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

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Morai
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Post by Morai »

That would be great, my game still crashes when I go to pirate sectors and I dont know how to write a script that would get rid of towers....anyone have advise for me?
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jackleonfraust
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Post by jackleonfraust »

it seems even after destroying the pirate bases, the menues at those bases that respawn are broken.
Morai
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Post by Morai »

Yes mine are too, all the new pirate bases dont buy drugs anymore. They only want like Sunrise flowers and squash mines, hence why I dont want to blow up the glitchy pirate bases....Maybe I'll have to run the script again just to get the bases to have comodities once again.
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jackleonfraust
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Post by jackleonfraust »

when i first ran it, I docked remotely to try and sell some normal pirate wares (prats, fuel,weed) as i normaly do this remotely; the menu was completly blank. the re-spawns after removal have a couple items, but nothing usefull.
i wouldn't mind a script that sets them back to normal. as i would hate to start over again. :(
Morai
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Post by Morai »

Yeah me too, I am way to many game days in to restart. I have the beginings of my Capital ship fleets and everything, but it is REALLY annoying. :(
Uyresoul
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Post by Uyresoul »

The issue is not with the pirate bases as far as I am aware, but more likely the laser towers that are shipped with the pirate base. When I removed all data linking to the new laser towers this seemed to fix the problem, but then created another problem. The next problem, as stated above, changed pirate bases in such a way that only two wares were being sold or purchased. Everything else seem's to work though. :(
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Stone-D
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Post by Stone-D »

Guys, when making the patch I found that menu bug. Its caused by an invalid product, a NULL value if I remember correctly. In my case it was generated during a WHILE loop - one too many loops and an invalid entry was submitted. When the game encountered it, it ignored all subsequent products and didn't show them in the trade menu, but in the info menu they all showed up.
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Morai
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Post by Morai »

Is there any way to fix it? Hmmm it is sad to have the economy Gimped
ewokshaman1
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Post by ewokshaman1 »

i can't wait for this mod to work, i've got Yaki armada and if this is even close to as well designed as it is... this one will be great. hope everything sorts out soon Serial kicked
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Dark_Knight
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Post by Dark_Knight »

I'm looking forward to this scripts rerelease.
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Uyresoul
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Post by Uyresoul »

Time is going bye. :evil:
Your imperfection is the ability to not see it.
Trokhon
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Post by Trokhon »

no news on this one?
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jackleonfraust
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Post by jackleonfraust »

its broke (and there are some bugs on the others aswell)
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Serial Kicked
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Post by Serial Kicked »

Uyresoul wrote:Time is going bye. :evil:
Ya right :roll:

--

Anyway,

I'm finishing to playtest 0.50. It should be available later today or tonight. Not a single crash after 12h Seta x10 when jumping near pirate bases (or anywhere else).

This version will correct the 2 major bugs
- Broken wares in the PB's
- CDT caused by lasertowers.

About the new features:

- Sometimes pirates bases will buy ships (under cover) directly from the nearest shipyard, including custom ships from mods or XSP files.

- Global AI from X2 should be included. Meaning that sometimes pirates will concentrate their assaults on a particular race or sector for a given amount of time.

- Some tunings of the agressiveness of the PB's.

- Minor tunings of the radio communication with the pirate ships.


No mission, no guild for the player until 1.0. Not ETA for 1.0 either.
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fud
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Post by fud »

Glad to see you're back SK. :)
Trokhon
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Post by Trokhon »

SK wow wonderfull to hear this :)
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Serial Kicked
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Post by Serial Kicked »

Thanks :)

Here's the version 0.50.

It won't fix any broken savegame. You can fix the CTD by enabling and disabling the plugin. But it won't fix the missing wares when docked in pirate bases. Sorry. Anyway it's better to install it on a clean savegame without any trace of the buggy 0.40.

This v0.50 has been playtested during several SETAx10 hours without issue, but just in case, make a backup savegame. The changes have be listed a few posts ago. I've not included the Global AI thingy yet as it still need some tuning and playtesting.

Enjoy :)
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Uyresoul
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Post by Uyresoul »

WOOHOO... Thanks alot Serial - I have always been a pirate at heart and this is heading down the path of the perfect script for my play style.

Just one thing, I believe I may have missed out on something but does your reputation increase with the pirates if you help them out? Or would that be a job for the friendly pirates script?
Your imperfection is the ability to not see it.
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Serial Kicked
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Post by Serial Kicked »

The relationships with the player are not yet handled very well. Even if you'll gain some minor reputation by helping them and you'll loose some by attacking ships owned by the guild, you still can't have all pirates "blue" (like in Yaki Armada).

Using Pirate Guild with Friendly Pirate isn't advised. This version is still compatible, but future versions won't be (won't cause a crash, but strange pirate behaviours) as they will fully replace this given script.

Cheers.
Last edited by Serial Kicked on Thu, 5. Oct 06, 23:42, edited 2 times in total.
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A Team
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Post by A Team »

Good to hear from u again Serial Kicked, i am glad that this script is coming along nicely

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