[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

User avatar
RJV
Posts: 2099
Joined: Mon, 29. Mar 04, 09:45
x3tc

Re: Update: V2.10

Post by RJV » Mon, 12. Dec 05, 11:57

Cycrow wrote:
(snip)
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
(snip)
Gone in 60 seconds :D Cool.

Might want to add one or two overtuned ships in there, just to give the incentive to not hand over the captures.... which of course would get one or two people rather annoyed :twisted:

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

Post by Cycrow » Mon, 12. Dec 05, 12:13

well what i was thinking, instead of a certain ship, like giving an id code, just a type of ship

like list of say, Nova Vanguard, Jaguar, Mamba Raider
then you get one of each to get the money

maybe i could make a theif script where you have to rob certain ships by thier id code :P

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

Post by Sandalpocalypse » Mon, 12. Dec 05, 12:52

AI generally attacks large objects from too far away; i doubt there's anything cycrow can do about it.

it will really depend on the station whether mercs are effective insector

Tritous
Posts: 899
Joined: Sat, 15. Jan 05, 17:20
x3tc

maybe

Post by Tritous » Mon, 12. Dec 05, 18:33

it may be possible to change that, but it would take so many hours it's probably not worth it, I can always go OOS, although PSGs are less effective then.

like I said though, the double charging hurts the most. and if I haven't got the double cash they say the "erm check your funds" message, then sometimes go, sometimes carry on, and never give me my cash back.

another thing of interest maybe...when I attacked a pair of the ships hoping to capture a rajin, neither ship did anything. the usual threats, but they just sat there immobile and didn't fight back. when the goner refused to bail I had a great time in my nemy flying on top of him and "sitting" on him, just strafing down on him and crushing him to death. funniest cap EVER :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 ;)

User avatar
Jimmy Jazz
Posts: 794
Joined: Wed, 4. Jun 03, 17:20
x3

Post by Jimmy Jazz » Thu, 15. Dec 05, 13:07

I got the mission to protect a VIP TP in Herrons Nebula. According to the message, I had 24 minutes to get there. Jumped there well in time. The TP was in the center of the sector, close to the trading station. As soon as I jumped into the sector, yaki spawned and attacked the TP. Never had time to get there in time. The TP was destroyed while I was racing from the gate to the center, no chance :cry:
Pinky : "Gee, Brain what do you want to do tonight?"
Brain : "The same thing we do every night Pinky. Try to take over the world!"

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

Post by Cycrow » Thu, 15. Dec 05, 13:11

hmm interesting, the yaki are only sposed to spawn once you have met with the VIP, i will have to have a look, should be an easy fix

to meet with him, just fly up close and u'll get a message asking for the escort

Tkon
Posts: 110
Joined: Wed, 18. Feb 04, 12:03
x3tc

Post by Tkon » Sat, 17. Dec 05, 00:48

I've got a question?
First of all my english in writing isn't very good but I'll try my best.

I think this kind of script is very usefull, but its in english. If i try to translate it to german. What have i do to test it ingame?
The file in the folder 't' looks like the file which carries the texts. But what name should it become for a german version?

I've no experience with the script editor or something else, x3 is the first game of this series which i play.

So any advice for me?

User avatar
RJV
Posts: 2099
Joined: Mon, 29. Mar 04, 09:45
x3tc

Post by RJV » Sat, 17. Dec 05, 00:52

Tkon wrote:I've got a question?
First of all my english in writing isn't very good but I'll try my best.

I think this kind of script is very usefull, but its in english. If i try to translate it to german. What have i do to test it ingame?
The file in the folder 't' looks like the file which carries the texts. But what name should it become for a german version?

I've no experience with the script editor or something else, x3 is the first game of this series which i play.

So any advice for me?
Replace the 44 at the front of the filename with 49. It should then get referenced by the scripts without any further changes I think (Anyone - feel free to correct me if I have that wrong).

Cheers,

Rob.

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

Post by Cycrow » Sat, 17. Dec 05, 00:55

yes the t file is the one you need
its called 447532.xml

the 44 at the begining tells the game that its english

if you rename it to 497532.xml it will be loaded into the german game
so just copy the file to that and then you can edit all the text thats inside it
it will contain text for various scripts, so if you onyl want to translate the merc guild, then goto the section that starts <page id="7123">
the %s is used by the script engine to insert strings, so dont remove these :)

if you want to translate it, you could send me the translated version once u've finished, and i will include it in the release

and of course, if you know other german ppl you can get them to translate it too :)

one more thing you need to change, at the top of the file, you will see a language id, you need to change that from 44 to 49

good luck :)

Mailo
Posts: 1901
Joined: Wed, 5. May 04, 01:10
x3

Post by Mailo » Sat, 17. Dec 05, 09:48

You also have to open up the file after renaming and change the second line from
<language id="44">
to
<language id="49">

Cycrow, maybe you could put in this file in your next release? Doesn't even have to be translated (although I could do this for you if you are interested). Would make it easier to install for german users not versed in scripting, and as far as I know, it doesn't hurt to have both language versions in the t folder.

And now I see you already mentioned the id part :roll: Oh well, I guess I am still not awake. The offer to translate stands though :D

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

Post by Cycrow » Sat, 17. Dec 05, 11:11

yes i think it would be a good idea to including :)

and if u want to translate it for me, then be my guest ;)
i will put the translation in the release

User avatar
NumNuts
Posts: 166
Joined: Tue, 20. Jul 04, 16:43
x3tc

Post by NumNuts » Sat, 17. Dec 05, 16:01

Hi Cycrow,
I had my first dabble with the Merc Guild tonight and so far so good, I like the idea and implementation a lot! Thanks.
A few things that I thought were strange in my first level 1 missions were:
1) I had an Escort VIP mission which asked to escort a Goner TP class ship, when I got to the ship the only thing I could see was the burners of the engines, I couldnt see a ship model at all! I know this has nothing to do with your script but I thought it was weird. Is this Goner Cloaking technology??
Goner TP
2) The BBS article indicates how much time you have to complete the mission, but there are no references to how much time you have/have left in your log book notes. Could you include a time scale? An automated message when you have 50%, 20%, and 5% of your allocated time left sent to your log book? Just a thought. And I think the grammer must be difficult to suit every possible variation in units/wares but the message I got could have done without the "of" in the log entry......."OK mercenary, we will await 'of' {##} units of the {ware} delivery in {station/sector}, Good Luck"
Log Book Entry
3) I haven't seen the conclusion of the fighter delivery mission as yet, but I've SETA'd an hour and a half trying to force an outcome. My problem is that 15xM5's were requested to be delivered to a Paranid Trading Dock but that Trading Dock only holds 5 ships at any one time on its external docking arms. Ive seen other trading docks where you enter an internal dock and then the scene changes as if you are taken into hangers within the station, but this particular Paranid one does not have that setup. I will let you know if I get a result but at this stage there is no way I'm gonna get 15 ships into a station that only holds 5.
Paranid Trading Dock

Tkon
Posts: 110
Joined: Wed, 18. Feb 04, 12:03
x3tc

Post by Tkon » Sat, 17. Dec 05, 16:19

Ok thank's.
I think i'll begin to translate it during next week.

User avatar
NumNuts
Posts: 166
Joined: Tue, 20. Jul 04, 16:43
x3tc

Post by NumNuts » Sat, 17. Dec 05, 16:52

Cycrow wrote:hmm interesting, the yaki are only sposed to spawn once you have met with the VIP, i will have to have a look, should be an easy fix

to meet with him, just fly up close and u'll get a message asking for the escort
I failed the delivery of M5's as per my situation above and was told by the guild I better lift my game........

Took another escort mission for a TP and couldnt find it anywhere in the sector, then I noticed a couple of Yaki ships heading north but they were friendly on IFF.......I got up close and scanned them (illegal scan) and they turned RED immediately. Dont know if it was the illegal scan that set them off, but as soon as they turned RED I saw the TP-VIP on the map.....possibly a coincidence...but thats what happened.

Hotpot
Posts: 211
Joined: Sat, 14. Feb 04, 23:10
x3

Re: Update: V2.10

Post by Hotpot » Sat, 17. Dec 05, 18:40

RJV wrote:
Cycrow wrote:
(snip)
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
(snip)
Gone in 60 seconds :D Cool.

Might want to add one or two overtuned ships in there, just to give the incentive to not hand over the captures.... which of course would get one or two people rather annoyed :twisted:
Gone in 60 seconds eh? I wouldn't mind capturing Angelina Jolie and giving her orders via my ship's computer. :wink:

User avatar
NumNuts
Posts: 166
Joined: Tue, 20. Jul 04, 16:43
x3tc

Post by NumNuts » Sun, 18. Dec 05, 13:04

How do you trigger the end of a "Fighter Delivery" mission??

I have done a couple more missions delivering M5's to Teladi Trading docks (stations that hold more than 5 ships at a time). The first one I failed but all the required ships were in the station, I just sent them there, I wasnt in the station/sector at all. Made me think there has to be some sort of player input to trigger the end of the mission because I failed when the time ran out......SO
Next mission I'm doing right now I've delivered all ships to the station, I've docked with the station myself, docked with other stations in the sector, flown around the station tooting my horn...etc....but nothing is happening.
Can someone tell me what I should do to END this mission??
Thanks for any advice.

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

Post by Cycrow » Sun, 18. Dec 05, 17:14

did u dock at the station beforce or after the ships had docked ?

when u failed, did u get any money at all, as you should get paid for all the ships that you delievered even if you fail

the script is triggers whenever you dock at a station or enter a sector, so it only counts the ships each time its triggered, and it sshould remove them from the station when its counted them

i shall do some tests to c if i can find out y it might not be working :)

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

Post by Cycrow » Sun, 18. Dec 05, 17:22

NumNuts wrote:Hi Cycrow,
I had my first dabble with the Merc Guild tonight and so far so good, I like the idea and implementation a lot! Thanks.
A few things that I thought were strange in my first level 1 missions were:
1) I had an Escort VIP mission which asked to escort a Goner TP class ship, when I got to the ship the only thing I could see was the burners of the engines, I couldnt see a ship model at all! I know this has nothing to do with your script but I thought it was weird. Is this Goner Cloaking technology??
Goner TP
2) The BBS article indicates how much time you have to complete the mission, but there are no references to how much time you have/have left in your log book notes. Could you include a time scale? An automated message when you have 50%, 20%, and 5% of your allocated time left sent to your log book? Just a thought. And I think the grammer must be difficult to suit every possible variation in units/wares but the message I got could have done without the "of" in the log entry......."OK mercenary, we will await 'of' {##} units of the {ware} delivery in {station/sector}, Good Luck"
Log Book Entry
3) I haven't seen the conclusion of the fighter delivery mission as yet, but I've SETA'd an hour and a half trying to force an outcome. My problem is that 15xM5's were requested to be delivered to a Paranid Trading Dock but that Trading Dock only holds 5 ships at any one time on its external docking arms. Ive seen other trading docks where you enter an internal dock and then the scene changes as if you are taken into hangers within the station, but this particular Paranid one does not have that setup. I will let you know if I get a result but at this stage there is no way I'm gonna get 15 ships into a station that only holds 5.
Paranid Trading Dock
1) thats actually a bug in the game, im guessing its the hermes hauler that the TP was, the model seems to be broken or missing, its the same with the standard game too, i've come arrcoess a few

2) well, i could add a few warning messeages when you get to a certain time left, but for the escorts, the time is on how long you have to get to the escort, and not actually complete the whole mission, once you meet with the VIP, the timer is no longer used. I will fix the messages in the next version :) spelling and grammer isn't my strong point being dyslexic and all :(

3) as for getting more fighters at the dock, this is simple, when the requested ships dock, they will be removed from the station, so if you send in 5 ships, when the script triggers, it will remove those 5 ships to free up the docking ports, these 5 ships will then be added on to ur total, and you will get paid occordingly, if thisn't happening, then there might be something wrong with the script, and i shall have to look into it, it was working when i tested it, but something might be s topping it

X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it » Sun, 18. Dec 05, 18:15

First of all I must admit I haven't read this thread, so sorry if this has been reported already.

I installed your guild pack recently, and tried my first mission today, which was a VIP escort mission.

- As I approached the VIP transport (Boron Express), it was attacked by 2 Yaki ships. I took them out, but by then they had managed to bring the hull of the VIP ship to about 40%. I tried reloading a few times to retry, but it happened every time, and twice it also got destroyed. This is all well, since it adds excitement to the mission.

- The ship now had a top speed of 55 m/s, and I was to escort it from Ocean of Fantasy to Family Z'rt. You may know that the distance between the N and S gates in Family Ryk is about 230 km, so I braced myself for a long ride. Also ok, as I could take the time to manage my empire (4 factories... :D)

- When we passed the Shipyard in Ocean of Fantasy, the VIP transport started to dock. I was relieved and impressed, thinking it was going in for repairs. It docked for a split second and then took off again, but no repairs done (maybe it picked up the VIPs? Forgot to scan it after that. It had no pax on board initially though).

- I followed it through Family Ryk, and after extensive use of SETA we finally reached Family Z'rt. About 10 km into the sector, the VIP ship suddenly did a 180 degree turn and headed back for the gate to Family Ryk...

- I followed it for a while as it was heading for the gate back to Ocean of Fantasy. At this time I saved and exited the game and came here to tell my story... :)

Any idea what is wrong here?

By the way, I really enjoy your guild scripts and the way they have been implemented, requiring you to join the different guilds to be able to take the missions, and that the missions are available through the BBS. My BBS is much more interesting now. Thank you very much for these.

By the way, I've also installed LV's escort script and a number of others, mainly complex/factory management scripts, if that could be of significance.

Regards,
ASUS A8R32-MVP DELUXE
AMD Athlon 64 X2 4400+ 2.2 Ghz
OCZ 2048MB Dual Channel Platinum Edition RAM
WD Raptor X 150GB SATA 16MB 10000RPM
Radeon X1900XTX 512MB PCIe 16x
SB Audigy 2 ZS
Lian Li Miditower PC6070BSCAND w/Hiper R580W PSU
Win XP Pro SP2 w/MS dual-core CPU hotfix

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

Post by Cycrow » Sun, 18. Dec 05, 18:30

ok, i've not come accorss this yet with the VIP mission

i think it needs abit more testing as theres obviously a few problems with it

i will also make it so it does get repaired

there is currentl;y a problem where the yaki tend to turn up sometimes b4 the mission starts, this will hopefully be fixed soon

and should have some more fixes and improvements on the mission, the about it turning around and heading the wrong way is quite strange, it sounds like the AI took control of the ship for some reason, i will look more into this

Post Reply

Return to “X³: Reunion - Scripts and Modding”