[SCRIPT] Mercenaries Guild V2.90 : Updated 13/03/2007

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Ubik
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Post by Ubik » Fri, 25. Nov 05, 12:41

Cycrow,

This idea of yours of doing different "guilds" seems quite interesting. Tell me, are you considering implementing repuation in each one of these guilds? Can this be done, at all?

Even if not done the same way as the race reps, maybe it could be included in an accessible menu somewhere, where the rep with the various guilds would be displayed... whtat's more, with some minor twists, you could even use most of the missions for any guild, thus reducing your work.

And as we are simply toying with ideas here, how about having several mercenary guilds, several criminal organizations, several corporations, etc all of them with different reps and relations between themselves?

Again, the different guilds of the same type could be nearly identical (except for the descriptions), but they would provide "immersion" in the game universe. What would be needed was some code that considered all those different guilds and establish their relations between each other, and create events based on their relations.

Now, I must ad I feel a bit guilty of giving ideas but not contributing for their active development... :oops:

Cycrow
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Post by Cycrow » Fri, 25. Nov 05, 12:48

well, the guilds currently have levels within the guild, like experience so thats kinda like rep with them
the higher the levels, the better your known, the better missions and stuff you can get

Ubik
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Post by Ubik » Fri, 25. Nov 05, 13:17

Hummmm... sorry for being thick... where can I see the info?

Cycrow
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Post by Cycrow » Fri, 25. Nov 05, 13:49

using the ships additional command slow to view the guild

its not been fully implentent just yet thou, im still working on that :)

Maljinn
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Post by Maljinn » Fri, 25. Nov 05, 15:07

Is it possible to belong to both the Merc and the BH guild? Only reason I ask is becuase when I placed the Merc Script in the folders when I already had the BH script in there, it asked to overwrite a bunch of files. Is it ok to overwrite these or no?
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Cycrow
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Post by Cycrow » Fri, 25. Nov 05, 15:42

yes its fine to overright, the both use the same library files, so they come with both scripts

Cycrow
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Updated

Post by Cycrow » Sat, 26. Nov 05, 00:02

Added the guilds into the game now so you can get missions
still need to add extra missions as theres only 1 type currently available

===========================================

V2.00
* Added mercenies guild to join
* Added mission system for guild
* Added experience and levels for the guild

the_Archangel
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No money from the mercs missions, only null!!

Post by the_Archangel » Mon, 5. Dec 05, 12:16

Hi

when I do a mercenaries mission (buying weapons and
delivering them) I never get payed. I always get
the completion message and it says:
"You get NULL credits!"

And that's not enough money. no no ...

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Jimmy Jazz
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Post by Jimmy Jazz » Mon, 5. Dec 05, 13:05

I have the same problem. Have only done one deliver mission though. Don't know wether the money got added, since I didn't know how much money I had prior to delivery.

I really like the script, finally some decent missions at the BBS

I see one problem though with the delivery of powerful weapons. As it is now, weapons seem to be removed from the economy upon delivery. As soon as I start buying cap ships, I won't do any high level delivery mssions since I need the weapons for my own cap ships. Maybe this could be worked around by delivering the weapons to equipment docks, where they can be bought again? Is sort of illogical though.

Anyway, great work!!!
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Brain : "The same thing we do every night Pinky. Try to take over the world!"

Cycrow
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Post by Cycrow » Mon, 5. Dec 05, 15:45

ah yes, with the version i released i made a mistake with the money, u should still get the money it just doesn't display how much u get

the new version will be fixed as well as a few other missions that i'vebeen working on, hopefully have it done in a few days :)

Cycrow
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Post by Cycrow » Mon, 5. Dec 05, 15:47

Jimmy Jazz wrote:I have the same problem. Have only done one deliver mission though. Don't know wether the money got added, since I didn't know how much money I had prior to delivery.

I really like the script, finally some decent missions at the BBS

I see one problem though with the delivery of powerful weapons. As it is now, weapons seem to be removed from the economy upon delivery. As soon as I start buying cap ships, I won't do any high level delivery mssions since I need the weapons for my own cap ships. Maybe this could be worked around by delivering the weapons to equipment docks, where they can be bought again? Is sort of illogical though.

Anyway, great work!!!
if it does become a problem with running out of weapons, i could make it stock some of them back to the EQ
althou i noticed in x2 when you had high tech fabs, it was hard to get rid of your weapons as the EQ didn'tremove them quick enuogh, not sure if this is still a problem, but if everyone starts noticing a lack of weapons, ill make it put hem back into the universe
:)

Anti-Hero
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Post by Anti-Hero » Wed, 7. Dec 05, 00:24

So I'm hearing that you're planning a release for the merc guild. If you want me to take a look at the T-File before you release it let me know! :)

Cycrow
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Post by Cycrow » Wed, 7. Dec 05, 00:54

yep :)
not had much chance to get it finished, althou i think i've got pretty much everything in the t file

http://ircwhore.co.uk/x3/scripts/merc/447532.xml

cheers
:)

Cycrow
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Update: V2.10

Post by Cycrow » Wed, 7. Dec 05, 21:28

OK, got the new version available now, starting to add more missions to the BBS
most of the missions after this version will be mainly combat missions :)

===========================================
v2.10
* Added High Grade weapons delivery mission
* Added Capitol Grade weapons delivery mission
* Improved exp for harder missions
* Fixed display of money earnt upon completing the mission
* Added ship delivery missions
* Added Escort VIP Mission
===========================================

Missions Added:
Delivery Missions:

Deliver weapons to a specified trading station within the time alotted, the pay will be the full price for weapons with an extra bonus on top
1. Delivery of Low Grade weapons (IRE, PAC), Available at any level
2. Delivery of High Grade weapons (HEPT, PSG, PBE), Available at level 2 and above
3. Delivery of Capitol Grade wepaons (FAA, PPC), Available at level 3 and above

Ship Delivery:

Deliver captured ships to the guild and get paid for each one, with a bonus if you manage to deliver them all. Just send the ship to dock
at the target station, and the guild will claim it from you.
1. M5 Delivery, available at any level
2. M4 Delivery, available at level 2 and above
3. M3 Delivery, available at level 3 and above
4. M6 Delivery, available at level 4 and above

Escort VIP:

Escort and protect a traveling VIP to a certain sector.
You will be given the sector and ship to meet up with, you just have to head there within the set time. Once you reach the VIP, they will message you
telling you where your heading to
You just have to make sure they arrive to thier destination station in one piece, the mission will complete once the VIP docks at the target station
If you travel too far away from the VIP, you mission is failed
Make sure the VIP always travels thru the gates ahead of you otherwise you will fail
You will also fail if you dock at a station while on the mission.

===========================================

Missions i will be adding to the next version

Border Control:

Help a race protect thier borders from an impending invasion, you will join the defence force and prevent too many attacking ships make it to
thier destination gate. The attacks will attempt to break through your lines to make it to the next sector

Blockade Runner:

Like the border control mission, but this time you will join the attacking side, you will attempt to break through the defensive lines to allow
the attacking convoy to make it to the next sector.

Kha'ak Invasion:

Like the Xenon invasion missions, but potect a sector against the kha'ak attacks who will attempt to destory stations and ships

Specific Ship Capture:

Like the ship delievery missions, but you will be given a list of ships to capture instead of just a class, and you have to get each ship on the
list to complete the mission

===========================================

Any more mission suggestions will be welcome, theres still aload more im planning, they will jsut have to be for future versions :)

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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 8. Dec 05, 01:38

cool ideas cycrow,

howabout 'ambush VIP', it could have two variations: simple assassination of an escorted and well armed (missiles?) TP, or you need to scan ships traveling through an area till you find the one with a VIP as passenger and then kill it.

'blockade station', stop ships from docking at a station.. that one might be kind of tough to script though...

'contract enforcement', hunt down rogue mercs or merchants who have broken their contracts. that one could even be a crossover with the bounty hunters guild ;)

Cycrow
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Post by Cycrow » Thu, 8. Dec 05, 10:16

yeah im planning eventually on joining the scripts together, so if you keep failing the guild, you will get bountys on your head :)

some nice ideas there thou, i will have to look into them

Tritous
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problems

Post by Tritous » Mon, 12. Dec 05, 03:00

first off, love your scripts, got most of them. but I've got problems with the mercs guild, particularly on hiring them to take out stations.

I've got an evil conspiracy to take out all the SSPs and Soyeries in main paranid space to build up a total monopoly. The problems began when trying this. I ordered the mercs, the came, parked by the target and did nothing. It wasn't until I entered the secter to find out what happened that they actually began the attack runs.

Actually they were lousy on the attack, they were too far away from the station and their shots therefore didn't hit. the psg attacker did a little, but otherwise....that's some bad shooting. I left sector and let it do it with OOS calculations and it worked.

the second problem started on the second order of the mercs. They never came. cheeky **** stole my money and never came at all. problem was that because there was a current job as such, I couldn't order any more. I had to quickly change one number in the code so that if there was a current attack it didnt disable the command from the station menus.

I then ordered a large number of other attacks at various targets, but started to notice it double charged me. It would charge me, then when I went in sector to try and get them to start firing they would charge again.

This was a particular problem when I ran a multiple staged attack with about 5 wings of fighters, 2 corvette wings all spread over 3 target stations and had a destroyer coming in to take out the local military cap ship. They all recharged me, ate some 45M off me, then the rest complained about lack of funds and walked off.

I think multiple staged attacks are brillient, and having to go into sector to trigger the start is, although annoying, a good way of timing it so patrols miss them. problem is the double charging. I don't want to have to do another night's seta to build up funds because some cheeky merc wants to buy a new merc :P
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Set a man on fire, he'll stay warm for the rest of his life ;)

Cycrow
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Post by Cycrow » Mon, 12. Dec 05, 11:09

ill have to have a look into it
it should start the attack with or without you there
i've been thinking of getting rid of the psgs coz they seem totally useless against the stations

Tritous
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hmm

Post by Tritous » Mon, 12. Dec 05, 11:42

the psgs are very good in sector, but they seem to be fired from too great a distance to be well used, but thats an AI thing in general. part of the problem is that they are just staying waaaaay too far away to have much effect. I usually jump OOS because its easier that way, that and when SETAing PSGs are totally uneffective nearly.

the mercs aren't starting without me, which is nice if you want to time the attack, annoying if you don't care lol
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

Cycrow
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Post by Cycrow » Mon, 12. Dec 05, 11:49

yeah theres nothing much i can do about the psgs firing from a distance, without actaully changing the way the AI works i guess i could give them 2 weapons loadouts so when attacking the station they could switch weapons

still not sure y the attacks dont start until you arrive, i shall look more into that

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