[AL PLUGIN] Pirate Guild: Intelligent Pirate Behaviours | v0.96 (final update)

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Serial Kicked
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Post by Serial Kicked »

v0.72 is out.

Mainly a quick bugfix release. It should correct all weird behaviours you may have encountered (guild ships staying blue when attacked) so far. The reputation system should now work as advertised in the HTML documentation. It also corrects a (rare) bug when PB could decide to raid the player even if he is a member.

Paying a "tax" to hostile pirates will give you a very small reputation boost. The automatic reputation increasing when you're a member of the guild has been sighly reduced. And thanks to Ru4pt, the russian language file has been updated.

This plugin is way too big and complex for me to test all possible situations so feedback, good or bad, is always welcome. That's why i distribute those beta versions ;)

Cheers.

____


@Paranoid Marvin: It's not a bad idea by itself. In fact it's really good, but there's a small problem. When i say red or blue, it's not only a color, there's the whole Friend/Foe system behind. If i turn them red when you're in the same sector, they will attack you even if you're friend with the guild. However, i could make a "police scanner" software to tag ships that are owned by the guild. Won't happen before 1.0, though.

Btw, I'll add an option to make the Guild enemy when the plugin starts in a next version.
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Paranoid Marvin
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Post by Paranoid Marvin »

Thats cool.

I was thinking of a third colour option, such as the way race responce fleet ships are coloured in the race responce mod - just to make it a helluva a lot easier to hunt pirate guild ships as a copper (esspecialy since with my advanced satalite network I scan around target sectors eg Split (since I want to raise race rep with them) and look for pirates. Said pirates are very hard to find with them all blue on the map and also blue in the ship lists.

I'd like to keep the guild sweet for now - not having the resources to challange thier absolutly huge fleets in places like Split Fire, but hunting a few now and then for race rank or captures seems to be ok while my illegal goods factory is supplying the guild with its booze.

Also an additional command for player owned auto-pilot ships would be cool. So i can order my (planned) Titan in Elenors fortune to consider pirate guild ships as enemies and destroy them on sight. (requiring the autopilot ship to have the police scanner as well of course)

Thanks for the fix.. :D
46852
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Post by 46852 »

Are you still working on the Police script, SK?

LV's RRF is a tiny bit too heavy for my old processor, and the rapid response forces are a bit too "heavy" for my taste, simple police patrols would be quite enough for my universum :)

You're doing a great work on all your scripts, keep up the good work!
Paranoid Marvin
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Post by Paranoid Marvin »

I'd say a police script is desperatly needed.

I dont know if this is a problem with the script or if it is working as intended but at the moment the pirate guild seems to be the most powerfull thing in existence in my game.

I have managed to get them to consider me enemy - Yay. However I can now say without a doubt that the pirate seem to have an endless supply of ships, my Elenors fortune sector patrol an Ellie a Dragon and 15 M3s is in a constant battle my south gate lasser tower battery is constanly fireing (10 lazzer towers pointing at the gate) and the race responce Titan and Collosus are in a constant state of conflict with the pirates jumping in to the sector.

Yet pirates are still slipping past this armada of firepower to get in to the argon home sectors, even places such as Argon Prime are not safe - the other races are utterly buggered without the help of my fleet to defend thier border.

There apears to be about 3 or 4 "Pirate job Centres" in every single pirate sector and several pirate ship yard dotted around.

Some police patrols would be cool.
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Post by Nanook »

Paranoid Marvin wrote:...
I found another odd behaviour - dont know if its becasue of this script but I suspect so.

Blue transports that are camoflagued pirate smugglers eg the one I am looking at right now "Split Food Transpot Mercury" dont respond to having illegal goods found on board thier ships by a lawfully freight scan - they stay blue and dont turn red and recognition is lost if you manualy nuke them. These seem to be the games normal smugglers that would usually respond to being scanned by going red....
Just so you know, this may be the normal 'vanilla' behavior. There are two classes of smugglers in the plain game. Type one is the camoflaged pirate, and these will turn red when you scan them, even if they have no illegal goods on board. These guys are fair game to destroy. Type two is a normal freighter pilot trying his/her hand at carrying contraband. If scanned, they will simply drop their freight and beg for forgiveness. If you attack these pilots, your rep will suffer with the locals, and with the pilot's race.
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Hieronymos
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Post by Hieronymos »

Serial,
will download v0.72 soonest. Here's a few findings from playing with YA v1.08 and PG v0.7:

1) Pirate Job Centers and Pirate Repair Docks are growing like mmushrooms! Am less than 2 game-days in and some sectors already have 4!

2) Race Job Centers (these are also produced by your plugin?) are also multiplying like crazy..

3) LV's JTP seems to work okay with PG and the pirate invasions it spawns..possibly because there are so many that they keep LV's script confused (?). However, JTP is still disaster to YA..wiping out the MobBases very quickly. One moddable solution: for mods (like DDRS) to alter the MobBases specs to something like: Speed: 153m/s; Weaponry: Enable AFlak's in all turrets..(this should allow the bases to outrun M6 and larger, and slaughter any fighters that can catch them..)

Cheers,

Hieronymos

P.S. the DL link for the script is denying access.
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StoneLegionYT
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Post by StoneLegionYT »

this looks like an amazing mod keep one more active then anything. I love it im going try it asap with a new char good side :P
Hieronymos
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Post by Hieronymos »

I've set my relationship with pirates to "friendly"--and it's now just so surreal and strange to be able to fly about and set up navsats, in the pirate sectors just crawling with pirate ships...

In my current campaign I've set myself up at start by tweaking race reps as enemy of Argon and Paranid...Which I've never done before. Usually, I'd use pirates as early-game combat rep and capping fodder..But now it's PG and YA all the way.

It's never been so much fun being bad! Thank you Serial Kicked!
Trokhon
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Post by Trokhon »

Will we get updates soon of this awsome script ?

:)
scoochy
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Post by scoochy »

Unable to download. Says the website is forbidden.
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Hieronymos
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Post by Hieronymos »

As it is now, the rate at which pirate job centers multiply can practically make the game quite screwy. I've got 6 in Hatiqvah's Faith after only 3 game days! ..and it rankles to have to use LV's Cheats to destroy the extras.

So I'm gonna deactivate PG until Serial gets back from RL.
BlueShade Zero
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Post by BlueShade Zero »

Hey, i cant get to the site either... it sounds like such a sweet mod so i was wondering if some one could kindly send it to me at :deleted my self, no idea why i put it in public:

also when you send it give me a PM so i know to check my inbox, i rarely log on my hotmail account.


Thanks,
Last edited by BlueShade Zero on Mon, 22. Jan 07, 21:59, edited 1 time in total.
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Hieronymos
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Post by Hieronymos »

Serial,
I must apologize :oops: The rapidly multiplying pirate and race job centers (each with your PG list of wares) are caused by Cycrow's Repair Crews script (v1.2, v1.3 may or may not correct this serious problem).

Once you create a mission system for the PG it'll be much easier to work than YA, as even with JTP disabled the MobBases get themselves wasted waaay to often. And then it's hard to re-establish contact with a base that's not at war with races you wish to keep sweet.

Deadly created the Yaki Kyoto Light Carrier TL with most of the specs you requested. As an alternative to the vanilla pirate Mob. base. You might want to check her out..

Cheers,

Hieronymos
Khaak_Slayer
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Post by Khaak_Slayer »

I'm getting a 403 with the download links :\
reinhart_menken
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Post by reinhart_menken »

Looks like Serial Kicked has put his site back on! Woohoo! :D
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jocan2003
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Post by jocan2003 »

403 forbideden, somone got a link where i can get the latest release?
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Graxster
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Post by Graxster »

Ditto for me, can't D/L. Anyone have 0.72?
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max274bm
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Post by max274bm »

Me too getting this message Serial:

Forbidden
You don't have permission to access /portal/modules/PDdownloads/visit.php on this server

I used the x2 version and it was great. So I would like this one and Yaki. Anyone know whats up?

Cheers
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halo112358
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Post by halo112358 »

http://rapidshare.com/files/25364796/Pi ... 1.2006.spk

This will vanish if/when serial puts his site back up.
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RaGodofTehSun
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Post by RaGodofTehSun »

thx you

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