[AL PLUGIN] Pirate Guild v1.20 [28/09/2005]

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Carl Sumner
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Post by Carl Sumner »

The lockup does seem to be correlated with going into a sector where pirate owned ships are located. Not all pirate ships cause it, it might just be ships spawned by the script.

Turning the AL setting off does not stop it happening, but destroying the ships, while OOS, seems like it might be stopping it.

I am in a relativly new game and only about 1/3 of the sectors are showing. Does the script activate in pirate bases that are not in discovered sectors?

I have not destroyed any pirate bases. I did have the earlier version installed before. 8)
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Serial Kicked
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Post by Serial Kicked »

both of you :

Are you using Firelance ?

I remember i'm using a script to overtune some ships. And Firelance doesn't use Rudder/Engine optimisations. It can be a cause. I'll do further tests today and see what happen. And if it's right, i'll make a script to destroy the overtuned ships to fix the issue.
Does the script activate in pirate bases that are not in discovered sectors?
Yes.
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Serial Kicked
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Post by Serial Kicked »

Version 1.16 is out !

Stupid CTD bug fixed. Many other bugfixes and small improvements. Please read the first post for more details.



About the 1.15. The CTD was caused by the placement of the Lasertowers. I'll make a post about that.

I suggest you to use a pre-1.15 savegame. But if needed, you can use a small script i made to fix the problem :

- Load the script editor
- Look for a file called "AAA.Repair.LT.bug"
- Press R to run it
- When asked for a parameter, select "null"
- bug fixed !

The only (big) downside of this script is that it will remove ALL pirate owned lasertowers from the universe.
Last edited by Serial Kicked on Thu, 15. Sep 05, 16:54, edited 3 times in total.
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SteelRush
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Post by SteelRush »

SerialKicked wrote:both of you :

Are you using Firelance ?

I remember i'm using a script to overtune some ships. And Firelance doesn't use Rudder/Engine optimisations. It can be a cause. I'll do further tests today and see what happen. And if it's right, i'll make a script to destroy the overtuned ships to fix the issue.
Does the script activate in pirate bases that are not in discovered sectors?
Yes.
You shouldn't have to worry about those tunings with Firelance. They will simply be ignored as I have made them unequippable for ships.
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Serial Kicked
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Post by Serial Kicked »

Yup i saw that when i was debugging my plugin :)
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arkham
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Post by arkham »

two questions:

1: what do you mean by script editor? I'm a x2 noob, so i'm a bit confused on that

2: Will laser towers reappear eventualy after they are removed?


merci,
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Carl Sumner
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Post by Carl Sumner »

SerialKicked wrote:Are you using Firelance ?
No, not yet.

I will try V1.16 and the fix script. :)
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Anti-Hero
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Post by Anti-Hero »

@arkham

To access the script editor, whle flying, type: Thereshallbewings - make sure the T is capitalized or it won't work. Then from the command console of your ship access the script editor and find the script file mentioned in the above post.

As I was able to revert to a saved game that had not been affected by the crash bug, I can't answer the second question. I believe, however, if you edit the script, save your game and ensure the sectors are not crashing, then install the 1.16 update, your crash problem should be resolved.

Feel free to correct me if I'm wrong SerialKicked :]
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Serial Kicked
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Post by Serial Kicked »

1: what do you mean by script editor? I'm a x2 noob, so i'm a bit confused on that
Answered by Anti-Hero. Btw if you have an azerty keyboard, the code is Thereshqllbezings :)
2: Will laser towers reappear eventualy after they are removed?
Not in the current version. I suppose, that after some additional tests (and a small post in the board ^^), this feature will be added again. However, deleted "standard" Pirate lasertowers (not built by my plugin) won't reappear.

That's all i can do for the few people who don't have a recent 1.10 savegame and have to update from 1.15 to 1.16. Sorry about that.
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arkham
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Post by arkham »

OK, it works. I can now get into ore base. And that is where I think I will plop my empire. Got a SPP going there now.

Thanks!
NavaCorp
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Post by NavaCorp »

I read that in this new version pirate bases don't buy laser towers anymore: so no more pirate bases with laser towers?

I think they are a cool feature of pirate bases in the original game.

Hope that you can fix the CTD without removing laser towers in your next version of this plugin.

Bye
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Serial Kicked
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Post by Serial Kicked »

NavaCorp wrote:I read that in this new version pirate bases don't buy laser towers anymore: so no more pirate bases with laser towers?
In fact. If you had 1.15 and updated to 1.16 using the "remove.LT.bug" script, all pirate owned LT will be deleted. If you're using directly 1.16 (or updating from 1.10), standard pirate LT will still exist but my plugin wont add more or replace destroyed ones.

I've made another topic related to the LT creation script i made. Hopefully we'll find where the issue is coming from :)
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Post by NavaCorp »

If the standard LT are still there I can survive waiting for 1.17!

Keep on with the good job.

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Carl Sumner
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Post by Carl Sumner »

If we wanted to delete the bad V1.5 lasertowers by hand, is there a way to tell them from the original good pirate lasertowers?
:? 8)
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Serial Kicked
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Post by Serial Kicked »

Not sure i've understood your question. If you want to know if there's a difference between "bad" and "good" LT : "bad" LT are always located at a distance of 2 km from a PB max.
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Carl Sumner
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Post by Carl Sumner »

I meant the LTs created by the pirate script as opposed to the ones originally there when the game starts. But, never mind, I went ahead and used the fix script to remove them all. :)

I did have one more lockup after that, but I think I forgot to "Re-init the script cache". After I re-started and reloaded it has Not happened again.

The number of pirate ships sent seems to be less extreme, also. And my fps seems better now, although it is hard to tell since nothing ever happens the same way twice in the X2 game. :wink:
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Serial Kicked
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Post by Serial Kicked »

New version 1.20 is out !

LT are buyable again, and you'll gain money for destroying pirate bases and M6. For PB, you will have to wait a few minutes to receive the funds (anyway, you'll receive a message as soon as the money is transfered).

As usual see the first post for more details :)


Enjoy !
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RagX
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Post by RagX »

woah woah woah wait a second, why is it a reference to Jumpfleets 1.6 is made when it doesnt exist yet? :shock:

EDIT: I'm such an idiot. the post for 1.6 was staring me right in my face right after I made this post :shock: :oops:
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Dread
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Post by Dread »

If i do a fresh install of X2 and then a fresh install straight to 2.0 will I still get the CTD that I have been getting when entering OreBelt?
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Serial Kicked
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Post by Serial Kicked »

@RagX : Because it's available in Beta version :)

@Dread : 2.0 of what ? If you're talking about my AL Plugin, the last version that caused a hang was the 1.15 and i've already explained how to remove the bug.

If you're updating from 1.15 you'll need to use the "aaa.repair.lt.bug" script like it's written in the readme. If you're updating from any other version or doing a fresh install there's no problem.
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