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.
Category: Release
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.
Pirate Prowler GameStart – Courtesy of TEKing66
TEKing66 was kind enough to write a pirate game start for X3:TC. It works well very with Pirate Guild and Yaki Armada.
Your character is a 31 year old female pirate known as Venus Gunne. You will be starting in the sector LooManckStrat’s Legacy. Your ship is a Pirate Blastclaw with all the equipment needed to be an effecient pirate. Starting credits is setup to be variable, minimum of 9,000 and a maximum or 20,000 credits.
You will start off being enemies with the Argon, Boron, Paranid, Goners and the Terrans. The Terrans don’t dislike you as much as the others, but that is just because they don’t really know you just yet. The Teladi and Split are neutral towards you. And of course, you are allies with the Pirate and the Yaki.
Pirate Guild 1.58 Released !
PG3 v1.58 has been released ! You can grab it in the download section.
This versions fixes a bug introduced in 1.57 related to my custom “attack and land” library script that was causing several issues with bounty hunters, mob bosses and invasions. Sorry i didn’t catch that one earlier. Mob Bosses’ radar has also been tweaked, it’s now easier for them to find a sector to flee to when they are dealing with dangerous foes. They should now live much longer. Missions accepted by the player are now displayed in your logbook And the reward for ships targeted by the guild has now been capped depending on ship class. The cap is fairly high though, don’t worry. This is mainly to prevent M5 ending up with a 10M reward because of the OOS battle system.
Important Update Note:
The self update mechanism should work fine, but many of the changes will only be effective on ships and missions created after the update. Moreover the bug i sadly put in my attack-and-land script is a tricky one. So if you are still experiencing any weird behaviors like : sector invasions that never end, or bounty hunters and mob bosses that never jump or move away, then, please disable ALL my plugins (Pirate Guild and Yaki Armada) before re-enabling them again.
Changes:
- 0000021: [Mission System] Accepting missions should add a message to the player log
- 0000028: [AI – Pirate Ships] Mob Bosses unable to find a sector to flee to
- 0000026: [Mission System] Bounty for guild’s targets should be capped
- 0000027: [General Issues] Custom attack.all with timeout order is buggy
ADS 2.60 is in progress
I’m currently putting some work on the first release in the Anarkis Defense System 2.6x branch. I’ve more or less finished the ADS: Manager menus to handle the new Defense Grid feature. It will be possible to monitor your sectors for enemies and to manage and give to orders to all your big ships (M6+). I have yet to move the carriers’ settings directly in the manager and add some common orders to the command menu, but it will be for later.
This release will also include an early version of the Defense Grid system. Energy Cells will magically appear in the freight bay (it’s will cost you money, though), because it’s easier 🙂 and there’s already plenty of things to break in this version. More realistic handling will probably be added at a later stage.



