[AL PLUGIN] Yaki Armada 2 - Beta Build 210 - [2010-07-22]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Hi,
I'm having problems downloading this today, the dl stops before it's finished so never downloads the full file.
I've tried several times (with varied amounts, up to 40%, being downloaded before it stops) and on more than one computer.
I've downloaded other stuff, such as Pirate Guild, without issue in the past.
Cheers,
Scoob.
I'm having problems downloading this today, the dl stops before it's finished so never downloads the full file.
I've tried several times (with varied amounts, up to 40%, being downloaded before it stops) and on more than one computer.
I've downloaded other stuff, such as Pirate Guild, without issue in the past.
Cheers,
Scoob.
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
I'm using a free web-hosting company for my website and files, so the bandwidth and availability aren't always optimal depending on how busy the server is.
I just tried now, and the download was successful.
I just tried now, and the download was successful.
Last edited by Serial Kicked on Thu, 29. Jul 10, 22:00, edited 1 time in total.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Possible Bug
I've found some bugs with the TL with 12 carried ships ("Lost Soul, Supernova..."):
- If attacking the TL while being neutral or friendly, sometimes they dont become enemy until 30-50% of his shield its down.
- If the TL becomes enemy, it doesn't launch any of the 12 carried ships to attack back.
- The only way i've found so it launch the ships its that the TL tripulation surrender and eject from the TL, then the 12 docked ships comes out and rape your sorry M3.
(I managed to teleport and hide inside the structure of the next Gate, they followed me full of rage, and finally i managed to kill them all after 14 reload saves...)
I dont know if its a plugin incompatibility problem or a common bug...
Im using the next plugins/mods:
-[Installed by Addon Manager]:
Advanced Jumpdrive (Cycrow)
AP Libraries
Asteroid fusion
Auto prep ships
Autoscan Smugglers
Cheat Collection Package
Chem String Functions Library
Debris_Utilize_Repair
Dynamic Product Pricing
Factory Complex Constructor
Find Free Ships
Galactic News System
JSON parser Libray
Jump to Me
Marine Trainning Manager
Military Base Response Revamp
Mobile Ship Repairs script
NPC Bailing Addon (This thing makes the Yaki TL surrender, then the fighters come out)
Salvage Command Suite
Salvage Commands and NPCs
Sector Scanner
Ship killed notifications
The Traveling Mechanic
Universal Best Buys/Sells Locator
Universe Explorers
Unlimited Salvage Insurance
-[Fake Patches]:
Comms Ambient - Terran Conflict
Pirate Prowler
Signal Boost for TC v1.4
-[Script Libraries]:
Community Plugin Configuration
Hotkey Manager
Ware Manager
-[Manually Installed]:
ADS
Pirate Guild
Yaki Armada
SCS
- If attacking the TL while being neutral or friendly, sometimes they dont become enemy until 30-50% of his shield its down.
- If the TL becomes enemy, it doesn't launch any of the 12 carried ships to attack back.
- The only way i've found so it launch the ships its that the TL tripulation surrender and eject from the TL, then the 12 docked ships comes out and rape your sorry M3.
(I managed to teleport and hide inside the structure of the next Gate, they followed me full of rage, and finally i managed to kill them all after 14 reload saves...)
I dont know if its a plugin incompatibility problem or a common bug...
Im using the next plugins/mods:
-[Installed by Addon Manager]:
Advanced Jumpdrive (Cycrow)
AP Libraries
Asteroid fusion
Auto prep ships
Autoscan Smugglers
Cheat Collection Package
Chem String Functions Library
Debris_Utilize_Repair
Dynamic Product Pricing
Factory Complex Constructor
Find Free Ships
Galactic News System
JSON parser Libray
Jump to Me
Marine Trainning Manager
Military Base Response Revamp
Mobile Ship Repairs script
NPC Bailing Addon (This thing makes the Yaki TL surrender, then the fighters come out)
Salvage Command Suite
Salvage Commands and NPCs
Sector Scanner
Ship killed notifications
The Traveling Mechanic
Universal Best Buys/Sells Locator
Universe Explorers
Unlimited Salvage Insurance
-[Fake Patches]:
Comms Ambient - Terran Conflict
Pirate Prowler
Signal Boost for TC v1.4
-[Script Libraries]:
Community Plugin Configuration
Hotkey Manager
Ware Manager
-[Manually Installed]:
ADS
Pirate Guild
Yaki Armada
SCS
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
Hi, thanks for the report
Yes i'm aware of that issue, more related to how egosoft handle that than to my plugin in particular. But a work around is possible and will be implemented.If attacking the TL while being neutral or friendly, sometimes they dont become enemy until 30-50% of his shield its down.
Until it's out of beta, YA stays neutral / friendly to the player, he won't respond to attacks from you. The carrier enforce "friendly" settings to its fighters. I'm debugging the "being a yaki pilot" part. The "i'm a police/military player" part will come later.- If the TL becomes enemy, it doesn't launch any of the 12 carried ships to attack back.
I added a "no capture" flag for NPC Bailing addon on my fighters but i didn't do it for the carriers (it was implement before this addon was able to bail big ships). I'll add it.NPC Bailing Addon
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Just a stupid question, I can find new EQ dock in Ocracoke's Storm
and no shipyard and station in Senator's Badlands. What could happend there? I got PG3 also could it be some kind of pirates storm, or paranid? Will i find any new shipyard there after some time, as i m trying to check for some times and still no respawn...
thx for any input here
regards
and no shipyard and station in Senator's Badlands. What could happend there? I got PG3 also could it be some kind of pirates storm, or paranid? Will i find any new shipyard there after some time, as i m trying to check for some times and still no respawn...
thx for any input here
regards
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- Posts: 23
- Joined: Fri, 1. Dec 06, 10:09
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
@Bany:
Yeah, the Paranid military sometimes clear the Yaki stations. Your best bet is to wait for the shipyard to respawn and when it's done disable/enable the plugin.
@muttertron:
A defensive grid mechanism (similar to rrf) will be included in both PG and YA soon. It will require my ADS script like all other "advanced" military functions.
Sector takeover will probably follow (as currently discussed in other topics).
Yeah, the Paranid military sometimes clear the Yaki stations. Your best bet is to wait for the shipyard to respawn and when it's done disable/enable the plugin.
@muttertron:
A defensive grid mechanism (similar to rrf) will be included in both PG and YA soon. It will require my ADS script like all other "advanced" military functions.
Sector takeover will probably follow (as currently discussed in other topics).
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Posts: 23
- Joined: Fri, 1. Dec 06, 10:09
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- Posts: 532
- Joined: Fri, 22. Dec 06, 13:35
Couple of questions
Are the Motherships all launched at once and or do they spawn over a time period. are they likely to be takem down and do they respawn.
How much difference does a Mothership make. will it tie up a sector, none or several sectors. how many fighters do they carry. I want a medium amount of disruption and additional excitement without changing he nature of the game completely
whats the effect of hostile/friendly/neutral to player. are these hardcoded or does it go up and down like rep. I want to start neutral as in vanilla and work up to trusted ally or better.
whats the effect of hostile/friendly/neutral to pirates. I don't want shooting pirates to effect my rep wth the yaki but I don't wnat to disable the yaki by having them fight pirates when they could bases to refuel
Are the Motherships all launched at once and or do they spawn over a time period. are they likely to be takem down and do they respawn.
How much difference does a Mothership make. will it tie up a sector, none or several sectors. how many fighters do they carry. I want a medium amount of disruption and additional excitement without changing he nature of the game completely
whats the effect of hostile/friendly/neutral to player. are these hardcoded or does it go up and down like rep. I want to start neutral as in vanilla and work up to trusted ally or better.
whats the effect of hostile/friendly/neutral to pirates. I don't want shooting pirates to effect my rep wth the yaki but I don't wnat to disable the yaki by having them fight pirates when they could bases to refuel
johnnywas wrote:Couple of questions
Are the Motherships all launched at once and or do they spawn over a time period. are they likely to be takem down and do they respawn.
How much difference does a Mothership make. will it tie up a sector, none or several sectors. how many fighters do they carry. I want a medium amount of disruption and additional excitement without changing he nature of the game completely
whats the effect of hostile/friendly/neutral to player. are these hardcoded or does it go up and down like rep. I want to start neutral as in vanilla and work up to trusted ally or better.
whats the effect of hostile/friendly/neutral to pirates. I don't want shooting pirates to effect my rep wth the yaki but I don't wnat to disable the yaki by having them fight pirates when they could bases to refuel
From What i oberved, the moms build overtime, relation to player is a 1 times relation setting to set it to -ve something, null or +ve something ur action will affect the rep from that point onwards. As for the last question, i am not sure about if shooting pirate will affect ur yaki rep.
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- Posts: 6
- Joined: Mon, 24. Oct 11, 21:16
sry, i have a problem. "readtext 8514-100"
after installing it together with pirate gild and stuff, this is what i see in the a.i.-menu: readtext 8514-100
so i press "true" and now somtimes i see a yaki ship named "readtext" flying tru, but ecs dont work. so i cant talk with him.
anyways something is wrong.
xtc v. 3.0 (german)
i hope someone knows whats up!
thanks
after installing it together with pirate gild and stuff, this is what i see in the a.i.-menu: readtext 8514-100
so i press "true" and now somtimes i see a yaki ship named "readtext" flying tru, but ecs dont work. so i cant talk with him.
anyways something is wrong.
xtc v. 3.0 (german)
i hope someone knows whats up!
thanks
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- Posts: 265
- Joined: Mon, 26. Nov 07, 16:13