[script] [19.08.08] [X3 2.5] STO 1.72 overtake sectors
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Just a question (or rather two):
1) How do you change the interest rate from banking? I looked through the scripts, but call me blind 'cause I couldn't see where to change it.
2) Is it possible to change the Max No. of Stations allowed in a sector? Like above, I looked through the script files but couldn't find how to. Could find the global variable for it, but not how to change it. Reason for wanting info on how to do this is that because I use SerialKicked's Crystal Free SPP script, I can make fairly large self sustaining complexes with little fuss or bother, but they're all over the 17 station limit mark.
Thanks
1) How do you change the interest rate from banking? I looked through the scripts, but call me blind 'cause I couldn't see where to change it.
2) Is it possible to change the Max No. of Stations allowed in a sector? Like above, I looked through the script files but couldn't find how to. Could find the global variable for it, but not how to change it. Reason for wanting info on how to do this is that because I use SerialKicked's Crystal Free SPP script, I can make fairly large self sustaining complexes with little fuss or bother, but they're all over the 17 station limit mark.
Thanks
The code for the intrest rate is in plugin.STO.banking
Line 28 is where it figures the interest. Lower the number higher pay out.
As to you second question I'll need to go look for it will edit post once I find it. Unless Trickmov beats me to it.
Code: Select all
line24: while $size
line25: dec $size =
line26: $dock = $bankingdocks [ $size ]
line27: $money = $dock -> get money
line28: $interrest = $money / 100
line29: $dock -> add money: $interrest
line30: end
As to you second question I'll need to go look for it will edit post once I find it. Unless Trickmov beats me to it.
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Thanks for the quick reply, I'll have to reiterate that I must be blind. Clearly worded that that was the point where the interest was calculated, and I still couldn't figure it out... Too much X3 obviously, my eyes must be shot to hell...
EDIT:
Found where to change the Max Stations allowed, for general interest
In the plugin.STO.optionhandler script, at about line 119:
You just have to change the value in the second and third lines of this segment to whatever you want.
EDIT:
Found where to change the Max Stations allowed, for general interest
In the plugin.STO.optionhandler script, at about line 119:
Code: Select all
119 else if $config1 == 3
120 if $config2 > 17
121 $config2 = 17
122 else if $config2 < 0
123 $config2 = 0
124 end
125 $maxfactories[$index] = $config2
Ok, correct so far, but for changing these variables when already running the script you would have either to deinstall and reinstall ({0} {0} {999} and reininit script caches) or you have to increase the version number of the chosen script (which is not advisable due to eventual problems when a update is available).
And for the number of stations you have to change not only the option-handler, but also line 25 in plugin.STO.population to the same number +1.
And for the number of stations you have to change not only the option-handler, but also line 25 in plugin.STO.population to the same number +1.
I would like to use Equipment Docks in addition to the Trading Docks to take over sectors. Is it possible that your script can be changed to allow this?
Later, MBD.
Later, MBD.
"We always were English and we always will be English and it's because we are English that we're sticking up for our rights to be Burgundians." - Passport to Pimlico 1949
Yes, but that´s not so easy, because there has to be an expression for each stationtype, that has the ability, this would mean, Argon ED, Boron ED, Split ED, etc... And as i have done another script for EDs (POED), i don´t want to do this.
But if you want to do it yourself, see plugin.STO.main line 92.
But if you want to do it yourself, see plugin.STO.main line 92.
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Actually, it didn't need a deinstall/restart, it just worked on its own. I now have about 3 sectors with 30 (or close to it for one of them) NPC stations in it.Trickmov wrote:Ok, correct so far, but for changing these variables when already running the script you would have either to deinstall and reinstall ({0} {0} {999} and reininit script caches) or you have to increase the version number of the chosen script (which is not advisable due to eventual problems when a update is available).
And for the number of stations you have to change not only the option-handler, but also line 25 in plugin.STO.population to the same number +1.
Now, how are the raids set up? Does there have to be a sector nearby with a shipyard in it? Or will they just come forever?
The raids depend on your fighting rank, the range from which raiding ships can come varies from 1-sector-range to 4-sector-range (the higher your rank, the greater the distance). Khaak-Ships can jump from whole universe, not depending on jump-range.Now, how are the raids set up? Does there have to be a sector nearby with a shipyard in it? Or will they just come forever?
The number of raiding ships is also dependend on the fight rank, one greater ship with a various number of escort ships (formula: fight-rank-var*2).
The number of waves can also varie between 1 and 4 raids in one hour, so if your fightrank is high, you have to protect your sectors, to be sure that they are not reconquered.
The sector that is chosen is absolute random (can be each conquered sector).
But good that you asked, so i had to recheck the script and i found a further bug, leading to the possibility of raided sectors with formerly unknown ownerrace. So:
Update:
http://www.merchant-haven.de/forum/down ... l&df_id=27
Version 1.72 (19.08.08 )
changes:
- small bug in raids fixed (wrong sectors could still be raided)
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Ahh, so you're saying that once all sectors in a given area for that race are taken over, they won't send raids to reclaim it? (please say yes...)The raids depend on your fighting rank, the range from which raiding ships can come varies from 1-sector-range to 4-sector-range (the higher your rank, the greater the distance). Khaak-Ships can jump from whole universe, not depending on jump-range.
No problems, glad I could help (and good thing too, I have claimed an unknown sector, have QUITE a few stations in there, massive Meatsteak Production Complex and Ore production complex (2x 200 yield L mines...) Even though I have a Reaver (XTM btw) patrolling there, I've lost a few of them before (to other Pirates in Reavers...)But good that you asked, so i had to recheck the script and i found a further bug, leading to the possibility of raided sectors with formerly unknown ownerrace.
Yes, that is correct.Ahh, so you're saying that once all sectors in a given area for that race are taken over, they won't send raids to reclaim it? (please say yes...)
But remember, taking over all sectors of a race will result into spawning ships in all of their former sectors (X3-AI-based), which would be a greater threat, so i think except pirates and xenons you will always find a sector of this race in a distance of 4 jumps, if you plan to leave only one sector unconquered.
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Okay, so I've taken over the 4 norther sectors of the old Paranid Empire (Emperor Mines, Paranid Prime, Priest Rings and Priest's Pity), AND taken out the shipyard (and virtually everything else while I was at it) in Trinity Sanctum, while the raiding parties are disabled, but the capital ships that get respawned to protect/patrol those sectors (standard ones, not raiding ones) don't seem to consider that those sectors no longer belong to the Paranid, but the job files clearly state that they are only allowed in sectors that belong to their owners and has their own stations in them (which believe me, they DON'T).
I was wondering if something in the script wasn't correctly changing the race ownership correctly (even though it displays it as mine on sector and universe maps, and the options work fine in them), as by rights, these ships should not be coming back, they should be bunching up in sectors that are actually owned by them.
I was wondering if something in the script wasn't correctly changing the race ownership correctly (even though it displays it as mine on sector and universe maps, and the options work fine in them), as by rights, these ships should not be coming back, they should be bunching up in sectors that are actually owned by them.
Hmm, i didn´t know anything about this behaviour, but i can definatly say, that this isn´t script-related, because the only thing the script does, is changing the ownership of the sector.
If this doesn´t succeed in the way it should, it must be X3-AI-related, perhaps some kind of extra-protection for core-sectors.
I can´t say more about it, it´s on you, to see why
If this doesn´t succeed in the way it should, it must be X3-AI-related, perhaps some kind of extra-protection for core-sectors.
I can´t say more about it, it´s on you, to see why
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Found the problem. When I looked closer at the jobs of the ships in the game, only SOME of them had the flags for sector placement checked for owner sectors and not enemy sectors. So I've changed that, and hopefully shouldn't have a damn Zeus and 10 or so Perseus' coming in every so often. (Although they do have to come from one of the new XTM shipyards, it's the only one I've left intact , so it takes them a while to come over).Trickmov wrote:Hmm, i didn´t know anything about this behaviour, but i can definatly say, that this isn´t script-related, because the only thing the script does, is changing the ownership of the sector.
If this doesn´t succeed in the way it should, it must be X3-AI-related, perhaps some kind of extra-protection for core-sectors.
I can´t say more about it, it´s on you, to see why
So I can definitely say it's not your script. The script works wonders, and I am slowly building up my little empire, whilst wiping the Paranids off the face of the galaxy.
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