[AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
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I just installed this and it looks fantastic! I'm playing as a foe to the PG and there has been lots of action so far.
I am getting a slight stutter every now and again which I didn't have before. Is this just a consequence of running such a complex script or is it a compatiblity issue with one of the other scripts I have installed?
I do have the Marauder shipyard script installed. Could this be causing the stutter? I think I could live without the Marauder script so its no problem if I need to uninstall it.
I also have the X3 Unleashed script but I'd have thought that would improve things...
I was also thinking of trying the improved races script too. Would this run fine with the Pirate Guile installed too? Or would it be too much if I'm already getting stutters with the PG installed?
I am getting a slight stutter every now and again which I didn't have before. Is this just a consequence of running such a complex script or is it a compatiblity issue with one of the other scripts I have installed?
I do have the Marauder shipyard script installed. Could this be causing the stutter? I think I could live without the Marauder script so its no problem if I need to uninstall it.
I also have the X3 Unleashed script but I'd have thought that would improve things...
I was also thinking of trying the improved races script too. Would this run fine with the Pirate Guile installed too? Or would it be too much if I'm already getting stutters with the PG installed?
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Err, i'm a little late for the 1.52 release, as i'm working on other things right now but it should be released very soon.
@paulwheeler:
Thanks
I don't think the lag is related to incompatibilities. And it's hard to tell without your PG settings and CPU/Ram data. However, at the beginning the game should be very laggy every half-an-hour for a few seconds but it should smooth after a while (let say 2 or 3 ingame real hours). CPU usage mainly depends on your "guild strength" settings. At "Very High" or "Insane" it will really slow the game down due to the amount of PG ships and to the fact that pirate bases will act much more often than with lower settings.
If your lag is only happening from time to time, my best guess is that I may have forgotten to put some "sleep" commands in more or less critical parts of my plugin (a "sleep" command allows to "pause" the plugin for a few (milli)seconds, preventing freezes). I will investigate.

@Sly:
@paulwheeler:
Thanks

I don't think the lag is related to incompatibilities. And it's hard to tell without your PG settings and CPU/Ram data. However, at the beginning the game should be very laggy every half-an-hour for a few seconds but it should smooth after a while (let say 2 or 3 ingame real hours). CPU usage mainly depends on your "guild strength" settings. At "Very High" or "Insane" it will really slow the game down due to the amount of PG ships and to the fact that pirate bases will act much more often than with lower settings.
If your lag is only happening from time to time, my best guess is that I may have forgotten to put some "sleep" commands in more or less critical parts of my plugin (a "sleep" command allows to "pause" the plugin for a few (milli)seconds, preventing freezes). I will investigate.
Nope, the issue with the Marauder shipyard is that it will prevent from spawning one of the 2 shipyards that Pirate Guild is supposed to spawn. I don't really know what this script does exactly, but it shouldn't cause any slowdown. In the worst case it may lead to issues when the Guild HQ and other "big" ships are trying to get some hull repairs at the nearest pirate shipyard.I do have the Marauder shipyard script installed. Could this be causing the stutter? I think I could live without the Marauder script so its no problem if I need to uninstall it.
I don't know this script at all, will give it a look when i've got more free time.I also have the X3 Unleashed script but I'd have thought that would improve things...
Previous versions of Improved Races were incompatible with PG (all PG ships beeing red no matter your settings) but as far as i know, the issue has been corrected. I.R. is also a CPU consuming script and using both will definitively cause more stress on your computer, but like i said previously I've probably forgot to 'slow down' (using "sleep") my plugin somewhere, so I guess you can give it a tryI was also thinking of trying the improved races script too. Would this run fine with the Pirate Guile installed too? Or would it be too much if I'm already getting stutters with the PG installed?

@Sly:
Killing non affiliated pirates won't change your relation toward the Guild. Killing PG pirates will cause your relation to both the guild and the other pirates, no matter if you does it during a mission or not. Relationship is explained in the online documentation.Thinking of using PG and have one question: if I've got a mission from a station to protect or kill some pirates - is that has any relation to PG and its attitude to me, i.e. my rank in PG and so on ...?
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you should note that the current Improved races has conflicts with RRF... that is if your using it in tandem with this mod. I noticed this before I downloaded and installed this mod that with Improved races and having RFF installed it basically froze the game a few minutes in and... after waiting to see if the game would unfreeze after 10 minutes nothing happened so... my guess... is it isn't compatible. Though I would love it if there was someway to fix that issue, maybe finding the scripts in the mod that conflict and then correct them so it works without that issue that would be wonderful.
might also want to note... if you used PG, RRF and the Empire industry mod... expect huge masses of their ships in sector... I'm talking a lot of M2 and M1 ships. I literally saw at least 30 in one system dukeing it out with the local ships... which is bad seeing how that many ships firing weapons kills FPS
might also want to note... if you used PG, RRF and the Empire industry mod... expect huge masses of their ships in sector... I'm talking a lot of M2 and M1 ships. I literally saw at least 30 in one system dukeing it out with the local ships... which is bad seeing how that many ships firing weapons kills FPS
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hmm... I could have a problem then. I had the maurader script active when i started pg. That would mean only one shipyard would have spawned, right?
i kind of had to obliterate the shipyard coz it spawned right next to one of my complexes.
will the shipyard respawn somewhere else? If i dissable the maurader script will a second shipyard spawn? Or do i need to restart the pg script?e
i kind of had to obliterate the shipyard coz it spawned right next to one of my complexes.
will the shipyard respawn somewhere else? If i dissable the maurader script will a second shipyard spawn? Or do i need to restart the pg script?e
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@paulwheeler:
Let's explain how things work here
As a matter of fact, PG will, when started, check the amount of pirate shipyards on the map. If the count is below 2 it will spawn one new shipyard. After that, every (approx) one hour it will re check the map for shipyards and spawn another one if the total count is still below 2. So on a vanilla game (no pirate sy) PG will spawn a total of 2. In a game with the Marauder script it will spawn one. And if you're playing on "whatever" mod with multiple pirate shipyards it may spawn none. So, when destroyed, my shipyards will respawn in a random different pirate sector after a while, so you don't need to reset PG.
As a matter of fact, Marauder is *currently* compatible with PG, but later it will certainly become incompatible when I will add specific shipyard related features and missions.
@Requiemfang:
Yeah i've read about the RRF / IR conflict. As a matter of fact, using multiple scripts that are more or less doing the same thing (improving race AI/defenses) is always a risky business. However it's easy to stay compatible with RRF without major modifications in the code. That why RRF is in my suggestion list and not the other ones
edit: spelling.
Let's explain how things work here

As a matter of fact, PG will, when started, check the amount of pirate shipyards on the map. If the count is below 2 it will spawn one new shipyard. After that, every (approx) one hour it will re check the map for shipyards and spawn another one if the total count is still below 2. So on a vanilla game (no pirate sy) PG will spawn a total of 2. In a game with the Marauder script it will spawn one. And if you're playing on "whatever" mod with multiple pirate shipyards it may spawn none. So, when destroyed, my shipyards will respawn in a random different pirate sector after a while, so you don't need to reset PG.
As a matter of fact, Marauder is *currently* compatible with PG, but later it will certainly become incompatible when I will add specific shipyard related features and missions.
@Requiemfang:
Yeah i've read about the RRF / IR conflict. As a matter of fact, using multiple scripts that are more or less doing the same thing (improving race AI/defenses) is always a risky business. However it's easy to stay compatible with RRF without major modifications in the code. That why RRF is in my suggestion list and not the other ones

edit: spelling.
Last edited by Serial Kicked on Fri, 13. Nov 09, 04:51, edited 1 time in total.
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I had to uninstall the script due to the fact that I'm being raided in my personal sectors entirely too much and it's really messing up my guild reputation.
I'm going to wait for 1.52. Script was very fun and I will definitely install it again when my issue is resolved.
I'm going to wait for 1.52. Script was very fun and I will definitely install it again when my issue is resolved.

The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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Hm. That's badSerial Kicked wrote:@paulwheeler:
Let's explain how things work here
As a matter of fact, PG will, when started, check the amount of pirate shipyards on the map. If the count is below 2 it will spawn one new shipyard. After that, every (approx) one hour it will re check the map for shipyards and spawn another one if the total count is still below 2. So on a vanilla game (no pirate sy) PG will spawn a total of 2. In a game with the Marauder script it will spawn one. And if you're playing on "whatever" mod with multiple pirate shipyards it may spawn none. So, when destroyed, my shipyards will respawn in a random different pirate sector after a while, so you don't need to reset PG.
As a matter of fact, Marauder is *currently* compatible with PG, but later it will certainly become incompatible when I will add specific shipyard related features and missions.
@Requiemfang:
Yeah i've read about the RRF / IR conflict. As a matter of fact, using multiple scripts that are more or less doing the same thing (improving race AI/defenses) is always a risky business. However it's easy to stay compatible with RRF without major modifications in the code. That why RRF is in my suggestion list and not the other ones
edit: spelling.


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v1.52 Released !
So, as promised here we go with a 1.52 version. It has not been extensively tested but everything should be ok and reported bug killed.
So the "invasion of friendly player sector" and the "no reward for captured bounty-hunters" bugs should be fixed now. Captured 'blinking' ships should stop blinking immediately, too.
And thanks to Lamiadon, the German translation has been added.
Enjoy
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So the "invasion of friendly player sector" and the "no reward for captured bounty-hunters" bugs should be fixed now. Captured 'blinking' ships should stop blinking immediately, too.
And thanks to Lamiadon, the German translation has been added.
Enjoy

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Hm. That's bad Sad . Uninstalling Marauder now. Can we hope to see stations from Marauder (like Boarding Pod Fact and PALC Fact) in your shipyards?
There's some special fabs in my shipyards too btw, can't recall if there's one related to the boarding pods however. I'll add one if such station doesn't need additional coding when the station is deployed.I wrote:As a matter of fact, Marauder is *currently* compatible with PG, but later it will certainly become incompatible when I will add specific shipyard related features and missions.
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Do you happend (or someone els mabey?) to have the 1.51 still left somewhere. Just updated without backing up the old version and the new one does something to the PG SY.
It respawns....and I got capital ships docked at one including myself (can't load that one). Went back with an earlier save to see if it worked and yupp...it loads but gone are my ships :( (all-out war with everyone except Pirates and Yaki so it took quite some time just to get my hands on two capital ship).
But thanks alot for all your work! :)
It respawns....and I got capital ships docked at one including myself (can't load that one). Went back with an earlier save to see if it worked and yupp...it loads but gone are my ships :( (all-out war with everyone except Pirates and Yaki so it took quite some time just to get my hands on two capital ship).
But thanks alot for all your work! :)
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
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@Craterface:
It's due to the update mechanism (reset stations and SY) not to the 1.52 itsef. Be happy, there's a workaround:
- go into your "t" folder
- open with notepad the file 8513-L044.xml
- change the line
by
- reload your savegame
- get your ship out of the way
- save
- restore the previous content of the 8513-L044.xml
- and reload
EDIT: Oh, you can also choose to change the line
by
This is the line which decide the update method. As 1.52 isn't critical it doesn't need to reset the game if you're updating from a 1.51 version. So putting a zero here will prevent the plugin from resetting everything.
Hope it will help
It's due to the update mechanism (reset stations and SY) not to the 1.52 itsef. Be happy, there's a workaround:
- go into your "t" folder
- open with notepad the file 8513-L044.xml
- change the line
Code: Select all
<t id="104">352</t>
Code: Select all
<t id="104">351</t>
- get your ship out of the way
- save
- restore the previous content of the 8513-L044.xml
- and reload
EDIT: Oh, you can also choose to change the line
Code: Select all
<t id="105">1</t>
Code: Select all
<t id="105">0</t>
Hope it will help
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Nice. 1.52 is done, installing now.
I didn't have to go for long without this script.
Thanks for fixing everything so quickly.
I'll let you know if I find any bugs.
I didn't have to go for long without this script.
Thanks for fixing everything so quickly.

I'll let you know if I find any bugs.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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No problem, people 
I just hope 1.52 will really be the last version for a while, i'd like to have a somewhat clean code to start my work on the other projects.

I just hope 1.52 will really be the last version for a while, i'd like to have a somewhat clean code to start my work on the other projects.
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Woops right it's Gameplay, not general
Good i've made this screenshot a few hours ago
THIS is the menu i'm talking (well, writing) about
[ external image ]
If there's no "Artificial Life" at the bottom in yours it's because you need to unpack pirate guild in the X3 folder first.
Good i've made this screenshot a few hours ago

THIS is the menu i'm talking (well, writing) about
[ external image ]
If there's no "Artificial Life" at the bottom in yours it's because you need to unpack pirate guild in the X3 folder first.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Nah it should not.Sly wrote:I've unpacked than, it's created a folder in TC directory pirate guild
You must directly extract my zip in the TC directory itself without creating a pirateguild sub-directory.
If you have such a sub-directory and can't figure how to extract without making one, move its content into your TC folder and say "yes" if asked if you want to overwrite existing file/folder.
Hope it will help.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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