[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)
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dont want to be a grammar nazi but I noticed that both on the screenshot and in the opening post you wrote econAmy and it should be econOmy *hiding under a table* I'll install the mod later on today and check it out (I'm using the old version at the moment)
EDIT: ha ha what a shame I made a few spelling mistakes in this post myself
EDIT: ha ha what a shame I made a few spelling mistakes in this post myself
Download Removed to deploy a critical bugfix (700+ ships are being created as {Unknown} race in sector null per save load)
Please standby for a single script download to rectify this issue in anyone who has already downloaded the scripts game.
Please standby for a single script download to rectify this issue in anyone who has already downloaded the scripts game.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Download Restored
Place the script in your /Scripts or /addon/Scripts directory depending on your game type.
Run the game and load your save.
Open the script editor
find & select a.IRFixScript
Run the script (hit "r" with the script selected, and enter null as the refrence object)
Once this is complete, if you havent already installed version 1.02 save the game and do so now, do not reload the game with 1.01 installed or you will have to repeat the process.
My apologies about this i shouldnt have let this slip through the testing process.
- Version 1.02
- Bugfix to prevent shipbuildup in null sector
- Fixed spellling mistake in IR Menu (probably the first of many)
Place the script in your /Scripts or /addon/Scripts directory depending on your game type.
Run the game and load your save.
Open the script editor
find & select a.IRFixScript
Run the script (hit "r" with the script selected, and enter null as the refrence object)
Once this is complete, if you havent already installed version 1.02 save the game and do so now, do not reload the game with 1.01 installed or you will have to repeat the process.
My apologies about this i shouldnt have let this slip through the testing process.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Your unsure if the hotwar editor is actually changing the relations when you change them manually?Also, I am a little unclear as to whether or not the hot war is actually working or not. There is nothing in the menu stating if its installed or not when manually changing the relations. (as opposed to importing the preset)
The editor reads the relations state directly from the games notoriety value when you open it, so if you close it, reopen it and it still has the settings you applied then its working
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Not yet, i have still to write itSarganto wrote:So I installed IR today...actually more for the player ship construction thing than the rest, but I am really wondering what the "war editor" is doing.
Any info or thread or readme on this?
the hotwar editor is doing absolutly nothing, unless you open it and do somthing with it it sets the relatinons between races
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
So I can start and end wars with this as I please?Jack08 wrote:Not yet, i have still to write itSarganto wrote:So I installed IR today...actually more for the player ship construction thing than the rest, but I am really wondering what the "war editor" is doing.
Any info or thread or readme on this?
the hotwar editor is doing absolutly nothing, unless you open it and do somthing with it it sets the relatinons between races
And another thing:
How does the player ship construction thing work? I just tried it and well...I was hoping to get something like a full range of options of what I want in a ship after buying the ship itself, but what I got was - of course - an empty ship and only the option to buy what was available in the sector: nothing
So how does it work exactly?
Cae caret ora cruore nostro?
Yes, you can start and end wars as you please.Sarganto wrote: So I can start and end wars with this as I please?
And another thing:
How does the player ship construction thing work? I just tried it and well...I was hoping to get something like a full range of options of what I want in a ship after buying the ship itself, but what I got was - of course - an empty ship and only the option to buy what was available in the sector: nothing
So how does it work exactly?
In order to use Player Ship Construction you need to access the IR Comm Hotkey, and select "Player Ship Construction: Order Ship" then select a shipyard
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Note the following was written a while ago, it may contain information that does not diretctly corrospond to the features current state, i rewrite it when i get some time
Jack08 wrote:Hello!
In this post i will be explaining how the new equipment packs feature that has been added to Player Ship Construction
In order to access this new feature Player Ship Construction has to be enabled
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A New menu entry has been added to IR:CS [ external image ]
By using this option, and then selecting a shipyard
OR by using the IR:CS hokey with a shipyard selected
You will be taken to this menu:
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By Choosing the ship you witch to order, You will be taken to the Load out selection menu
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For the purpose of this tutorial, we will be buying a Nova Sentinel at the Federal Argon Shipyard in Light of Heart with the load out of a CODEA: Fighter
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In the load out editor you have 5 Slide switches, witch allow you to toggle Weapons, Shields, Engine Tunings, Rudder Optimizations and Cargo Bay Extensions on and off
Under the Equipment label, you will see a list of currently selected equipment along with the '- Add Equipment -' option, using this open takes you to the 'Add Equipment' menu that can be seen on the right
By selecting a piece of equipment under the equipment label, you can remove it from the load out
Changes to load outs are not saved, So if you wish to save your load out make sure to save it
This can be done two ways:
The First is to save it as a 'Class' load out (eg M3) - That when you order an 'M3' class ship, you can select this load out again
Load out's can also be saved as 'Universal' Meaning they will be available no matter what class of ship you choose
When you are happy with your load out (and saved it if you want too), Select the Proceed to Checkout Button
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On this menu you can see what the cost of your new ship will be, As well as its build time
The first option will allow you to change the amount of ships to buy, This can be set to any number as long as you can afford it
The Home base options will allow you to set the home base for these new ships
The last option 'Return to Loadout Editor' will take you back to the load out editor to make any changes to the load out that you wish too
By selecting 'Buy Ship(s)' you will be presented with a confirmation box:
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If you say yes, The credits will be deducted from your account, And construction will begin, If you say no you will be returned to the checkout menu
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And here is our brand new Nova Sentinel being constructed, and equipted, It will be ready soon
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
- jack775544
- Posts: 1277
- Joined: Tue, 13. Dec 11, 08:27
Is there any way to exclude Argon Sector M148 from Hot War. It is just whenever I go there I have several different races duking it out when it is supposed to be a joint military opperation.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Or failing that, would it be possible to make it a strictly Argon sector (only Argon capital ships present by default, no Split), instead of a joint Argon/Split sector?jack775544 wrote:Is there any way to exclude Argon Sector M148 from Hot War. It is just whenever I go there I have several different races duking it out when it is supposed to be a joint military opperation.
Yes, Sorry - must have left that check out.Cerbis wrote:Is there a way to prevent allies to take over my sectors? (they were on their way to take it over but i was faster)
The problem with this sector is that its the jobs file creating the problem, the jobs file spawnes the captial ships, the shipyard spawns the recon drone, and it just goes downhill from therejack775544 wrote:Is there any way to exclude Argon Sector M148 from Hot War. It is just whenever I go there I have several different races duking it out when it is supposed to be a joint military opperation.
I cant think of a mod friendly way to do this because that would mean including a job file... ill add Argon Sector M148 to the plot protected list and put special code into the responce logic to skip spawning responces in that sector if Plot Protection is active, Hopefully that will workFalcrack wrote: Or failing that, would it be possible to make it a strictly Argon sector (only Argon capital ships present by default, no Split), instead of a joint Argon/Split sector?
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
It wouldnt, lol.joelR wrote:Why would installing this create nameless ships? Im using XRM, PG, YG and Brennans Triumph Tortuga.
What are the nameless ships doing?, where are they? and what class are they?
Did you follow the instructions from a previous post to fix the ship buildup in null?
Perhaps its conflicting with PG again, althow this would be a much diffrent side effect from last time.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
- Version 1.03
- Victory will now abort an invasion if heading for friendly space
- Added Argon Sector M148 to plot protected list
- Added special code to prevent responces in Argon Sector M148 if plot protection is active
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Except that it is.Jack08 wrote: It wouldnt, lol.
I understand that IR doesnt specifically create these ships but I didnt have this with the old IR. I suspect there is a conflict with PG and or YA due to some changes you made to the current version.
EDIT: I uninstalled PG, YA, Brennans tortuga and Phanon corp (XRM still installed) and get this:
http://i1246.photobucket.com/albums/gg6 ... n00010.jpg
http://i1246.photobucket.com/albums/gg6 ... n00009.jpg
http://i1246.photobucket.com/albums/gg6 ... n00008.jpg
Playing in AP.
Nothing is quite that simplejoelR wrote:Except that it is.Jack08 wrote: It wouldnt, lol.
Go into the script editor, and then turn on "Additional Information"
Open the info panel on one of the ships with no name, and then scroll all the way down the bottem, and take a screnshot
Also check the scripts that are running on the ships.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Sorry Jack that was a bad bug report. It appears that the nameless ships existed before I installed IR. I used the remove nameless ships script prior to installing IR and it works fine now. For some reason the ships were causing IR to not install properly and freeze the game.Jack08 wrote:Nothing is quite that simplejoelR wrote:Except that it is.Jack08 wrote: It wouldnt, lol.
Go into the script editor, and then turn on "Additional Information"
Open the info panel on one of the ships with no name, and then scroll all the way down the bottem, and take a screnshot
Also check the scripts that are running on the ships.
PG, YA and Brennans triumph Tortuga work just fine with IR as well (so far!)