[AL PLUGIN] Pirate Guild v1.20 [28/09/2005]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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use WinRAR or any other decent file archiver.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Posts: 478
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ok all installed. Thanks. Have been playing for an hour or 2 and just saw my first Pirate m6..........it was an Osprey.. GULP !! Better re-arm my defenses. About how long will it be before they start pressing on with attacks ?? Thanks.
There is no such thing as Black & White.
Everything is in various shades of Grey.
Everything is in various shades of Grey.
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I can't answer you exactly, my pirates will react on each game differently, sometimes they will target you or your assets directly sometimes they will attack another race. You'll probably have to wait 1 or 2 game hours to see a real difference.
Give a look at this thread, there's lot of details (and even spoilers) about the Pirate Guild
Give a look at this thread, there's lot of details (and even spoilers) about the Pirate Guild

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Joined: Fri, 12. Aug 05, 20:46
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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I seem to have hit a bug which has run completely fine up till now in scale plate green there seems to be a pirate fleet which are just stuck at first I thought the graphics had gone wrong on a sensor disruption cloud. Then I noticed it was in fact engines trails from ships over 150+ pirate ships massing on the edge of the sector. I would attack and kill them except my frame rate drops to about 1 every 5 seconds...
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- EGOSOFT
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Re: [AL PLUGIN] Pirate Guild v1.20 [28/09/2005]
Try reading the very first post in this thread. It includes details of what the plugin does, and also mentions a readme file in case you are having installation problems.
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The Link youve posted to http://anarkis.jexiste.fr/ is broken!
While the Paranid ask their Priest Dukes for permission to fight back, go ask your mama to put Cookies with your milk!
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there is a new link to download this script here
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is there no "t" scripts then?
A person is smart, people are dumb, stupid panicky animals, and you know it.
X2 and TC the best of the X games!
My X2 M6 Uses guide
X2 and TC the best of the X games!
My X2 M6 Uses guide
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The link listed for it's (can find at http://forum.egosoft.com/viewtopic.php?t=175787):
http://host-a.net/bsperan/X2.pirate.guild.120.rar
http://host-a.net/bsperan/X2.pirate.guild.120.rar
Hello there!! (Jumping up and down)
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How hard would it be to break up the m3's into ospri m6's? I've noticed that the m3's tend to multiply. I see 20 m3's in one sector, and all of tha activity really slows down the game. My thinking is that 5 m3's could b3 shrunk down to an m6. So... for every 5 or so m3's that are added to the base, break them up into an m6... with a set minimum for the number of m3's required. This might help to increase processing speed. For example, 20 m3's could be shrunk down to 3 m6's with 5 m3's leftover. This is a total of 8 ships versus 20 - this should reduce the processing requirements.
Another idea is to have the m3's group up more often (some of them with protect orders) rather than have them all spread out in different corners of the sector. This way you could reduce their numbers but not their effectiveness.
I know that this idea is way overdue and that this script is history, but I thought I'd put this here.
Another idea is to have the m3's group up more often (some of them with protect orders) rather than have them all spread out in different corners of the sector. This way you could reduce their numbers but not their effectiveness.
I know that this idea is way overdue and that this script is history, but I thought I'd put this here.
Hello there!! (Jumping up and down)