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