[AL PLUGIN] The Marauder Shipyard - v0.5 - updated: 23.01.2009

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xiriod
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Post by xiriod »

This is so great :) I was thinking today though, that the Yaki has so many cool ships as well. Some M7 and the M6 I have never seen yet though, if they ever use them in-game.

Then I wondered, what about something similar just for the Yaki. A Yaki-"marauder"? I guess it would just be copy most of it and change the ships to Yaki ones? :) Hehe.
Teladidrone
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Post by Teladidrone »

Well, creating a "Yaki-Marauder" (almost) identical copy of the script is a little pointless - but I could add some Yaki ships to The Marauder as well if ppl want that.
After all, they are Pirates, too... sort of.
And even if The Don is hated by them he may have acquired (read stolen) some of their ship blueprints... 8)

Just tell me which ships you would like to see for purchase and I'll see what I can do for the next update...
xiriod
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Post by xiriod »

Maybe you can add those that can not be found in-game, at least I have not found them :) The M6 and the M7's. Washi, Akurei, Karidu and Senshi :)
Ravenholme
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Post by Ravenholme »

The Washi has the heavy centaur model.
The Akurei has the cerberus model.
The Kariudo has the non-agamemmnon Paranid M7 model

Out of them all, the Senshi is the only one with a unique model.
shinpl
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Post by shinpl »

Sometimes it almost seems as TC is not 'new content adding friendly' ;-)
xiriod
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Post by xiriod »

Ravenholme wrote:The Washi has the heavy centaur model.
The Akurei has the cerberus model.
The Kariudo has the non-agamemmnon Paranid M7 model

Out of them all, the Senshi is the only one with a unique model.

But they have different stats and such afaik :)
Ravenholme
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Post by Ravenholme »

Wait, I think the Senshi uses the Minotaur model.

In which case, these Yaki ships are currently unfinished, I reckon
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supakillaii
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Post by supakillaii »

How about (if you can make it so) if...
a. You could get a mission from the Don to cap some Yaki ships and then deliver them to make them purchaseable

b. You don't get any Yaki related missions, but whenever you sell a Yaki ship to the Marauder Shipyard, they become purchaseable from there.


Just some suggestions :/
shinpl
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Post by shinpl »

Me and my reflexes, i just noticed that Marauder Shipyard was updated and it now has Plasma Beam Cannon ;-). I was going to ask to add that Phased Array Laser Cannon factories... but i tested it and it was a total let down.... :-(

Adding Yaki ships may be a nice idea.
Teladidrone
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Post by Teladidrone »

supakillaii wrote:How about (if you can make it so) if...
a. You could get a mission from the Don to cap some Yaki ships and then deliver them to make them purchaseable

b. You don't get any Yaki related missions, but whenever you sell a Yaki ship to the Marauder Shipyard, they become purchaseable from there.
The trouble with missions is that writing them - even if using a good xml editor - is a very time consuming and cumbersome process.
And with the BBS gone and no support whatsoever in the "normal" script editor for com menu/new mission briefings there is not really a way to avoid the MD anymore.
But a lot is still pure trial and error coding and the total lack of up-to-date MD documentation for the TC specific stuff is not really helping, too.

Dont get me wrong, writing MD missions is all funny and stuff - but I really do need to see a point in doing something... like the overtuning guy; that was something not so easy available through other scripts and most importantly I needed that a lot!

And on top of that, The Marauder's stock is hardcoded - there is no support for dynamic adding and removing stock based on some player's activities like delivering a special ship - that would require a complete redesign of the plugin and its state information.

I'll test a few of the Yaki ships this week to see if they are usable and will probably add some for sale, but Xmas is around the corner and my free time is very limited atm - you better expect them to magically appear without any special mission requirements... :roll:
rodneyhchef
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Post by rodneyhchef »

I like this mod alot! :) I noticed in the latest version there is a TL in the sector, presumably so I can charter it? However I cannot contact it. When I click on the comms button I get no menu/options. Apologies if this has already been covered, I notice it isn't in the known issues on the first page. :)
Teladidrone
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Post by Teladidrone »

rodneyhchef wrote:I like this mod alot! :) I noticed in the latest version there is a TL in the sector, presumably so I can charter it? However I cannot contact it. When I click on the comms button I get no menu/options. Apologies if this has already been covered, I notice it isn't in the known issues on the first page. :)

Such a TL aint mine; the Marauder scripts don't spawn any ships (yet) other than the free damaged M5 mentioned in the hints message.
xiriod
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Post by xiriod »

Out of curiosity, what adjustments did you do to the mechanic in the last version? :)
Teladidrone
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Post by Teladidrone »

Nothing major... just a few timing issues and he should now verbally apologize if some "mistakes" happen during the work ;)
xiriod
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Post by xiriod »

I just added the Yaki ships to my Marauder to have a look at them. It is as someone said that as far as I could tell the M6 and up models are based on the empire's one's. I only had money enough to buy and look at up to the M7's though. The stats where slightly different from their counterpart, and the Yaki M6, who is based on the Heavy Centaur, looked to have a slight custom paint.

I reverted back to "original" Marauder after a while though as in my game at the moment it would be wrong for me to have them there as I am roleplaying a pirate and they are not so fond of the Yaki :)
Hieronymos
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Post by Hieronymos »

Teladidrone,
Some ideas:
a) you could create 2 Marauders' one for Pirates, another for Yaki. Link each to player's rep (with each). Thus player'd probably be able to access only one or the other (realistically). Each SY'd stock the relevant ships (and fabs?).

b) Add even more fabs (judiciously chosen), so player can effectively play as a pirate--or Yaki--and create a more or less complete economy..like 25Mw shields, SPP's ect.

c) Maybe someone will port over the old scripts that created ED's for pirates, another for Yaki...OR the Plyer Friendly ED (that stocks any ware "fed" into it by player). The player can shop at Marauder SY, and kit out his ships proper.

d) If Marauder stocks both Yaki and Pirate ships, is there any way to make each race's ships require race-specific rep to access? Or what about "Player Friendly Race"?
...........

Just some ideas..In any case the plugin is truly great! Just loved the first time the mechanic overtuned one of my ships..very funny..split my sides laughing!

Keep up the excellent work!
............

BTW, FYI when the DDRS mod (of which I'm a member) ports to TC, the existing format probably will be used: 1 Special SY for each of the 5 races + Yaki + Paranid, that sells only that race's modded ships, that are sequentially accessed by completing combat missions for a shadowy pirate lord (who was in a base that initially spawned in Avarice). Access to these special ships was entirely based on sequential mission completion,,not specific race rep. Thus, player could be enemy of Split..but eventually unlock special Split M2's..and buy them..but getting them out of a hostile Split sector would be a different matter.

Cheers,

Hieronymos
rodneyhchef
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Post by rodneyhchef »

Teladidrone wrote:
rodneyhchef wrote:I like this mod alot! :) I noticed in the latest version there is a TL in the sector, presumably so I can charter it? However I cannot contact it. When I click on the comms button I get no menu/options. Apologies if this has already been covered, I notice it isn't in the known issues on the first page. :)

Such a TL aint mine; the Marauder scripts don't spawn any ships (yet) other than the free damaged M5 mentioned in the hints message.
Thanks for clearing that up.
Spoiler
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I think it must have appeared with the addition of the 1.3TC patch. My marauder shipyard is in gaian star, and ever since the update there's been alot more pirate activity in the area, like a pirate M2!
Vicrry06
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Post by Vicrry06 »

Out of curiosity, does the mechanic do rudder optimizations as well as speed upgrades? I found that I could make ships in Reunion insanely fast as long as I upgraded the rudder more than the actual speed - it seems to lessen the sideways drift..
Teladidrone
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Post by Teladidrone »

Yes, he is offering both tuning services.
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Krewzur
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Post by Krewzur »

I was just thinking about making a Yaki Shipyard, so unless your going to incorporate it into your script i'll go ahead and do it, if's that ok.

P.S. You should add the Pirate Base (station, not ship) to the Marauder, so it can be bought and used like one..

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