[MD-Script] RSM - Random Sectors Management 1.5

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Ketraar
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Post by Ketraar » Tue, 26. Oct 10, 00:03

Dumminion wrote:How about a random universe creator with quotas for the races, factories and asteroids?
That would be great, if you come up with one please let me know :-P

Seriously, its not like none ever thought of it, I myself spent (and still do) quite a bit of time figuring it out. Jobs are a pain though, Hardcode is not friendly either, but who knows I might find the guiding light to illumination (or anybody else for tat matter)

MFG

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paulwheeler
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Post by paulwheeler » Tue, 26. Oct 10, 09:37

Hi,

This looks great - I really want to try it out.

One question before I do...

You specify X3TC 2.5 saves - is it compatible with the new sectors added by the "A New Home" plot?

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Ketraar
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Post by Ketraar » Tue, 26. Oct 10, 11:16

2.5 saves are mentioned due to MD additions in that.

Also ANH is taken into consideration :-)

But it does mean that you might get neighbours.

MFG

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Post by unknown1 » Tue, 26. Oct 10, 17:28

as it has been asked before...if i install IR over this,will the main races try to populate the new discovered sectors?Is it possible tyo trigger the population of the newly found sectors withouth geting the races fight eachother?

I expect to receive an answer from someone who knows about IR and its functions...thx :)

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Post by jonbuttle » Tue, 26. Oct 10, 18:29

Are some of these newly generated sectors populated by Commonwealth races? IE do they get stations in them??

Looks like a brilliant script tho!

Congratulations!!


*Edit - bit of clarification on what i wanted to know :lol:
Trade - Fight - Build - Think - Guess Randomly...

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Post by BeidAmmikon » Tue, 26. Oct 10, 18:50

How do you uninstall this script?
Thanks for answering.
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against the rulers of the darkness of this world, against spiritual wickedness in high places

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Post by eMYNOCK » Tue, 26. Oct 10, 19:09

BeidAmmikon wrote:How do you uninstall this script?
Thanks for answering.
To uninstall the RSM just delete the "RSM_SecMag.xml" from your director directory... but keep in mind that already created sectors are bound in your current savegame.

cheers
eMYNOCK

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Ketraar
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Post by Ketraar » Tue, 26. Oct 10, 19:10

jonbuttle wrote:Are some of these newly generated sectors populated by Commonwealth races?
No. For that purpouse use one of the in OP suggested Scripts (IR or STO).
BeidAmmikon wrote:How do you uninstall this script?
Just delete the files. Note that any already added sector will not be removed.

MFG

Ketraar

EDIT: bäh, beaten. guess I'm getting old..
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TrixX
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Post by TrixX » Tue, 26. Oct 10, 19:27

Just want to check that IR will utilise these sectors. Would be amazing for new expansion possibilities :D
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Post by wellmaddy » Tue, 26. Oct 10, 20:24

well this is crazy soo far lol! I had 6 xeonon sectors making loads ships, basicly making the middle of the game a Warzone, I had to place 3 Thressers on defence of my factorites lol =-/.

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Post by wellmaddy » Tue, 26. Oct 10, 20:25

BTW loving the mod =]

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Post by ezra-r » Tue, 26. Oct 10, 21:13

Amazing contribution Ketraar, I hopeyou realiza how many possibilities you have just opened with this... it's amazing

Sorry if this has been asked, is there a limit to sectors created? will it ever stop?

Do any of them dissapear as well as they were generated? The use of this? Like for example, you get a mission to explore entry to a new sector, you go in there, that leads to another, etc,, at the end you get the item you were looking for and once you complete the mission, voilá sectors dissapeared (kind of like mmog's dangeouns).

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Post by Canefox » Tue, 26. Oct 10, 22:28

Wow, just when I thought I've seen it all! Will the other races, besides just me and the xenon take advantage of these new sectors or make ventures in them?

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Post by bulletstop » Tue, 26. Oct 10, 23:22

This is freakin awesome. Thanks so much...
:D


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Post by TTD » Tue, 26. Oct 10, 23:43

So, if I am correct , although I have been directed here from the "Home" page, it is not an Egosoft signed MOD,so it will give a "Modified " tag.

Is this correct ?

If so then I think this will be the first Mod I will add to TC,apart from the non-"modified" scripts for tubes,civs and rocks etc.

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Post by Misinformed » Tue, 26. Oct 10, 23:52

Brilliant idea this. If xtended gets here before the year 3000 itll be fantastic if some kind of compatability for their sectors was added. This is looking like a must have thing.

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Post by wellmaddy » Wed, 27. Oct 10, 03:35

I have one Question for you? Are the sectors truthly random or just randomly uncovered? Ie if its say a Xeneon sector this game if I make a new one it will be Xeneon again or something different?

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Post by Canefox » Wed, 27. Oct 10, 09:45

Something else I'm wondering. Do these new sectors only branch off the current gate network or can new sectors appear connected to previously newly discovered sectors?

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Ketraar
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Post by Ketraar » Wed, 27. Oct 10, 13:00

@wellmaddy
not exactly sure what you mean but sectors are set randomly, there is a higher chance for unknown sectors than for Xenon ones though (about 70/30)

@Canefox
Once a sector is added, the possibility for a sector to branch from that is exactly the same as any other sector.

Only sectors excluded to this are:
  • Terran Sectors
  • Kha'ak Sectors
  • HUB
  • and 2 other exception due to technical issues.
Every other sector in the map is a candidate given there is a free "spot" next to it.

MFG

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Post by Canefox » Wed, 27. Oct 10, 13:36

What I meant is can newly discovered sectors be found connected to other random sectors?

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