[SCRIPT] PIRACY! Package : Preview : 13-04-12

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

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The Cuban Nightmare
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Post by The Cuban Nightmare »

Nice, I will be blasting samurai with field artillery pieces in Shogun 2 Total War while you finish that up. Funnily enough, samurai go down pretty easy, but they're so damn many of em. Where'd I put that gattling gun...
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DnBrn47
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Post by DnBrn47 »

Is this going to be compatible with Albion Prelude?
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mr.bear
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Post by mr.bear »

yeah I guess I'll have to make it AP compatible now. (but not on the first release)

it doesn't rely on anything inside the game universe whatsoever, so it'll just need the odd tweak to make it AP compatible. I'll have to obtain a copy for debugging...

EDIT: Just out of interest, how many of you out there are albion preluders?
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GameDrifter
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Post by GameDrifter »

I more or less play it on new starts now. The stock Exchange a nice way to get a quick leg up on money just starting out. The totally pointless Terran/Argon looping war thing is annoying since there never is a winner it seems.. But the newer ships and stuff is cool. I do have 2 long term saved games I play in TC itself but I got time invested so not willing to just move on till I feel I gotten done what needs doing in those two games. :D
DnBrn47
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Post by DnBrn47 »

mr.bear wrote:yeah I guess I'll have to make it AP compatible now. (but not on the first release)

it doesn't rely on anything inside the game universe whatsoever, so it'll just need the odd tweak to make it AP compatible. I'll have to obtain a copy for debugging...

EDIT: Just out of interest, how many of you out there are albion preluders?
I'd be fine with just TC compatible but I never got into TC enough, I've been hooked on AP however, I don't see me going back to TC just for a mod even though that never ending war does get boring... I've tried to go deep into terran space and blow stuff up myself but they have never ending RRFs so eventually I have to just jump away.

I can't imagine it'd be too difficult like you said, I have the old pirate guild and yaki armada going in AP and the last update for that was a couple years ago. I was just curious, maybe you won't need to do anything. I think AP is worth it just for the stuff that was added.
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apricotslice
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Post by apricotslice »

Fully AP at the moment. I can go back to TC if need be though. But depending on your timing, most likely I'll run it in AP first.
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vtecem
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Post by vtecem »

TC all the way ATM, so far AP hasn't drawn me in yet, despite trying...

Edit: BTW, do you have any ETA for releasing?
ShadowGod56
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Post by ShadowGod56 »

please make an ap compatible version this mod looks awesome and ap is more or less all i play


EDIT

also does this add any hot keys that you need to assign for it to function correctly?
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mr.bear
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Post by mr.bear »

@shadowgod: kidnapping civilians uses a hotkey, it's fairly impossible to use the feature without one.

@vtecem: yeah about 5 weeks.
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apricotslice
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Post by apricotslice »

ShadowGod56 wrote:please make an ap compatible version this mod looks awesome and ap is more or less all i play
If its written for TC, then all that needs doing for an AP version is repackaging to put the scripts in a different place. If its packaged using plugin manager, then it doesnt matter, works for both.
Iceciro
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x3tc

Post by Iceciro »

As a scurvy pirate, I must also throw my hat in for X3AP - I left TC behind when AP came out.

Also, can you consider letting us raise rank with my best friends the Yaki, rather than the generic 'pirates'?
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mr.bear
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Post by mr.bear »

yeah i don't see why not. perhaps only serious pirate actions should increase your rank with the yaki?


AP Compatibility: This is awkward cos the only responses i got were all 'pro'-AP, and i've decided not to make it compatible until a later version, probably as long as 4-6 weeks later. I realise this wasn't the answer you were hoping for but I'd have to learn AP, modify the IDE then update the scripts -- and I don't even own AP yet!

I'm going to work on adding MD support to the IDE first cos I need a bit of a break from boring stuff. sorry guys, but I can't do everything at once.
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mr.bear
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Post by mr.bear »

apricotslice wrote:
ShadowGod56 wrote:please make an ap compatible version this mod looks awesome and ap is more or less all i play
If its written for TC, then all that needs doing for an AP version is repackaging to put the scripts in a different place. If its packaged using plugin manager, then it doesnt matter, works for both.
oh mighty fruit monger,
won't there be subtle changes here and there? like the player HQ 'object class' was different in X3R and X3TC. its too long ago now, i don't remember - but subtle stuff that would make a script mysteriously crash without warning.
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X2-Illuminatus
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Post by X2-Illuminatus »

X3TC scripts are loaded in X3AP without problems. And also X3AP scripts will work in X3TC as long as you don't use any AP specific commands. You don't have to change the script engine numbers, as you have to do it from X3R to X3TC. Problems will occur, if you reference anything that isn't present anymore in X3AP, for example the Split sectors "Family Zyarth", "Family Ryk" and "Njy's Deception".
In general, the chances that a script for X3TC also works in X3AP are good.

As for the file structure, all X3AP specific files are located within the "addon"-folder that is part of the X3TC main directory. The addon folder has its own "scripts" and "t" folder.
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apricotslice
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Post by apricotslice »

If its written for TC, its unlikely there will be problems with AP. It just needs repacking. And thats a couple of minute job at most.

Dont worry about it.

Code for TC.

When its out, someone here will port it to AP and confirm or not that it works fine there.
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mr.bear
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Post by mr.bear »

brilliant
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DnBrn47
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Post by DnBrn47 »

mr.bear wrote:brilliant
You lazy bum!!! :shakefist:

J/k

It's true I have TC scripts running in AP right now just fine. Which is why I initially said TC should be fine. I was just asking because on the off chance that it doesn't work for some reason I'll be a sad panda because this looks like a great script.
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mr.bear
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Post by mr.bear »

DnBrn47 wrote:I'll be a sad panda because this looks like a great script.
awwwww, :) thanks dude.
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Larxyz
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Post by Larxyz »

Hows it going Mr.bear?
making any progress on this excellent looking stuff?=)
gefer8
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Post by gefer8 »

Maybe if I would send marines to salvage things, there would be no casualties? I'm not really a pirate, but salvaging recently just became my thing. As well as repairing ships using slaves, could I use marines for that to? (Maybe faster?)

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