X-Rebirth : I told you so… And other news !

Hey everyone !

So, no, I’m not dead. I won’t go into details, but I had to stop writing Grand Rogue Auto for (mostly) financial reasons and partly for a lack of interest in the subject matter. Also, to be honest the code base was kinda crumbling under the weight of new additions, so a fresh start was needed, we’ll get to that.

Anyway, that’s not exactly why I’m writing this post right now. Of course it’s about X: Rebirth (and also about a new project that you may find relevant to your interests).

Read More …

X:Rebirth – Meh.

Hi, long time not seen guys. Sorry about that but i am developing my own games from now on, and yeah in the long run there will be a X kind of game (but in 2D) 😉

Anyway, So far I am not convinced by X:Rebirth. I may return to modding for the game if the game is good enough. But right now, i have doubts. Read More …

Anarkis Defense System 2.65 Released

This is a major release.

General Settings have been added. It allows you to set the default settings for your automated carriers and stations. You can setup the Defense Grid here, and the Ignore Faction setting has been moved to this menu too.

Basic marine training support added. You can now use your Docks and M1 (and M1 only) to train your marines either in theorical or combat training. This option costs money (refer to the manual for additional details). Marines with a high mechanical or Engineering skill will help with ship repairs, granted they are not training on your ship. This feature is not yet balanced, and will probably need some improvement.

The menu system has been altered to be more user friendly, this is especially visible in the General Settings, Attack/Defend wing orders and the Automated Carrier Settings. There’s still a few things to improve.

Now, you can enable the “Automated Mode” on the [playership].
Use this option with caution. Don’t put your docking bay next to an asteroid for example.

Several issues related to the Grid System have been corrected.
Also, docking orders will now take the Transporter Device into account correctly.

Changes:

  • [Automated Defense System] General settings added
  • [Commands – Carriers and ships] Allows automated mode on the playership
  • [Commands – Carriers and ships] Marine Barracks (training and repairs)
  • [Commands – Carriers and ships] Docking order not always using the Transporter Device
  • [Defense Grid] Defense Grid ships jump to the nearest gate from the threat
  • [Defense Grid] A message can be displayed when a sector protected by the grid is under attack
  • [Defense Grid] Bad carrier management
  • [Defense Grid] Defense Grid unable to use ships who don’t have orders
  • [Menu System] Menu Overhaul
  • [Menu System] Pressing the manager hotkey several times shouldn’t trigger several menu
  • [Menu System] Inaccurate threat level diplayed on the Defense Grid Manager

Crystal Free SPP 1.02

This small script will remove the need for crystals on Solar Power Plants. Of course, you’ll need to pay a lot of money for this feature. You’ll need 10 million credits for a M SPP, 25 millions for a L and 50 millions for a XL one. A new command will appear in your station’s menu called “Upgrade SPP to Xenon Technology”, use it on a Solar Power Plant to upgrade it.

Yaki Armada build 210 Released

This new build corrects a bunch of minor to major bugs related to Yaki carriers. The bug causing carriers to stay forever near a Yaki station has hopefully been corrected. Docking issues should be fixed, except for the rare case when a carrier jump away without his fighters. French language file corrected.

You will need to toggle off / on the plugin for most changes to take effect.

Changes:

  • Fixed : Major bug causing the carriers to idle indefinitely near a Yaki station
  • Fixed : Several bugs related the carrier AI and docking
  • Fixed : Several issues in the libraries
  • Fixed : French translation

Pirate Guild 1.59 Released

This will be the last release of Pirate Guild for a while, except if a major issue is found.

It should fix most of the issues with the Teladis, immobile bounty hunters, captured ships from NPC bailing addon, and mob bosses fleeing to far away from homebase. It also fixes an annoying bug that was preventing the Guild from targeting player owned freighters. M7 are a bit cheaper and will turn red on hostile players (no more blue M7 flying around when you’re an enemy).

Changes

  • 0000012: [AI – Bounty Hunters] Immobile Bounty Hunters
  • 0000037: [AI – Defense Grid] Neutral M7 patrol ships when the player is a foe
  • 0000036: [AI – Pirate Bases] Orders should reduce the attack priority on the worst enemy
  • 0000032: [AI – Pirate Bases] TS Raid order ignore the “peace with teladis” flag
  • 0000031: [AI – Pirate Ships] Mob Bosses may flee to far away from homebase
  • 0000029: [General Issues] Library issue : Cargo value wasn’t correctly reported
  • 0000035: [General Issues] Library issue : “Retrieve cargo value” not working on player’s ships
  • 0000030: [Compatibility with 3rd party plugins] NPC bailing addon – Some undetected captures

Anarkis Defense System 2.60 Released

The Defense Grid mechanism has been added. You can enable/disable this feature using the ADS Manager, which now includes a sector list.

The Defense Grid system will monitor every sector the player has a factory in for enemies. ADS compatible stations will still send squadrons to defend their own sectors, but in addition, ships you have linked to the grid will jump to defend endangered sectors.

Ships linked to the defense grid will continue to do their business as usual when there’s no alert. If a sector is under attack, those located in a 6 jump radius will jump in to deal with the threat, jump back and resume previous order/patrol. If you have a M2 patrolling in Argon Prime and an alert is occurring in Ore Belt, it will jump to Ore Belt, kill the enemies, jump back to Argon Prime and resume patrol.

Energy cells will be directly bought from player’s money account and beamed to the ships at increased cost (x2). Any player owned big ship can be linked to the Grid, this includes M6, M7, M2, M1, and TL ships.

Also, “send defensive wing” order has been added to the ADS Manager. You can give order to all ship types using the manager now. Both Attack and Defend wing orders now comes with a menu allowing optional manual selection of fighters.

Automated mode “should” handle carriers that can hold big ships, untested.