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

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Rate this script

Excellant
152
66%
Good
62
27%
Ok
12
5%
Poor
0
No votes
Terrible
2
1%
Not really my thing
3
1%
 
Total votes: 231

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Sun, 13. Nov 05, 19:38

yeah i think i know what the problem is, im working on the fix now
hopefully ill get working and post the new version
:)

Tahlmorra
Posts: 234
Joined: Thu, 19. Feb 04, 05:09
x4

Post by Tahlmorra » Mon, 14. Nov 05, 05:48

An idea:

Possibly make it so you can buy a privateer's license for the races. This would basically allow you to get money from killing a race's enemys in any sector and recieve money. It would cost a lot more than a police license and would apply to all of a races enemies (is. Boron pay you for killing split ships).

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 14. Nov 05, 09:24

Omega26 wrote:An idea:

Possibly make it so you can buy a privateer's license for the races. This would basically allow you to get money from killing a race's enemys in any sector and recieve money. It would cost a lot more than a police license and would apply to all of a races enemies (is. Boron pay you for killing split ships).
i've been thinking of adding it so you can be hired as a mercenary as well, so a race could hire you to either attack or defend a sector/station and they pay you good money for doing it as well as joining up with other guild members to attack something

maybe with a higher level at the guild you could get ships comming upto you asking for help as well as taking on missions from the guild

Runner
Posts: 96
Joined: Sun, 23. Nov 03, 10:58
x3

Post by Runner » Wed, 16. Nov 05, 16:05

@Cycrow: You wanted more ideas, I have one. ;-)

How about the mercenaries sometimes attacking your station? Especially after you have hired them to attack another station. That's when someone wants to avenge himself and hires the mercenaries to kill your station. It would be nice if you could receive a message 5 minutes before, though. So that you can prepare your defense - or pay more money to divert the attack!

Another idea would be persistent mercenaries. Like, the mercenaries consist of 20 ships. Whenever one gets killed, it gets respawned after 5minutes. and if there are less then 5 merceneries left, they will not accept any new missions until they have respawned to at least 10 again. This would prevent an overusage of the mercenaries and would allow to silence them at least for a while.

JonusITA
Posts: 3443
Joined: Mon, 21. Jun 04, 15:13
x3

Post by JonusITA » Wed, 16. Nov 05, 16:17

i hope that the mercs won't have capital ships, maybe the top equipment for their fighters but an m6 is just too much for them

they are freelancers, not bill gates :D
Memento Audere Semper

X-Tended Mod Team Member
X-Tended Mod official forums
X-Tended official ship gallery

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 16. Nov 05, 16:55

Runner wrote:@Cycrow: You wanted more ideas, I have one. ;-)

How about the mercenaries sometimes attacking your station? Especially after you have hired them to attack another station. That's when someone wants to avenge himself and hires the mercenaries to kill your station. It would be nice if you could receive a message 5 minutes before, though. So that you can prepare your defense - or pay more money to divert the attack!

Another idea would be persistent mercenaries. Like, the mercenaries consist of 20 ships. Whenever one gets killed, it gets respawned after 5minutes. and if there are less then 5 merceneries left, they will not accept any new missions until they have respawned to at least 10 again. This would prevent an overusage of the mercenaries and would allow to silence them at least for a while.
yeah ive been thinking about mercenaries to attack ur stations, im currenty working on a mercenaries guild that you can join and take on missions like join them in an attack on another station.

I like the idea of having the mercenaries allows in the universe, how they work now is that new ones are spawned when you order the attack

junker_81
Posts: 8
Joined: Fri, 4. Nov 05, 02:32
x3

One more thing to fix

Post by junker_81 » Thu, 17. Nov 05, 01:20

So I finally got the ships to attack, but after they destroyed the factory, they just flew around the sector and never went away. I am unable to request another target. If you could look into this the next time you update. Also it would be cool if you could have more than one hit out at a time. Thanks a million for the mod.

User avatar
DaveCra
Posts: 59
Joined: Fri, 21. Oct 05, 10:55
x3

Post by DaveCra » Thu, 17. Nov 05, 06:21

Hey dude, great script! .. But err, I found it way too expensive...

I can understand destroying factories will make mucho cash for yourself in the long run but...

I spent 4 million or so on the fighter fleet, they came in, started attacking, but around every 10-15 seconds with SETA x10, another 4 million credits was being deducted from my account.. after about a minute I'd lost over 45 million credits!

Is this stated amount supposed to be deducted just once or after every 30 seconds or so has passed?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Thu, 17. Nov 05, 12:00

DaveCra wrote:Hey dude, great script! .. But err, I found it way too expensive...

I can understand destroying factories will make mucho cash for yourself in the long run but...

I spent 4 million or so on the fighter fleet, they came in, started attacking, but around every 10-15 seconds with SETA x10, another 4 million credits was being deducted from my account.. after about a minute I'd lost over 45 million credits!

Is this stated amount supposed to be deducted just once or after every 30 seconds or so has passed?
that shouldn't happen, it should only deduct money once when you first order the mercenaries, ill have to look into that
junker_81 wrote:So I finally got the ships to attack, but after they destroyed the factory, they just flew around the sector and never went away. I am unable to request another target. If you could look into this the next time you update. Also it would be cool if you could have more than one hit out at a time. Thanks a million for the mod.
im working on a new version atm, that should hopefully fix most of these problems, it should avaiable in the next few days

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Thu, 17. Nov 05, 18:34

ok, i've been working on the new version and notice i made a really stupid mistake in the old script which was causing alot of problems like not jumping out after the attack was finished and keep calling in new mercenaries which keeps costing tou money

so all these problems should be fixed for the new version :)

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Sun, 20. Nov 05, 12:27

finnally got the new version finished, should hopefully fix most of the problems and now work as it should :)

V1.20
* Fixed mercenaries moving in to attack stations
* Fixed jumping out after station is destoryed
* Fixed jumping out when mercenaries become too damaged
* Fixed jumping out if its too hard to attack

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Sun, 20. Nov 05, 23:56

works much better now 8)

blew up a sun oil refinery that was just staying hostile to me and was pissing me off.

ran into some problems on the way though - never accept an escort from a High Tech Transport while you have mercs in sector!! about 15 pirates spawned - when the transport left the sector, the mercs and the pirates being shooting eachother up. I had to scramble and eliminate the pirates so the mercs could continue... well, that's what missiles are for 8)

alls well that ends well

[ external image ]

Rickster
Posts: 115
Joined: Wed, 3. Mar 04, 02:22
x3tc

Post by Rickster » Thu, 24. Nov 05, 18:13

All download links are dead :cry:

And a question: how do I activate scripts? when I put them in the correct folders and start the game I can't seem to find them anywhere.

thanks in advance!!
Intel Duo E6550 @ 2.33 Ghz
2 GB Kingston Ram
Nvidia GeForce 8800 GTS 320 MB
280 GB IDE HDD
Windows Vista Ultimate

Ubik
Posts: 95
Joined: Wed, 6. Nov 02, 20:31
x3

Post by Ubik » Thu, 24. Nov 05, 19:16

Greetings!

Very nice mod!

Thankk you for improving greatly on the game!


Some ideas:

- Ability to hire the mercenaries to protect one of your stations/ships

- When choosing to attack someone, small possibility of your rep getting a hit (the concerned authorities discovered who was behind the attack)

- Having more options when offering the attacking service (ex. you pay more for more security on your cover).

- Small possibility of player's property being attacked by the mercs. This could lead to an interesting mission later where you can go after who ordered it. (after the attack, there is a small probability of you discovering who was behind the attack - a ship/station somewhere and a small probability of paying the mercs to give you the info)

- The mercs could be used to infiltrate and destroy the supplies of a given station, instead of destroying it. Less money to pay, less rep hit in case of being discovered.

- A global variable would store the number of attack missions ordered from the mercenaries. After a certain treshold, authorities start to get fed up with your massive disruptive behaviour, and you have an ever increasing possibility of being at first admonished (rep hit), then getting hostile to you, going after your property. This global variable would be decremented given a certain amount of time.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Thu, 24. Nov 05, 21:04

rickster wrote:All download links are dead :cry:

And a question: how do I activate scripts? when I put them in the correct folders and start the game I can't seem to find them anywhere.

thanks in advance!!
links should hopefully be working again now

to use any unsigned scripts you need to first activate the scripteditor within ur current game, information on this is in the sticky at the top of the forum

once enabled all you need to do is save and reload ur game, the reloading of a game with the scripteditor enabled will automatically run the scripts to load them

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Thu, 24. Nov 05, 21:09

Ubik wrote:Greetings!

Very nice mod!

Thankk you for improving greatly on the game!


Some ideas:

- Ability to hire the mercenaries to protect one of your stations/ships

- When choosing to attack someone, small possibility of your rep getting a hit (the concerned authorities discovered who was behind the attack)

- Having more options when offering the attacking service (ex. you pay more for more security on your cover).

- Small possibility of player's property being attacked by the mercs. This could lead to an interesting mission later where you can go after who ordered it. (after the attack, there is a small probability of you discovering who was behind the attack - a ship/station somewhere and a small probability of paying the mercs to give you the info)

- The mercs could be used to infiltrate and destroy the supplies of a given station, instead of destroying it. Less money to pay, less rep hit in case of being discovered.

- A global variable would store the number of attack missions ordered from the mercenaries. After a certain treshold, authorities start to get fed up with your massive disruptive behaviour, and you have an ever increasing possibility of being at first admonished (rep hit), then getting hostile to you, going after your property. This global variable would be decremented given a certain amount of time.
some nice ideas there
one thing im currently working on is turning it into a proper mercernarys guild, where you dont just hire the mercs but you can also join them on attacks on other stations as well as various other missions, when i've got the working i've planned to have the mercs sometimes attack your stations as well

i think as far as counting the attacks you do, i think it should be based per race, so if u consistently attack one race they might get fed up and either order the mercs after you, ur just take you out personally
which could maybe bring in a chance for you to spend money and protect ur indentity better

some things ill have to think about and plan

RaGodofTehSun
Posts: 417
Joined: Thu, 23. Dec 04, 03:02
x3

Post by RaGodofTehSun » Thu, 24. Nov 05, 21:46

i am looking forward to juoining the merc guild keep up the good work :D

DemaeRamen
Posts: 414
Joined: Sat, 6. Mar 04, 09:32
x3

Post by DemaeRamen » Fri, 25. Nov 05, 01:14

You asked for mission ideas so...

Escort: I'm thinking like LVs script but in place of valuable cargo, VIPs, hostages/station hackers etc.

Border Guard: Patrol a sector killing any yaki/pirate/race ships you see.

Courier: Take stolen rebel plans from A to B but beware the owners who are looking to retrieve them.

Smuggling: As Courier but perhaps take a shipment of PPCs and HEPTs through enemy territory.

Blockade Runner: Group X has blockaded the gates to sector Y. a) Get objecct/person/info through this blockade or b) Get rid of the blockade.

If you like em I can keep coming with them and text blurb provided you tell me the format.
Always welcome! Cheap and filling!

Ubik
Posts: 95
Joined: Wed, 6. Nov 02, 20:31
x3

Post by Ubik » Fri, 25. Nov 05, 01:16

Cycrow wrote: [...] i think as far as counting the attacks you do, i think it should be based per race, so if u consistently attack one race they might get fed up and either order the mercs after you, ur just take you out personally
which could maybe bring in a chance for you to spend money and protect ur indentity better

some things ill have to think about and plan

Yes, counters per race is the way to go... :)

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22232
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 25. Nov 05, 11:07

DemaeRamen wrote:You asked for mission ideas so...

Escort: I'm thinking like LVs script but in place of valuable cargo, VIPs, hostages/station hackers etc.

Border Guard: Patrol a sector killing any yaki/pirate/race ships you see.

Courier: Take stolen rebel plans from A to B but beware the owners who are looking to retrieve them.

Smuggling: As Courier but perhaps take a shipment of PPCs and HEPTs through enemy territory.

Blockade Runner: Group X has blockaded the gates to sector Y. a) Get objecct/person/info through this blockade or b) Get rid of the blockade.

If you like em I can keep coming with them and text blurb provided you tell me the format.
well, some good ideas, its jsut a matter of coding them up :)
im currently working on weapons deleivery, to deleiver weapons to the guild to help supply thier ships

not going to do any kind of smuggling thou, as im working on a Smugglers guild which will take care of that

as far as displaying them as text, they will most likly be a simlar format as the bounties. i will know more once i get the first few missions done and the core mission system

Post Reply

Return to “X³: Reunion - Scripts and Modding”