[ALP]Imperial Laboratories 1.4 19/3/09

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LV
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[ALP]Imperial Laboratories 1.4 19/3/09

Post by LV » Wed, 7. Jan 09, 00:01

[ external image ] download exe verson

[ external image ] download unpacked verson

You Must Install The EMP New Wares Mod To Use This Script
TC {EMP}

[ external image ] translation

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Detailed Description

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On starting the plugin Imperial Laboratories will be created 4 stations: A shipyard, EQD, Bank and Embassy will be created for this sector only.

Shipyards



IL Shipyards, Equipment Docks and Trading Stations have been upgraded, the products offered for sale will change over time so products, upgrades and weapons that usually can't be purchased may be bought for the time the station equips the product.

Shipyards also may offer high grade products and IL upgrades like the Spy Drone


Bank

The bank is where you can get loans, make deposits and also donate to the cause to increase your notoriety with the race.

To contact the bank either land one of your ships or target the Bank while in the sector and wait a few moments.

Embassy

Not ready yet! the embassy will allow you to negotiate with IL if they intent to terraform other sectors on behalf of the race currently occupying that sector.

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IL Traders

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IL will use Mk3 & Mk4 traders to amass their profits and expand their empire.

Each trader has the chance to not only upgrade their own profits but also if they reach enough cash they can take their own sector and start their own faction.

Traders start at Novice Level and they can then move through their ranks until they reach Independent status. Once they have done this and their account has enough credits they can buy an IL Sector if one is available.

At very high levels IL traders will only look for high profits, this means they become a target for enemy ships, for this reason Emergency Jump & Defence Technology is available as well as links into the IL RRF network. Attacking these ships will require both precision and speed to make a profit.


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ILTerra forming

Once the IL funding has achieved the necessary level (done via trading or player interaction) a fleet of terraforming ships will be sent on a peaceful mission to talk the current sector owners into handing over the territory. If the talks go well IL will take control of the sector and build their own stations


IL RRF

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Yes IL have their own RRF defence force, Don't get on the wrong side of them ;)

The IL RRF fleet is small but has one advantage, it is made up of pilots who are at the peak of their combat, aggression and moral ranks which has made DMA cloaking software available to them

Very High level traders are also linked into RRF, beware

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Interface

The IL Interface can be found in your Custom Menu

If you do not have access to any command you will see the following




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Spy Drone

Buy Spy Drones from the IL shipyards that will monitor the ship or station of your choice, if the ship moves sector the drone will follow even on jumping.

The Drone is primarily utilised for piracy and capping of ships where it's all about location, location, location ;)

Once the ship has a SD in it's cargo a command option will be available in the Interface

To remove a SD open the drone's menu and go into the IL Interface

Player Mk4 Trader


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Players with Mk3 traders can buy the Mk4 for 9 million cr and the ship will then either simply find and buy resources for your stations that are in short supply, or sell the products if the profit margins are high enough

You can hire pilots at trade docks or start them with 0 experience, A Mk4 pilot has a jumprange of exp/10 so one at 21 can jump 2 sectors maximum, Traders over 11 exp will also move to the next sector if there are no trades in it's current sector.

You can also deploy your MK4 traders to tradewith all stations where they will look for high profit margins

You will need a TS class ship that has the mk3 extension installed and is at UT Level, the upgrade cannot be used until these requirements are met along with having enough notoriety with IL which is around 5 million credits of donations, 50 million in deposits at the bank

Mk4 traders will not travel through enemy sectors, they will do the work of many lazy TS pilots and they will also allow you to define which sectors to block trading and travelling through

(note** i'm still writing some of the logic here**)


With a Mk4 you won't need many TS ships to supply your stations!

Mk4 guarantees jumping to the correct sector without toddling off on a long journey through enemy space.


The Fully Upgraded IL Interface



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Stock Market Trading

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SMI's are near impossible to get hold of, your best chance is to pay at the IL bank and get the location of a Stock Market Trader


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Once you know where to find a SMT it may be possible to persuade him to give you his interface

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The Stock Market

You have 2 Options : The Commodities Index or the Company Index.
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To enter the Commodity Index choose Yes



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To Enter The Company Index Choose No

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Player Stocks

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If you choose Display Current Stocks and Shares you can see what products and shares you have bought and the amount.


_____________________________________________________________
(IL) Imperial Laboratories uses commands from some of my other scripts (if you have them installed), The Forum Name Library and every resource the game offers.

At the start of this plugin (IL) will colonize 1 sector (co-ords x20-y5) and depending on your decisions after this will continue to grow until terraforming of other sectors can commence, as with all Imperial plugins this will be done in a peaceful manner and there will no combat involved (honest :) ).

You have the option of ignoring (IL) and watching as they potentially grow, you can sit back as their Mk3 traders beat you to great deals, you can sit back and watch how one trading can amass enough credits to start his own corporation.

If this is not to your liking you can help (IL) by using their banking system found in the home sector to aid their development.

Alternatively you can remove them from your profit margins and turn them against you (if your insane)


The plugin is still alpha as although it seems to be working as intended i'd expect people to offer suggestions on developing this


Surrender and Drop Freight Commands

The Surrender command is currently not ready but once you have a F&S interface you can threaten any ship to drop what is has on board.

Shields must be low and the lower you get the shields and hull the better chance of the ship dropping it's freight

Crystal Upgrades

Once IL start to colonise sectors you may see new crystal fabs appear, use these crystals to upgrade your stations to increase production


Product Research

Dock one of your ships at the IL HQ and you can use whatever wares it has in it's cargo hold to research other products.

For more exotic or hard to find products your going to need rare items for the scientists

Escort Scientist

With races now having access to RRF technology (if installed) a simple mission to escort a mercenary scientist is on offer at the IL HQ if your ships docks for long enough.

Just escort him to and from his destination and IL will upgrade it's colonisation technology ;)




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Future Upgrades
Once i know this runs fine i'll bind all races into it to expand on the skirmishes seen in RRF


feel free to try and feedback



__________________

Uninstall

Just pre 1.4 just remove the package if your using cycrows installer, post 1.4 just double click the Imperial_Laboratories_1.4 uninstaller icon and it will remove it. You MUST first turn the plugin off and leave it for an hour before reomiving the script files!!!!!!!!!!!!!!!!









more soon™
Last edited by LV on Wed, 3. Mar 10, 23:45, edited 22 times in total.
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Post by mostlikely » Wed, 7. Jan 09, 00:28

Sounds very interesting.

I'l get this one running in my game and see what kind of a monster this turns into. ;)

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Post by LV » Wed, 7. Jan 09, 00:33

well if you downloaded it before this post re-download & re-install

i left a debug option in that made them superhuman ;)

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Post by Thrandisher » Wed, 7. Jan 09, 00:51

Where is my poll at!

Sounds interesting, thats for sure. Looks like you can ally with them which means as soon as they sell factory's, i can go full pirate ;)
The mongrels will never get over THIS wall.

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Post by LV » Wed, 7. Jan 09, 01:08

IL EQD's and shipyards have a variating supply of stations and ships and equipment as long as you have the rank ;)

poll?

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Post by KaZTek » Wed, 7. Jan 09, 01:12

oooh, rival company.

Wait, considering my lurking research on the creator of said script, I suspect foul play <_<

LV, you SURE its just the Mk3's?
--

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Post by Thrandisher » Wed, 7. Jan 09, 04:03

Interesting.
Ok a few questions. If i have factory's in a sector the borg come to and take over, do i lose them? Also if i have ships docked at a place they take over, what happens to them? And why am i covered in ants?

Im guessing i have to pay them protection money into there bank to start to get rank up? I havent seen anything with the new menu yet for a option so was curious.
The mongrels will never get over THIS wall.

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Post by Thrandisher » Wed, 7. Jan 09, 10:54

Well IL seems to be going pretty good now in my universe.
There first place they moved on into had the repair factory from Moble Ship Mod. That disapeared just after they sat up shop and a few hours later it re apeared like it should have. I look at that sector now tho and the only building i see there is the repair factory and a bunch of IL's ships.
There was one time where i saw a "Unknown" pilot in a Nova there. THis being omicron lyrae. Well scratch that, i just saw there peacefull talks and that factory is no long around eather, lol.

The one thing i did notice was the loan at the bank. I loaned out some money at 15% interest and recieved it back within about 5? mintues. I dont know if its supsoed to be that fast or if its because im buged when i upgraded EMP and with update kits i go from 0 in stock to 52 when the time limit is up. I am pretty sure i can see loaning them money as being a double edge blade. If its doing what i think it is behind the scenes, then thats great, if not then the 80's wernt good to me.

Complex Construction kits. I havent seen any of those yet in any of the shipyards.

Items for sale in shipyards. Are they only the ones in the default game, or are they self aware and can put things in them from other mods?

Rep wise i havent tested to fully. I oly donated about 1 million and i belive im around rank 6 or so with em, judgeing that i can buy a TL but not a M6.


Invasion warnings would be a good adition. Something like how ThisIsHarsh has set up maybe? To be able to have the choice of knowing if there invadeing a sector you have stuff in and then deciding on eather helping them or repeal with taunts ;) . I was washing my money with them at the time when i noticed there fleet leave the mail IL base, and i looked for em for awhile to see where they went and gave up (as murphy's law goes, they went to the sector which was next to my last one i checked).
The mongrels will never get over THIS wall.

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Post by LV » Thu, 8. Jan 09, 00:37

Thrandisher wrote: There was one time where i saw a "Unknown" pilot in a Nova there.
Yes every time an IL ship was killed the vanilla created a nova, they have now been dealt with in the next build


Thrandisher wrote:The one thing i did notice was the loan at the bank.
all banking commands in this build are at 6x speed for debug purposes

Thrandisher wrote:Complex Construction kits. I havent seen any of those yet in any of the shipyards.
leave it with me
Thrandisher wrote: Items for sale in shipyards. Are they only the ones in the default game, or are they self aware and can put things in them from other mods?
i'd need a global variable to check to install them from the other script
Thrandisher wrote: Rep wise i havent tested to fully. I oly donated about 1 million and i belive im around rank 6 or so with em, judgeing that i can buy a TL but not a M6.
rep is currently set at donation/1000 and deposit/10000

Thrandisher wrote:Invasion warnings would be a good adition.
audio IW's done in next build

see FP for more updates to plugin
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si tacuisses, philosophus mansisses

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Post by Thrandisher » Thu, 8. Jan 09, 01:17

LV wrote: all banking commands in this build are at 6x speed for debug purposes
Ok, thought something like that might have been up with it. All good then.


With reguards to some of the factory's i saw. One place had the 2 differnt types of SPP XL. one for 17 mill and the other race ones for 13 mill. I know why there differnt prices, not sure if your gonna leave em both in so the differnt model types will be in there or not.

There were a few things for sale which i didnt know what they were, im assumeing tho there more or less internal game ones. Like a 5 and 7 port factory hub and so forth. Again, i know why there being sold but since this is alpha, figured id say there up for sale ;)



Thrandisher wrote: Items for sale in shipyards. Are they only the ones in the default game, or are they self aware and can put things in them from other mods?
Lv wrote: i'd need a global variable to check to install them from the other script
Ok, im satisfied with that for now. Is it posible to set up your script so that if a author of another script wanted to add a few lines into there script it would auto add into IL ? I guess the closes example i could give would be with cycrow's menu configuration. Where as authors can add into it to make more stuff there. IL being the "menu configuration" while a script would be a another menu. Not sure if that all makes sence or not. I dont know how to code so dont know if that is posible and if it is, how hard it would be.

Lv wrote: rep is currently set at donation/1000 and deposit/10000

Ok, with those #'s, ill go from there.

Lv wrote: audio IW's done in next build
Posible to get a subtitle one also?



I noticed in a few sector's they had set up shop at, there was a advance sat in the center of the sector in my control. I dont remember setting one there, and for the fact that when i drop one, i use a script so its named something else, and the ones i see are the default name. Im guessing it was dropd so i can see/show what there doing. Maybe a debug/tool to help you right now with it.


Pretty sure this is gonna be great with race wars also.


Mmm, one thing with the earth/TC sectors. IL came into Oorts Cloud and set up shop there. The time they left to go there and started moveing stuff, coudlnt be posible if they had to fly through each sector like us normal space peasents have to do.


see FP for more updates to plugin[/quote]
The mongrels will never get over THIS wall.

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Post by Thrandisher » Fri, 9. Jan 09, 04:06

Idea might be to be able to pay a fee or do missions or something to have the IL not invade a sector. I know i have a few sectors set up with stuff, along with the regular factory's already that, that i dont want touched in my game.

I did turn IL off in the plugin tos ee what would ahppen, after a bit there factory's did disapear, but there ships have stayed there, even after 6~ or so hours, they still have ships in sector's they did own, while the original factory's are slowly comeing back.

There might be a problem with the repair ship mod, were as it does respawn the factory and the IL swarm on it and start preaching to them.

That happened even a few hours after i disabled the plugin.
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Post by ocalot580 » Fri, 9. Jan 09, 14:53

ok im in there home system when i click the il command in custom all it comes up with is close help?

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Post by LV » Fri, 9. Jan 09, 23:06

plugin updated to 1.0 Release



it's now working pretty well so it's out of alpha


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see first thread for info ocalot580 ;)


_________________________________________

Thrandisher

thanks for all your excellent feedback, you've done that well i'm not going to promote you to admiral ;)


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Uninstall

All ships and stations now removed



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banking for deposits and loans now:

6x removed

banking now

2 hrs long term

90 mins med term

45m short term

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Multiple stations of same variety

these are race variations, i'll try to write something in for this soon

-----


Invasions (Sorry peace talks)

Embassy will do something in 1.2 (nothing at the moment) audible and subtitle warning now introduced

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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

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ocalot580
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Post by ocalot580 » Sat, 10. Jan 09, 01:22

i see u updated i got this though dma shill i just update that?

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Post by Thrandisher » Sat, 10. Jan 09, 02:13

LV wrote: Thrandisher

thanks for all your excellent feedback, you've done that well i'm not going to promote you to admiral ;)
Ugg, my plan was spoted!

I might have a issue, ill run the new version before i make my report tho.
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Post by fireexit » Tue, 13. Jan 09, 20:28

Cheers for the script.

Bit of feedback :

Imperial Labs seem to gain a new sector very quickly in my game, roughly a sector every 2 - 3 in-game hours. Seem way too fast to me.
(This is without me trading with them or depositing any money)

Always when they fight, there is no resistance. Other races are too stupid to defend themselves.
( Am I missing something here? Is there a RRF script to make the other races defend themselves? )
It always seems to be an Armada of IL warships against a station and a couple of TSs.

With this script and Decent RRF for the other races, we would be seeing some lovely fireworks :)

Other than that, I think everything seems to be going well.

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Post by Idea » Fri, 16. Jan 09, 12:30

LV will you give me a permission to use and to change your wonderful script especially the part of the script that is in relations with the banking job? :)

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Post by LV » Fri, 16. Jan 09, 17:54

expand Idea....

Also the banking in your build isn't finished, in mine there is a stock market, I've no problem with peeps implementing my scripts into their work but IL is still WIP
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Post by Idea » Fri, 16. Jan 09, 18:25

Ok.I am in no hury.I will wait to see what else you will put in IL.
Now please say something more about stock market.I AM DYING TO KNOW MORE :D :D

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Post by LV » Fri, 16. Jan 09, 18:36

this is how it currently (nearly) works

I have currently 10-11 different trade commodities gold,bronze,hull plating, foodstuffs etc and on starting x(not decided amount yet) IL Stockbrokers are created who just wander around the Uni in their ships. They will buy and sell the wares meaning the prices fluctuate.

You can have RSS updates popping up in your subtitle menu if you wish to see who has bought what.

You can then buy and sell yourself if you keep your eye on prices.

I've alot to do yet inc better menu to show things, price setting and alteration and getting large math sums not to return - values

I'm also waiting for my force powers to enlighten me how to add the Forum Name Library pilots to sell stock in their company's which means over 200 different trade options

I've also in my infinate stupidity started to re-write RRF which is taking priority atm ;)
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

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