Mod request: A remake of X3's Pirate Guild 3: Dynamic AI/Faction plugin - but for X4 instead

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fergrim420
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Joined: Sun, 29. Nov 09, 03:07
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Mod request: A remake of X3's Pirate Guild 3: Dynamic AI/Faction plugin - but for X4 instead

Post by fergrim420 »

viewtopic.php?t=244949
Basic features list:

Pirate Bases (PB) buy and capture ships to build defenses and raiding parties

When attacked pirate stations will respond with lethal forces

The Guild will favor attacking the race which deals the most damage to it

Lasertower and M6 deployment for PB defense purpose

Ability for the player to befriend the pirate faction and the Guild

Two Pirate Shipyards are spawned in the universe

Mobile Guild HQ attacking enemy sectors and rearming at the PB (Galleon M1)

Ability for the Guild to buy a Brigantine M2 to defend its stations

PB selling / buying more goods (weaponry, software, shielding)

Pirate Guild ships are using the jumpdrive to travel

Ability for the plugin to use custom ships and weaponry (from mods)

The player gain additional money for the destruction of pirate guild's assets

Pirate economic system (raids give money used to buy ships / defenses)

Setup menu allowing to select the Guild's strength

Comm. with the PB through a hot-key allowing to access various services

Dynamic Defense System with endangered PB calling patrolling M7 for help
Something like this, but for X4 would be freaking amazing. I'm dying for any mod that beefs up the AI and general functionality of the pirate factions. It seems like every thread I see wanting more pirate options are all people just wanting to board more ships, but for me, more fun would be enhanced pirate logic/functionality.

For example, what if the pirates only gained a new ship based on some equation that allowed them to build only after successfully getting some non-pirate to drop their cargo OR upon destruction of a non-pirate. So basically, the more pirates be piratin the more pirates be piratin if you follow my drift ;) And we'll give them bonuses to build speed for every faction that they are -20 or lower with.

That way you'd have to actively try to be sure to curb their local success rate or else be guaranteed to deal with large pirate fleets, or perhaps a locally built pirate owned warf. (have their points be tallied on sector by sector basis, so as to allow the organic and spontaneous emergence of pirate controlled space.

But anyway, these are just some brainstorming and spitballing, all I'm really hoping for is as close to a 1:1 remake of the original mod as is possible

My personal scripting abilities are quite weak, but I feel quite certain that someone with even moderate skills could get this done given what I do understand of how it works and I'd give you anything for it/help in any way I can.

For anyone else who likes this idea, I've found two mods so far that are somewhat close to this, but not quite exactly what I'm looking for.

One is the red-dead-redemption mod (https://www.nexusmods.com/x4foundations/mods/418) which comes with a war/relations module and a pirate module separately. The pirate module (which I use stand-alone in combination with another mod that doubles pirate job quotas) definitely pushes the pirates into the direction of a normal factions economy and improves their AI/threat level. Like a few hours in, I'll receive sometimes ten reports of requested cargo drops over the course of 5-10ish minutes (with a decent defense/escort setup, I can ignore 99.5% of these atm).

The other that's somewhat close is https://www.nexusmods.com/x4foundations ... escription "Rise of the Ossian Raider"

This is somewhat more similar because it has flagships wandering with full escort as time goes on.


BUT ANYWAY could some PLEASE please make this. My heart literally aches for it. I'll do anything at all I can to assist as well

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