v1.20 :(

Hieronymos
Posts: 830
Joined: Fri, 30. Dec 05, 22:14
x3

Post by Hieronymos » Thu, 14. May 09, 22:16

PB can now train pirate pilots to increase their fightskill.
Any possibility will conflict with other scripts that increase fightskill, like Nemeo's Levelling AI (should it ever make it to XTC)? Just trying to think ahead here.

User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Thu, 14. May 09, 22:42

Hieronymos wrote:
PB can now train pirate pilots to increase their fightskill.
Any possibility will conflict with other scripts that increase fightskill, like Nemeo's Levelling AI (should it ever make it to XTC)? Just trying to think ahead here.
No conflict possible :)
The ECS hotkey disappeared after I installed v1.20
Extended Comm should have been replace by something like :
ECS: Extended Comm. System
in the keyboard config menu. You will have to reassign

Check your AL settings to see if ECS is installed and running. If both are here and no such shortcut. Disable PG, then ECS and re enable ECS, then PG.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Predator02
Posts: 483
Joined: Sat, 28. Jul 07, 00:05
x4

Post by Predator02 » Thu, 14. May 09, 23:25

Serial Kicked wrote:
The ECS hotkey disappeared after I installed v1.20
Extended Comm should have been replace by something like :
ECS: Extended Comm. System
in the keyboard config menu. You will have to reassign

Check your AL settings to see if ECS is installed and running. If both are here and no such shortcut. Disable PG, then ECS and re enable ECS, then PG.
I'm having this issue too. I noticed wether I turn ECS on or off in the AL menu, it's still registering as disabled.

Also another bug, I've noticed after turning Pirate guild off for awhile, it leaves behind the occasional pirate guild HQ renamed to Unknown Object which spews out random pirate ships with race monikers (Boron blastclaw prototype for instance) in the hundreds. The worse so far was Moo-Kye's Revenge with 781 ships milling about I ended up sector killing.

*edit*

Another bug. I occasionally receive a message from the pirate guild thanking me for my assistance and they give me 5000 creds. Then the game locks up immediately after. This is without engaging in any combat and having pirates set to neutral.
Specs
Cpu: Duel Core Intel Wolfdale 8500 3.15 ghz
Motherboard: MSI P45 Platinum
4 Gigs Ram
Sound: X-Fi Music
Video: 8800 GTS (G92)
Win7 x64 Ultimate

StarCrack
Posts: 235
Joined: Thu, 3. Apr 08, 05:27
x3tc

Post by StarCrack » Fri, 15. May 09, 17:17

hi love the script
But i'm using Complex Cleaner and i think its interfering with what stations spawn
Might not be CC but its the only mod i run that tweeks the Tstations

User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Fri, 15. May 09, 19:08

Sorry a file was missing in the last version causing the ECS issue and maybe others, dunno :oops:

I have no access to the FTP at the moment so you'll have to do with a lame web-filesharing website full of ads:

http://www.2shared.com/file/5791474/9e5 ... guild.html?

v1.20 with all you need :)
Also another bug, I've noticed after turning Pirate guild off for awhile, it leaves behind the occasional pirate guild HQ renamed to Unknown Object which spews out random pirate ships with race monikers (Boron blastclaw prototype for instance) in the hundreds. The worse so far was Moo-Kye's Revenge with 781 ships milling about I ended up sector killing.
Guild HQ ? The M1 or a pirate base called like that ?
Anyway it may be an issue in the desactivation process of the plugin, i'll check this weekend and publish something asap.

*edit*
Another bug. I occasionally receive a message from the pirate guild thanking me for my assistance and they give me 5000 creds. Then the game locks up immediately after. This is without engaging in any combat and having pirates set to neutral.
It Also works with any of your ships, so it's maybe one of your patrol or a lucking transport. I will investigate the issue.

Would you be kind enough to enable the debug logging (in the plugin setup) and give me the last 20 lines in the logfile when the plugin screw up ?

The logfile is located here :
MyDocuments\Egosoft\X3TC\log08513.txt
But i'm using Complex Cleaner and i think its interfering with what stations spawn. Might not be CC but its the only mod i run that tweeks the Tstations
Should not be an issue, PG doesn't spawn the stations itself, it just use them. May cause and issue with the pirate shipyards however if CC wasn't using the X3TC 2.0a Tstations files.


Cheers.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

skywalker3000
Posts: 56
Joined: Sun, 6. Feb 05, 13:48
x3tc

Post by skywalker3000 » Fri, 15. May 09, 19:42

i have the same bug :

" I occasionally receive a message from the pirate guild thanking me for my assistance and they give me 5000 creds. Then the game locks up immediately after. "


several times now if pirateguild AL is enabled.

here is the log:

(3 08:57:23) * PG AL Loop - 16 PB ingame - money: 0 - target: Argonen
(3 08:57:25) Piraten Basis(Profitminen) has been promoted
(3 08:57:27) Piraten Basis(Heiliges Relikt) has been promoted
(3 08:57:30) Piraten Basis(Schleier des Irrglaubens) has been promoted
(3 08:57:33) Piraten Basis(Familie Ryk) has been promoted
(3 08:57:36) Piraten Basis(Weg zur Freiheit ) has been promoted
(3 08:57:39) Piraten Basis(Unbekannter Sektor) has been promoted
(3 08:57:42) Piraten Basis(Glänzender Profit) has been promoted
(3 08:57:45) Piraten Basis(Gewinnverwahrung) has been promoted
(3 08:57:48) Piraten Basis(Ocracokes Sturm) has been promoted
(3 08:57:51) Piraten Basis(Blauer Rüssel) has been promoted
(3 08:57:54) Piraten Basis(Karge Küste) has been promoted
(3 08:57:57) Piraten Basis(Grüne Schuppe) has been promoted
(3 08:58:00) Piraten Basis(Neuer Verdienst) has been promoted
(3 08:58:03) Piraten Basis(Schimmernde Ströme) has been promoted
(3 08:58:06) Piraten Basis(Vorhof der Schöpfung) has been promoted
(3 08:58:09) Piraten Basis(Zentrum der Arbeit) has been promoted
(3 08:59:03) WPirate Guild OutpostX(Profitminen) - money: 478 - ships: 8+0 - order: 3
(3 08:59:03) WPirate Guild OutpostX(Profitminen) has launched patrol ships
(3 08:59:45) WPirate Guild OutpostX(Unbekannter Sektor) - money: 412 - ships: 8+0 - order: 8
(3 08:59:48) WPirate Guild OutpostX(Glänzender Profit) - money: 1102 - ships: 8+0 - order: 3
(3 08:59:48) WPirate Guild OutpostX(Glänzender Profit) has launched patrol ships
(3 08:59:51) WPirate Guild OutpostX(Heiliges Relikt) - money: 410 - ships: 8+0 - order: 1
(3 08:59:53) WPirate Guild OutpostX(Heiliges Relikt) TS raid : TerraCorp Frachtguttransport
(3 09:00:09) WPirate Guild OutpostX(Gewinnverwahrung) - money: 949 - ships: 8+0 - order: 8
(3 09:00:09) WPirate Guild OutpostX(Gewinnverwahrung) bougth Pirate Guild Kea at Teladi Schiffswerft(Ianamus Zura)
(3 09:00:10) WPirate Guild OutpostX(Weg zur Freiheit ) - money: 489 - ships: 8+0 - order: 6
(3 09:00:10) WPirate Guild OutpostX(Weg zur Freiheit )makes money
(3 09:00:11) WPirate Guild OutpostX(Familie Ryk) - money: 1176 - ships: 8+0 - order: 3
(3 09:00:11) WPirate Guild OutpostX(Familie Ryk) has launched patrol ships
(3 09:00:12) WPirate Guild OutpostX(Schleier des Irrglaubens) - money: 1091 - ships: 8+0 - order: 1
(3 09:00:12) WPirate Guild OutpostX(Neuer Verdienst) - money: 672 - ships: 8+0 - order: 1
(3 09:00:12) WPirate Guild OutpostX(Schimmernde Ströme) - money: 396 - ships: 8+0 - order: 8
(3 09:00:12) WPirate Guild OutpostX(Schleier des Irrglaubens) TS raid : Plutarch Frachtguttransport
(3 09:00:12) WPirate Guild OutpostX(Blauer Rüssel) - money: 1039 - ships: 8+0 - order: 1
(3 09:00:12) WPirate Guild OutpostX(Neuer Verdienst) TS raid : Plutarch Frachtguttransport
(3 09:00:17) WPirate Guild OutpostX(Blauer Rüssel) TS raid : Teladi Bio Transport
(3 09:00:39) WPirate Guild OutpostX(Grüne Schuppe) - money: 664 - ships: 8+0 - order: 3
(3 09:00:39) WPirate Guild OutpostX(Grüne Schuppe) has launched patrol ships
(3 09:00:39) WPirate Guild OutpostX(Karge Küste) - money: 361 - ships: 8+0 - order: 8
(3 09:00:57) WPirate Guild OutpostX(Zentrum der Arbeit) - money: 309 - ships: 8+0 - order: 1
(3 09:00:57) WPirate Guild OutpostX(Zentrum der Arbeit) TS raid : Jonferco Frachtguttransport
(3 09:00:59) WPirate Guild OutpostX(Ocracokes Sturm) - money: 1090 - ships: 8+0 - order: 8
(3 09:00:59) WPirate Guild OutpostX(Ocracokes Sturm) bougth Pirate Guild Medusa at Paraniden Schiffswerft(Paranid Prime)
(3 09:01:03) WPirate Guild OutpostX(Vorhof der Schöpfung) - money: 1167 - ships: 8+0 - order: 8
(3 09:01:03) WPirate Guild OutpostX(Vorhof der Schöpfung) bougth Pirate Guild Mamba Aufklärer at Split Schiffswerft(Familie Rhy)
(3 09:04:47) - Target Killed : Plutarch Frachtguttransport (by Pirate Guild Mobula Prototyp from WPirate Guild OutpostX(Neuer Verdienst))
(3 09:07:23) - Target Killed : Jonferco Frachtguttransport (by Pirate Guild Medusa Prototyp from WPirate Guild OutpostX(Zentrum der Arbeit))

User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Fri, 15. May 09, 19:46

Thanks i'll check this weekend, and correct it.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Fri, 15. May 09, 19:48

Thanks i'll check this weekend, and correct it.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Predator02
Posts: 483
Joined: Sat, 28. Jul 07, 00:05
x4

Post by Predator02 » Fri, 15. May 09, 20:17

Serial Kicked wrote:
Also another bug, I've noticed after turning Pirate guild off for awhile, it leaves behind the occasional pirate guild HQ renamed to Unknown Object which spews out random pirate ships with race monikers (Boron blastclaw prototype for instance) in the hundreds. The worse so far was Moo-Kye's Revenge with 781 ships milling about I ended up sector killing.
Guild HQ ? The M1 or a pirate base called like that ?
Anyway it may be an issue in the desactivation process of the plugin, i'll check this weekend and publish something asap.

It was one of the pirate stations. Working on the log now.
Specs
Cpu: Duel Core Intel Wolfdale 8500 3.15 ghz
Motherboard: MSI P45 Platinum
4 Gigs Ram
Sound: X-Fi Music
Video: 8800 GTS (G92)
Win7 x64 Ultimate

User avatar
Predator02
Posts: 483
Joined: Sat, 28. Jul 07, 00:05
x4

Post by Predator02 » Fri, 15. May 09, 21:18

Code: Select all

(2 13:25:55) Pirate Base(Oceanus Prime) has been promoted
(2 13:25:58) Pirate Base(Blue Horizon) has been promoted
(2 13:25:59) * PG AL Loop - 19 PB ingame - money: 0 - target: Xenon
(2 13:26:01) Pirate Base(The Shallows) has been promoted
(2 13:26:02) A New Guild Mobile HQ has spawned in sector Split Fire
(2 13:26:04) Pirate Base(Antediluvian Ruins) has been promoted
(2 13:26:07) Pirate Base(Bad Debt) has been promoted
(2 13:26:08) Pirate Guild Mobile HQ rearms at Pirate Base(Oceanus Prime)
(2 13:26:10) Pirate Base(Sacred Relic) has been promoted
(2 13:26:13) Pirate Base(Thyn's Abyss) has been promoted
(2 13:26:18) Pirate Base(Hatikvah's Faith) has been promoted
(2 13:26:21) Pirate Base(Zyarth's Dominion) has been promoted
(2 13:26:24) Pirate Base(Bright Profit) has been promoted
(2 13:26:27) Pirate Base(Veil of Delusion) has been promoted
(2 13:26:30) Pirate Base(Gaian Star) has been promoted
(2 13:26:33) Pirate Base(Acquisition Repository) has been promoted
(2 13:26:36) Pirate Base(Spring Of Belief) has been promoted
(2 13:26:40) Pirate Base(Morning Star) has been promoted
(2 13:27:58) WPirate Guild OutpostX(Sacred Relic) - money: 647 - ships: 6+2 - order: 3
(2 13:27:58) WPirate Guild OutpostX(Sacred Relic) has launched patrol ships
(2 13:28:03) WPirate Guild OutpostX(Holy Vision) - money: 993 - ships: 6+2 - order: 8
(2 13:28:03) WPirate Guild OutpostX(Holy Vision) bougth Pirate Guild Buster Raider at Federal Argon Shipyard(Omicron Lyrae)
(2 13:28:12) WPirate Guild OutpostX(The Shallows) - money: 976 - ships: 6+2 - order: 8
(2 13:28:12) WPirate Guild OutpostX(The Shallows) bougth Pirate Guild Medusa at Paranid Shipyard(Cardinal's Domain)
(2 13:28:15) WPirate Guild OutpostX(Antediluvian Ruins) - money: 530 - ships: 6+2 - order: 6
(2 13:28:15) WPirate Guild OutpostX(Antediluvian Ruins)makes money
(2 13:28:16) WPirate Guild OutpostX(Gaian Star) - money: 645 - ships: 6+2 - order: 3
(2 13:28:16) WPirate Guild OutpostX(Gaian Star) has launched patrol ships
(2 13:28:17) WPirate Guild OutpostX(Zyarth's Dominion) - money: 953 - ships: 6+2 - order: 1
(2 13:28:20) WPirate Guild OutpostX(Acquisition Repository) - money: 289 - ships: 6+2 - order: 3
(2 13:28:20) WPirate Guild OutpostX(Acquisition Repository) has launched patrol ships
(2 13:28:22) WPirate Guild OutpostX(Zyarth's Dominion) TS raid : Teladi Freight Transporter 
(2 13:28:22) WPirate Guild OutpostX(Bad Debt) - money: 841 - ships: 6+2 - order: 3
(2 13:28:22) WPirate Guild OutpostX(Bad Debt) has launched patrol ships
(2 13:28:24) WPirate Guild OutpostX(Bright Profit) - money: 465 - ships: 6+2 - order: 6
(2 13:28:24) WPirate Guild OutpostX(Bright Profit)makes money
(2 13:28:29) WPirate Guild OutpostX(Veil of Delusion) - money: 1105 - ships: 6+2 - order: 8
(2 13:28:29) WPirate Guild OutpostX(Veil of Delusion) bougth Pirate Guild Mamba Raider at Split Shipyard(Patriarch's Conclusion)
(2 13:28:34) WPirate Guild OutpostX(Blue Horizon) - money: 1193 - ships: 6+2 - order: 1
(2 13:28:38) WPirate Guild OutpostX(New Income) - money: 681 - ships: 6+2 - order: 3
(2 13:28:38) WPirate Guild OutpostX(New Income) has launched patrol ships
(2 13:28:40) WPirate Guild OutpostX(Blue Horizon) TS raid : Terran High Tech Transporter 
(2 13:28:44) WPirate Guild OutpostX(Oceanus Prime) - money: 569 - ships: 6+2 - order: 6
(2 13:28:44) WPirate Guild OutpostX(Oceanus Prime)makes money
(2 13:28:58) WPirate Guild OutpostX(Spring Of Belief) - money: 665 - ships: 6+2 - order: 3
(2 13:28:58) WPirate Guild OutpostX(Spring Of Belief) has launched patrol ships
(2 13:29:12) WPirate Guild OutpostX(Thyn's Abyss) - money: 651 - ships: 6+2 - order: 1
(2 13:29:16) WPirate Guild OutpostX(Thyn's Abyss) TS raid : Split Bio Transporter 
(2 13:29:24) WPirate Guild OutpostX(Hatikvah's Faith) - money: 925 - ships: 6+2 - order: 6
(2 13:29:24) WPirate Guild OutpostX(Hatikvah's Faith)makes money
(2 13:29:46) WPirate Guild OutpostX(Morning Star) - money: 527 - ships: 6+2 - order: 8
(2 13:29:46) WPirate Guild OutpostX(Morning Star) bougth Pirate Guild Scimitar at Shipyard(Saturn)
(2 13:32:22) - Target Killed : Terran High Tech Transporter   (by Pirate Guild Venti from WPirate Guild OutpostX(Blue Horizon))
The entire log, start to finish. This is with the version you posted to 2shared. Also I still couldn't get ECS working, but I didn't mess around with it too much either.
Specs
Cpu: Duel Core Intel Wolfdale 8500 3.15 ghz
Motherboard: MSI P45 Platinum
4 Gigs Ram
Sound: X-Fi Music
Video: 8800 GTS (G92)
Win7 x64 Ultimate

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”