[SCR][june 08][v. 2.5-] STO 1.57 - overtake sectors
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- Posts: 7
- Joined: Fri, 12. Feb 10, 07:04
My Sector 598, no longer Xenon!!!
Figured out my issue with the 598 sector not working.. I had used a different take over script before, and that was the first sector I had used it on. I did not like the spamming of the Xenon spawns. Which led me to find a new takeover script.
I fixed it by uninstalling this mod, changing the ownership of my station to Xenon, re-enabling the mod, and then re-claiming my station.
The script told me I had claimed the sector and it worked GREAT!!!
It told me it had claimed it the first time the scripts loaded but I think the script thought since it belonged to me to begin with it dint need to keep it clear.
This script is Great and works Awesome.
THANK YOU!!!!!
I fixed it by uninstalling this mod, changing the ownership of my station to Xenon, re-enabling the mod, and then re-claiming my station.
The script told me I had claimed the sector and it worked GREAT!!!
It told me it had claimed it the first time the scripts loaded but I think the script thought since it belonged to me to begin with it dint need to keep it clear.
This script is Great and works Awesome.
THANK YOU!!!!!
Hmmpf, this shouldn't happen, and I don't know, why it does. However, the fix is simple, try this fix:
Beep-Fix
copy the script from the archive to your scripts-folder and execute the plugin.sto.restart.menu-script inside the ScriptEditor by pressing "r".
Beep-Fix
copy the script from the archive to your scripts-folder and execute the plugin.sto.restart.menu-script inside the ScriptEditor by pressing "r".
I love this script! Excellent work Trickmov!
One question though, and maybe since I'm a noob, it's something else happening that I haven't run into before and not related to the script.
I've taken over two Unknown Sectors and Xenon 347 and 472. Shortly after taking over 472, I started getting a "you have lost recognition" voice prompt every few minutes.
I looked at my pilot status and it seems to be the Teladi that suddenly have it in for me. They have also started attacking my satellites in their sectors and one station I have in Spaceweed Drift.
Could it be because I am allowing anyone that wants to, to build stations in my sectors?
Like if there is a Terran or Yaki station in a Sector that I own, would that make the Teladi hate me?
Surely the Teladi aren't mad I took over Xenon sectors, right???
Or is there just a point in the game where the Teladi start getting jealous of my profitsss and start waging war against me.
I'm kind of confused about what's going on, but I sure would like to keep the Teladi as friends. At least for a few more days until I can get my fleet rebuilt (took some losses clearing the Xenon sectors) to where I am ready to fight back against the Teladi.
Thanks for any advice!
One question though, and maybe since I'm a noob, it's something else happening that I haven't run into before and not related to the script.
I've taken over two Unknown Sectors and Xenon 347 and 472. Shortly after taking over 472, I started getting a "you have lost recognition" voice prompt every few minutes.
I looked at my pilot status and it seems to be the Teladi that suddenly have it in for me. They have also started attacking my satellites in their sectors and one station I have in Spaceweed Drift.
Could it be because I am allowing anyone that wants to, to build stations in my sectors?
Like if there is a Terran or Yaki station in a Sector that I own, would that make the Teladi hate me?
Surely the Teladi aren't mad I took over Xenon sectors, right???
Or is there just a point in the game where the Teladi start getting jealous of my profitsss and start waging war against me.
I'm kind of confused about what's going on, but I sure would like to keep the Teladi as friends. At least for a few more days until I can get my fleet rebuilt (took some losses clearing the Xenon sectors) to where I am ready to fight back against the Teladi.
Thanks for any advice!
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- Posts: 723
- Joined: Sat, 8. Nov 08, 02:51
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- Posts: 723
- Joined: Sat, 8. Nov 08, 02:51
True, but they can be bought with the ATF Shipyard script which im using. And since im a Terran dude, i prefer using the Terran stations.Trickmov wrote:You can use the USC Orbital Logistics Dock, the USC Orbital Supply Base and the USC Orbital Support Station. None of these stations can be bought by normal means.
Thanks for the quick update!
Is there any mod/script that makes the enemys staions stop spawning?
I have looked through the library and cant seem to find any. Is there one?
{Apparently. The script pointed to you in your earlier thread. Merging. jlehtone}
{Apparently. The script pointed to you in your earlier thread. Merging. jlehtone}
- AtomicDryad
- Posts: 209
- Joined: Sat, 19. Jan 08, 01:04
Hi, excellent script (I've been using since X3R). I thought I remembered a feature where ships flying in through a gate were allowed? There is a steady migration of Xenon from unclaimed sectors several jumps away to my shiny new Xenon sector 472, but STO smites them as soon as they (legitmately) invade.
To correct this I initially attempted a distance-to-gate check. This works when I cheat a ship into existence on a gate:
Apparently, however, ships gate-in quite far from the gate (oos):
If that's the reason the feature was removed (if I'm not just delusional :P) then I found a better way:
The 'legitimate' L was spared from a quick death caused by STO, only to meander into the meatgrinder of my sector defenses XD.
This seems to work IS and OOS. I will need to watch the log to make sure spawned intruders really do have a flight time of 0, and making this optional might be a good idea.
To correct this I initially attempted a distance-to-gate check. This works when I cheat a ship into existence on a gate:
Code: Select all
Gate dist check for Xenon M in Xenon Sector 472: South Gate = 0.
Allowing Xenon M in Xenon Sector 472 because distance to South Gate is 0
Code: Select all
Gate dist check for Xenon N in Xenon Sector 472: South Gate = 5240.
Killing Xenon N in Xenon Sector 472.
Code: Select all
if $ship.owner == Xenon
if not $ship -> get local variable: name='STO.donotdestroy'
$ship.age = $ship -> get flight time
write to log file #2323 append=[TRUE] printf: fmt='Flight time check for %s in %s: %s.', $ship, $sec, $ship.age, null, null
if $ship.age >= 4
write to log file #2323 append=[TRUE] printf: fmt='Allowing %s in %s because age = %s.', $ship, $sec, $ship.age, null, null
$ship -> set local variable: name='STO.donotdestroy' value=[TRUE]
else
write to log file #2323 append=[TRUE] printf: fmt='Killing %s in %s.', $ship, $sec, null, null, null
$ship -> destruct: show no explosion=[TRUE]
end
end
end
Code: Select all
Flight time check for Xenon Buster in Xenon Sector 472: 0.
Killing Xenon Buster in Xenon Sector 472.
Flight time check for Xenon L in Xenon Sector 472: 3914.
Allowing Xenon L in Xenon Sector 472 because age = 3914.
This seems to work IS and OOS. I will need to watch the log to make sure spawned intruders really do have a flight time of 0, and making this optional might be a good idea.
Yes, thanks, this should indeed work and I will include it in the next version (in a few days probably).
This feature was never included in a earlier STO-version, though.
No need to make it optional... the complete destruction of all ships was more a cheat than anything else, so I will make your idea to default (and unchangable).
This feature was never included in a earlier STO-version, though.
No need to make it optional... the complete destruction of all ships was more a cheat than anything else, so I will make your idea to default (and unchangable).
Last edited by Trickmov on Fri, 2. Apr 10, 16:30, edited 1 time in total.
- AtomicDryad
- Posts: 209
- Joined: Sat, 19. Jan 08, 01:04
I wonder how long they'll keep coming, I've been IS since last post. As is, there have been no IS spawns, just a steady stream across several sectors. This is puzzling, perhaps they only jump in when player is oos?
If it never stops an option might be good after all, trading balance for player sanit, considering a Q's ability to dust pretty much anything with it's alpha.
If it never stops an option might be good after all, trading balance for player sanit, considering a Q's ability to dust pretty much anything with it's alpha.
I think they jump also in when the player is inSector. Can take a while, though.
I had included the destruction only, because it was impossible to hold a overtaken Xenon-sector due to the spawning ships. As I didn't see the "get flighttime"-command, all ships of the former owner race were destroyed. But this was very near to a cheat and I never liked it, as the patroulling ships were also destroyed.
So I think it's now about right. All spawning Xenon-ships will become destroyed, but not the patroulling ones. So it is more realistic, that you have to defend your overtaken sectors properly. Also you can react earlier by having a look on the neighbouring sectors of your overtaken sector.
I had included the destruction only, because it was impossible to hold a overtaken Xenon-sector due to the spawning ships. As I didn't see the "get flighttime"-command, all ships of the former owner race were destroyed. But this was very near to a cheat and I never liked it, as the patroulling ships were also destroyed.
So I think it's now about right. All spawning Xenon-ships will become destroyed, but not the patroulling ones. So it is more realistic, that you have to defend your overtaken sectors properly. Also you can react earlier by having a look on the neighbouring sectors of your overtaken sector.
- AtomicDryad
- Posts: 209
- Joined: Sat, 19. Jan 08, 01:04
Trickmov wrote:I think they jump also in when the player is inSector. Can take a while, though.
I had included the destruction only, because it was impossible to hold a overtaken Xenon-sector due to the spawning ships. As I didn't see the "get flighttime"-command, all ships of the former owner race were destroyed. But this was very near to a cheat and I never liked it, as the patroulling ships were also destroyed.
So I think it's now about right. All spawning Xenon-ships will become destroyed, but not the patrolling ones. So it is more realistic, that you have to defend your overtaken sectors properly. Also you can react earlier by having a look on the neighbouring sectors of your overtaken sector.
Agreed, and the Xenon would be especially stubborn due to their nature. This isn't quite patrolling, however, and I have concerns that it will -never- stop, which would make little sense. With unit after unit destroyed and no gains, eventually giving up would be more beneficial, especially to cold machine thinking. Most likely that would preceed a buildup/surprise attack but the game's AI isn't that clever.
From a pure gameplay perspective this sort of thing is a bad combination with the game's broken OOS combat system, and has effectively kept me from leaving the sector because then the rules change. A 50 LT gate trap + m2 is no longer enough when Qs - which can oneshot most ships in the game - enter every 5-10 minutes.
So far it's not bothered me as I'm working on scripting projects. However, if after a week of constant running the Xenon Conga Line hasn't stopped or at least tapered down, a cheat starts to look more like a bugfix.
This is, of course, a bandaid.
As far I am understanding the patrol-command, the patrols are going from one race-sector to another. Other races territory is only affected, if it's directly in between the route.
So I think it depends where your overtaken Xenon-sector is. Xenon sector 101 should never see a patrol, also not 347, 472 and 534, if overtaken. All other Xenon-sectors should be in a patroulling range, so you will probably see patrols there.
But I am not absolutly sure about this information. Best would be, if you test it yourself
So I think it depends where your overtaken Xenon-sector is. Xenon sector 101 should never see a patrol, also not 347, 472 and 534, if overtaken. All other Xenon-sectors should be in a patroulling range, so you will probably see patrols there.
But I am not absolutly sure about this information. Best would be, if you test it yourself