

thanks
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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.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?
Both a bug and a misunderstanding in factMaybe I'm misunderstanding how this script functions, but here's what happened 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.Also wondering why these "Freighter Pirates" are now the only ones appearing as red to me?
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).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?