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

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Politically Incorrect
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Post by Politically Incorrect »

hey so im having issues with the spk file it wont install :evil: gets to 94.7% then it stops and freezes :( i really want this mod too so a little help would be sweet

thanks
Saint-Ashley
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Post by Saint-Ashley »

Have you tried redownloading the .spk? Sometimes they can get corrupt upon downloading... :wink:
Politically Incorrect
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Post by Politically Incorrect »

Have you tried redownloading the .spk? Sometimes they can get corrupt upon downloading...
yes... :roll:
Politically Incorrect
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Post by Politically Incorrect »

:lol: just tried for the third time (third time's the charm?) and it worked :lol: gonna have fun with this :twisted: thanks for da help
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Serial Kicked
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Post by Serial Kicked »

Version 0.60 is out !

This new version features the Guild HQ:

A PB is randomly chosen as a HQ that will give orders to the other bases (targeting specific race or sector). This HQ will also target a sector of the race that deals the most damages to the pirates, buy and cap ships until it reach a given amount and then launch a massive assault against this sector. After the assault a new HQ is chosen and it starts over. I'll include more info about the pirate AI in the documentation when it'll be finished :p

This version also fix a few minor issues from the previous releases. And heavy lasertowers are back with 125MJ shields, improved turning rates and no CDT ;)

Cheers.

EDIT // And by the way, the Pirate Guild can become more than a simple threat for the X-Universe after a few game days if you don't seek & destroy pirate bases, so it's advised to use Race Response Fleet from LV with my plugin.
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Serial Kicked
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Post by Serial Kicked »

For those who'd like to know exactly how the plugin works (AI of pirate bases, ships and HQ) you should give a look at this post on my board. ;)
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Post by Serial Kicked »

v0.65 is out !

A lot of additions for this update.

Relationship between the player and the pirates is now correctly and dynamically handled by Pirate Guild. The player can choose when the plugin starts his initial standing with pirate ships. Those who are already running a previous version will have to disable the plugin, wait a while (2-5 minutes) and enable it again. Wait and read your incoming messages. So, this version makes "Friendly Pirates" script obsolete. It must be correctly removed before installing PG.

When the player is targeted by the guild. The Guild HQ and the Pirate Bases will be able to locate and attack strategic sectors of the player (according to the amount of stations he has). Fear ! :mrgreen:

And if you're willing to declare war on the Pirate Guild you will now receive additional money for the destruction of guild owned ships. Including kills by your automated ships.

Finally, a few minor bugfixes, and the Russian support is added (thanks to ru4pt)

You should also give a look at the original post, it has been updated with additional details.


Enjoy :)
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R.Styles
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Post by R.Styles »

:lol: A intelligent pirate, that'd be funny.
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Post by Puruco »

Hi Serial: As you known in vanilla when I can attack the pirates ships and the bases keep neutral to me unless I shoot them directly. In the first question if I declare enemy to the guild and start hunting pirates from the guild and from vanilla the bases keep neutral to me? Can i still do bussiness whit them?
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Serial Kicked
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Post by Serial Kicked »

Hi,

Attacking vanilla pirate ships won't cause the bases to turn red. Even if you set the pirates as enemies when the plugin starts. So you can still do business with them.

Attacking guild ships is another matter. It will depend where and when you're attacking those ships. If you kill them when they are located in their homesector, or landing in their homebase, then, yes, this homebase will turn red.
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Puruco
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Post by Puruco »

Thanks Serial.
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Post by Graxster »

This looks perfect for use in the Enemy of the State game which I'm playing. It appears to lack only one thing - pirate Shipyard(s). In EoS, only the Teladi will tolerate you, but it's a royal pain to have to bring all my ships way back there to sell them or get hull repairs. Any chance of adding Pirate Shipyards?

Edit: Maybe I'm misunderstanding how this script functions, but here's what happened to me:

Just starting out as "Enemy of the State", so I have a fairly crappy ship. Activated this script, and chose "Friendly to Pirates" option, since I plan on playing as a pirate. Assigned a key to the Comm. A short while later, 3 pirates appeared behind me. They were initially blue (in disguise?), but turned red as soon as they entered the edge of my Duplex Scanner's range. I did as you instructed, pressing my Comm-Link button to let them know I'm a member of the Guild or a Pirate or whatever, and they replied something like, "How dare you contact us! Give me 8,000 credits or die!". Of course, I don't have 8k credits, more like 400. The ships were a mamba raider, nova vanguard, and something else (I forget), but they then attacked and killed me in like 2 seconds. So... can you explain what I did wrong? Or is that the way this script functions? The original post says: "set the option to "Friendly". You'll get 50.000 reputation points and all the pirate will know you as one of them."
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Serial Kicked
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Post by Serial Kicked »

Thanks for the report.
This looks perfect for use in the Enemy of the State game which I'm playing. It appears to lack only one thing - pirate Shipyard(s). In EoS, only the Teladi will tolerate you, but it's a royal pain to have to bring all my ships way back there to sell them or get hull repairs. Any chance of adding Pirate Shipyards?
In fact it will do a bit better than that. But it's not yet included, still working on it. In the vanilla game, some raider variants and pirate specific ships will be added to a pirate shipyard in a random sector. If you're playing a modded game with pirate shipyard(s) already available, it will use the ships from this shipyard.
Maybe I'm misunderstanding how this script functions, but here's what happened to me:[...]
Both a bug and a misunderstanding in fact :)

About the misunderstanding. The friendly setting don't set you as a member of the Guild. It just gives you a large reputation bonus with standard pirates. Atm, It's not yet possible to join the guild (unlike Yaki Armada). You'll have to wait for a final release for this matter. However the guild is very unlikely to attack you if you don't piss off pirate ships and stations.

But it's also a bug. This part of the comm. system is a bit outdated for the new relation scheme, and you should be able to make them go away for free as long as your standing is above the friendly status (10.000 rep. points). I'll update it in next version :)

By the way, do you remember if they first appeared as standard ships (argon/boron/... owned) or just blue pirates ? and in which sector you were located ?


Oh and if there's a few wares you miss badly in pirate stations, tell me, i'll add them.
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Post by Graxster »

They weren't in fact "incognito". They appeared right at first as blue pirate ships, then turned red very shortly after entering my Duplex Scanner range. It was just inside Thurok's Beard. What happened was that I had capped a ship in Hatikvah's Faith, and was having it follow me. The pirates came through the gate shortly after my capped ship did. I was flying behind the gate (ie: outer edge of the sector, to avoid the Split police), and watching on the sector map when I saw them approaching my capped ship, which had no shields. Seeing them turn red and in fear for my ship, I turned around and Commed them, which was when they demanded money and attacked me.

Strangely, I later ran into a Pirate Demeter Hauler and hit the Comm macro key and got no response at all. Worth noting that the "Pirate Demeter", when I selected it, my on-board computer said "Paranid Demeter". Also wondering why these "Freighter Pirates" are now the only ones appearing as red to me? I'm surely improving my rep over the already good start, as I've bought and sold quite a bit at the pirate base in Brennan's Triumph. Since, as you say, the friendly start option only changes my reputation with the non-Guilded Pirates, what about trading with pirate bases (or anything else, for that matter), will that improve my reputation with the Guild? Or is there no way to do that yet?

I installed Stevio's Shipyards script, which adds 2 shipyards to every race, including pirate, so now I have a pirate shipyard (AKA The Marauder) in Olmancketslats Treaty, which really comes in handy.
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Serial Kicked
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Post by Serial Kicked »

Oki, i'll update the comm system.
Also wondering why these "Freighter Pirates" are now the only ones appearing as red to me?
In fact it's because they aren't always using the cover state correctly. You should never see them as Pirate ships and that's why you can't comm with them. I've corrected this bad behaviour in the version i'm currently writing.
Since, as you say, the friendly start option only changes my reputation with the non-Guilded Pirates, what about trading with pirate bases (or anything else, for that matter), will that improve my reputation with the Guild? Or is there no way to do that yet?
In the current version the Guild don't work on reputation points. It detects the race who do the most damages (ship destroyed) to it and attack it more agressively than the other races. And your only way to improve your general reputation with pirates is to help attacked pirate ships (using the com.link).

Next (and last) 0.6x version will correct the few bugs you've noticed and add a way to prevent the pirates to attack you for free when your reputation is high enough.

Next 0.7x versions will aim toward improved commerce. Pirate freighters will be more efficient (transfering goods from a pirate dock to another and selling some wares). I'm not sure it's possible for the plugin to autodetect what and where the player is buying/selling good to give a reputation bonus. But i'll definitevely include smuggling missions at a later stage.

0.7x will also introduce basic Guild membership. If you're reputation with pirates is high enough (>1.000) you'll be allowed to join. It will definitively prevent you from beeing attacked by guild ships and you'll be allowed to see various informations (reputation, status, guild rank/exp points) and news about PG activities.

More will follow when it'll be coded ;)
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Post by Woundweaver »

Will the Pirate Guild actually attack factorys i.e mine? I`m just thinking that it would put a more challenging edge into the game. I`ve been playing this game for about 3 months now and only TWICE had one of my factorys attacked by pirates !! One was a lone Pirate Buzzard, he was soon eating the space flies ! And the other was by a Pirate Nova and a Harrier Hauler !! Hardly a determined effort at a base assault eh :roll:
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Post by D_Zorro »

Ivé encouter a bug or some sort. One of my stations came under attack in one of the teladi sectors, and when i disposse of it my rank with the paranid droped significantly why is that ??? they attacked my factory no ?? :?
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Post by Serial Kicked »

Yes Pirate Guild will attack assets (sectors, stations, ships) of the race that deals the most damage to the guild, including you. If you declare war on the PG and start to kill PG ships and stations be sure that you'll lose more than a lone patrol ship ;) It detects player sectors according to the amount of factories you have in the sector. More details are available in my board, check the link in the plugin description.


@D_Zorro: A rank drop with paranids ? Errr, that's not supposed to happen. There's probably some pirate ships who forgot to uncloack and attacked you defensive fleet anyway. I'll investigate :)
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narn
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Post by narn »

Hey nice sript, I started a custom game, and set the pirate notariaty to -50. and I was wondering how do I bring it up in game?
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Serial Kicked
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Post by Serial Kicked »

You meant -50,000 i guess ?

Like i've written 2 posts ago, your only way to get reputation points at the moment is to help attacked pirate ships through the com.link (ecs). More options will be added at a later stage (raiding TS in a pirate sector as example). But for now, it's far from beeing easy to get reputation points, so if you want to be friend with the pirates i'd suggest you to start at 0 or 50,000 points until missions and additional com. dialogues are added.
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