[SCR][june 08][v. 2.5-] STO 1.57 - overtake sectors

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
Clock_Work
Posts: 273
Joined: Fri, 14. Apr 06, 22:47
x3ap

Post by Clock_Work » Thu, 29. Oct 09, 01:33

Did that with just one terran M1 and a couple of m3+m6s
:lol: Terran i win button ftw :lol:

ogamerdg
Posts: 404
Joined: Sat, 19. Sep 09, 01:05
x3tc

Post by ogamerdg » Thu, 29. Oct 09, 14:36

so this will stop xenon stations from poping into my conquered sectors? Also will the xenon continue trying to take it back, and also if i enable raid will the xenon just come in bigger and stroger #?

Thanks

User avatar
Khensu
Posts: 110
Joined: Wed, 28. Oct 09, 09:42
x3tc

Post by Khensu » Tue, 10. Nov 09, 23:09

so, let me get this strait, this gives me the chance to kill a sector and place an trade station there to conquer it?

then when the place is mine, I can build my own stations there and tax the other races stations?

will my stations be "free" or do I tax myself to?

will there be shipyards build by the other races?

what will the sectors owner be? my name?

is this compatible with Response Force script?
Sry for my bad english ^^"

Clock_Work
Posts: 273
Joined: Fri, 14. Apr 06, 22:47
x3ap

Post by Clock_Work » Wed, 11. Nov 09, 01:07

Well even if you do tax yourself the tax money will go to you. So logically you don't lose or gain anything so its free. :lol:

User avatar
Khensu
Posts: 110
Joined: Wed, 28. Oct 09, 09:42
x3tc

Post by Khensu » Wed, 11. Nov 09, 01:12

who knows? :D

TAX is a mysterious thing to have, the taxed ppl allways give more than the government gets, because there are ppl who take some of that tax :P
Sry for my bad english ^^"

bmanz
Posts: 3
Joined: Wed, 18. Nov 09, 22:51

Post by bmanz » Thu, 19. Nov 09, 06:16

I love this script! However i do have a problem with your english. I have read your pdf instructions (the legeable parts anyway). In fact almost every other sentence is so bad that it makes no sence what-so-ever. I have not played with it enough but im sure ill figure it out in time. Your defination of "consume" could range from me gaining ownership of the station, to it being destroyed, or it could even mean i just get the money it makes....hell it could mean almost anything. Its the same with almost every single other description you have written in the instructions. I realise that english is not likely your main language but this is bad, and not just little spelling or grammer errors either. Like i said i love the script, but u might really want to think about rewriteing the instructions, personally i would be embarrised if i wrote something that incoherent :!:

I know i would have liked to have descriptions of what would actually happen after activateing these scripts. Altho u tried to explain, most of what you said could have ment several different results.

User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov » Thu, 19. Nov 09, 10:10

Hmm, i think your criticism is very overcritical... i know my english is not the best, but i think that most descriptions inside the documentation are understandable... at least you are the first person who is saying something about it... as i don´t have enough time to do any support for my vanilla-scripts, i will not change anything (except eventual bugs).
If you want to get a better documentation, do it yourself and send it to me, i will include it then.

About consume (which i think is the best description and explaining itself): it sells stored normal tradingwares on the trading docks (you get the average credits for it).


Beyond this, i think, that you should lower your expectations... all scripters and modders are working without any personal profit. If you are getting a script that is helpful towards you, you are lucky, but this is no must :!:

Matchimus
Posts: 34
Joined: Wed, 26. Nov 08, 21:06
x3tc

Post by Matchimus » Mon, 23. Nov 09, 07:17

I agree, that post was quite over critical (shame on you!). I found some things a little bit difficult at first, but after thinking about it for a few seconds, it is comprehendible.

I personally would like to thank Trickmov very much for this script. It has made my game fun again!

Another note Trickmov, your English is a hella lot better than my German! Posters should keep that in mind when talking with someone that does not have English for their first language.

User avatar
Khensu
Posts: 110
Joined: Wed, 28. Oct 09, 09:42
x3tc

Post by Khensu » Mon, 23. Nov 09, 12:58

hmm, I seen something thats missing from your script :o

no shipyard spawn at own sectors, so If I trash all other sectors that have shipyards, than nobody can buy any ships :)

so plz put a "shipyard" button to the other populations :)



EDIT:
Trickmov wrote:About consume (which i think is the best description and explaining itself): it sells stored normal tradingwares on the trading docks (you get the average credits for it).
that part was a bit fogy to me to, but I was thinking that thats what you meant :)

and I think that your english is good, and the manual was usefull, not many ppl do a manual for there scripts :)
Sry for my bad english ^^"

User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov » Mon, 23. Nov 09, 13:17

Khensu wrote:hmm, I seen something thats missing from your script :o

no shipyard spawn at own sectors, so If I trash all other sectors that have shipyards, than nobody can buy any ships :)

so plz put a "shipyard" button to the other populations :)
I think this is not possible:

The script is preventing the respawn of all "normal" stations by destroying them. The STO-station-building-routine replaces this, so you can define, which stations are allowed in your sectors.

Assuming that you want to overtake all shipyard-sectors, all these races should be an enemy towards you, so the normally respawning shipyards would be hostile and unusable anyway.

On the other side, removing the respawn-destruction would mean to allow also all other stations, which you hadn´t defined in the STO-options.

So only a new button inside STO for shipyards would be possible, but how should STO know, which products these shipyards should sell? This would mean to have a look on all shipyards before you destroyed them to get these products.

Even if i would include this (which i won´t ;) ), these sectors are now your sectors and no races sectors, so why should any race build a shipyard into a non-race-sector?

User avatar
Khensu
Posts: 110
Joined: Wed, 28. Oct 09, 09:42
x3tc

Post by Khensu » Mon, 23. Nov 09, 13:24

yeap... thats true :)

but then at least give me a player owned Shipyard :D

well, I know that the PHQ can build ships, but it takes tooo long :(


ohh and found something interesting in your script, when I capture a Xenon sector, and turn off the Raids, the Xenons still respawn for 1 sec then disapear, it looks a bit stupid, but I guess that it cant be any other way done?



EDIT: one more thing, the popup message about the tax is realy annoying, cant you make it to a normal message, because I dotn want audio, and the popup is geting in the way in the worst cases :(
Sry for my bad english ^^"

User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov » Mon, 23. Nov 09, 14:04

Khensu wrote:yeap... thats true :)

but then at least give me a player owned Shipyard :D

well, I know that the PHQ can build ships, but it takes tooo long :(
As i am working on XTC atm, i will not find the time to do such a script ;)

ohh and found something interesting in your script, when I capture a Xenon sector, and turn off the Raids, the Xenons still respawn for 1 sec then disapear, it looks a bit stupid, but I guess that it cant be any other way done?
Respawning Xenon- and Khaak-ships will be destroyed by STO, because otherwise it wouldn´t be possible to hold the overtaken sectors, because normally the ships respawn endless and very fast... so the one second issue is because it takes a certain time to detect the ships in the sector and deciding which to destroy. This can´t be changed.
The raid-ships will of course not be destroyed ;)
EDIT: one more thing, the popup message about the tax is realy annoying, cant you make it to a normal message, because I dotn want audio, and the popup is geting in the way in the worst cases :(
Switch off the tax-reports in the upper options, then it will appear only, if you don´t have enough cash

User avatar
Khensu
Posts: 110
Joined: Wed, 28. Oct 09, 09:42
x3tc

Post by Khensu » Mon, 23. Nov 09, 14:09

Trickmov wrote:Switch off the tax-reports in the upper options, then it will appear only, if you don´t have enough cash
but I want to know about my tax, but not forcefully given to my face :(
Sry for my bad english ^^"

User avatar
Sesk
Posts: 441
Joined: Fri, 17. Nov 06, 21:09
x4

Post by Sesk » Tue, 24. Nov 09, 00:18

I had no problem with your English, tho that 'consume' part really got me (consume: eat(destroy), consume: gain control of, consume: drain).


Anyway, repost in the appropriate (?) place:
By me.

Just installed Sector Takeover script, looking for some new place to install myself, done over and again with the buyable Unknown Sector, looking for a more active place to call home (as in traffic of all kinds).

I'm willing to take over Paranid, Pirate, Yaki, Xenon and Unknown sectors (Kha'ak?).

I'dd build a Space Weed complex with other things (ec, chips, tubes, ore, crystals) or maybe Space Fuel if I'm closer to Argon then Teladi, if it even matters (Teladi only buys Weed and Argon only Fuel right? so Fuel complex far away from Argon sectors wont make much profits?)

I'd buy asteroids if there aren't in the sector too.
I mentioned too much script-like stuff, was deemed not appropriate as a general question =/ Can't you take over a sector without a script :?

User avatar
Khensu
Posts: 110
Joined: Wed, 28. Oct 09, 09:42
x3tc

Post by Khensu » Tue, 24. Nov 09, 00:22

the diference between haveing a lot of stations in a secter and owning a sector is huge :)

for starters you have to defend your own place :)
and with this script you get tax money to :D
Sry for my bad english ^^"

User avatar
Sesk
Posts: 441
Joined: Fri, 17. Nov 06, 21:09
x4

Post by Sesk » Tue, 24. Nov 09, 03:31

I'm just looking for a new interesting sector to take over.

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Wed, 25. Nov 09, 05:37

Trickmov, possible bug...

I've taken over four "Unknown sectors" but only ONE shows up in the STO menu.

I'm assuming that the script is not recognizing the other three, therefore I'm losing in tax income, etc.

Otherwise, absolutely phenomenal script. Thanks for making this.

User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov » Wed, 25. Nov 09, 10:13

Hmm, don´t know, i just tested at me, no problem with this...

perhaps this is similar to a problem another user had... seems as if the 2.5 update had changed some global vars, but don´t know exactly.

Try deinstalling the script (with the button inside the script), save and reload (without removing the scripts). If this doesn´t work, i could only have a look at your savegame.


Greets
Trickmov

User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov » Sun, 13. Dec 09, 19:35

Update:

Download STO 1.20 für TC 2.5

change log:
- some minor text issues fixed
- added support for the Galactic News System. This means, if the GNS is installed, STO will show additional texts there, if a sector is overtaken or lost. STO 1.20 will run without problems, even if the GNS is not installed. Thanks to X2-Eliah for these texts :)

Thermo18
Posts: 53
Joined: Sun, 27. Dec 09, 06:05

Question about Yaki Sectors

Post by Thermo18 » Fri, 1. Jan 10, 10:55

Hey first off love the script so far, just seeing my name under the race section when scanning sectors is sweet enough!

In response to bmanz post about the writing...way to look a gift horse in the mouth bud, seriously get some class.

russbo make sure you have a trading dock in the sector and destroy every other station in the sector. Happened to me too and figured out I didn't have a trading dock, added one and it poped up sector mine right away.

BUT, onto my question

I'm taking over Yaki sectors because in my opinion they are just pirates and I kill pirates onsite :twisted:

But when taking over senators badlands the Akuma destroyer keeps spawning inside, are they considered 'raids' or something else built in. I'm not sure of the technical terms everyone uses for the different scripts built into the game.

The sector is mine, I have raids turned off and even those sectors are yaki forbidden in the options.

If this is another script/mod that handles this would you know off the top of your head which one?

Thanks in advance! Great script. Egosoft should thank you I was about to stop playing when I found out I couldn't take over sectors!

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”