RRF (Race Response Fleets with Race Wars) 2.2 21/9/10

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frankwq1981
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Joined: Tue, 30. Jun 09, 10:29

Post by frankwq1981 »

hey guys, this is my first thread in this forum, just want to say hello!! :D

Thanks to Lv, u've done a great job with the rrf. I enjoy it very much. It runs smoothly with me.

However, I do have some questions concerning the sector invasion part of the secript.

I have been playing the game for four days now. At first the RRF works great. I just liked to see the races waging wars against each other and taking over sectors. Actually the taking over happens really fast. I set the inv time to 30 mins, and almost every inv ends in the new owner race rebuilds the cleared sector at a very high speed. Say, for about 20 minutes, there would have already been 3-4 stations built. I have had about 15+ successful invasions & takeovers like this. But then suddenly the inv wars start to stand still. I mean races still invades each other from time to time, and the problem is there are no colonization ships to rebuild the sector! :?: I waited for 8 invasion wars to happen and each time the invading race just clear the sector and they fly away...Thinking first part of the RRF somehow stops to work so I restart the script, however, the same situation continues: 3 wars over and no rebuild... I started a new game, enabled rrf and waited for 5 wars, no rebuild... I uninstalled the RRF and reinstalled it, again, 5 wars, no rebuild... I even took the time reinstalled the x3tc, still the same result...

Can Lv or anyone else enlighten me a little bit?? I have
cmod3
military hud
mars fire control
no civilian ship
remove rocks
at the same time. But I don't think they are any problems here.

Really love the RRF!
frankwq1981
Posts: 16
Joined: Tue, 30. Jun 09, 10:29

Post by frankwq1981 »

it's me again. I think I had some weird experiences just now. I recalled that before the RRF colonization ships stopped to show up in my x3tc, the only thing I did was to buy several ships and started sector trade... and I also bought ships to do economies in my fresh starts... Therefore I loaded a game and disabled all the ts ships I have, then waited for two wars---boooo :o , the colonization ships show up this two times again...

I know it sounds strange, but it appears to me that auto trade and sector takeover are somehow related...I will do some further tests... :?
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LV
Sith Lord
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Post by LV »

I've had a couple of hours updating tonight, the colony ships are getting popped off at about a 60% rate by attackers before they have chance to jump in.

they were also be nuked by the dreaded unknown object, i've written a resurrection script to cater for any colony ships not killed legitimately

I,ve done some code tweaking and fixed the donation centres to use hackerchips which do not appear to be attracting any ai trade.


I've also added an option to hack hostile stations via the diplomacy menu

I just need to write a small script to add a couple of AI hackerchip traders and i'll upload v1.6 soon :)






mace24de
once you have started the only way to chance any alliance is by turning off RRF, leaving for a while and turning it back on.
LV's TC Scripts
Readme's For All My Scripts


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

si tacuisses, philosophus mansisses
Makita
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Post by Makita »

Looking forward to the 1.6 ver. The one question i do have can Invasion be turned off or on at anytime? I read the first post but seems a little vague for my question .

Thanks Mak
frankwq1981
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Joined: Tue, 30. Jun 09, 10:29

Post by frankwq1981 »

wow, I can't wait to see rrf 1.6! Thanks LV, great job! :lol:
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LV
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Post by LV »

makita yes, just use the interface to reset the start options
lv9pv
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xr

Post by lv9pv »

Looking forward to it LV.
Pares
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Post by Pares »

Hi LV! Your script is simply awesome, the only thing that annoyes me is that beep sound that I get every 2 minutes. What is it? And how can I disable it?
frankwq1981
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Joined: Tue, 30. Jun 09, 10:29

Post by frankwq1981 »

Pares wrote:Hi LV! Your script is simply awesome, the only thing that annoyes me is that beep sound that I get every 2 minutes. What is it? And how can I disable it?
Yes, that's true, is it a debug function in rrf and is it possible to turn it off? It's not annoying but it frightens me sometimes when I fly in an empty space. :)
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LV
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Post by LV »

the only beep i've found while writing 1.6 was in the donation centre code when an ai trader docked it beeped

1.6 will sort (unless we have another rogue beep) until then make sure your donation centres are gone by turning the plugin off, leaving for a while and on again
LV's TC Scripts
Readme's For All My Scripts


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

si tacuisses, philosophus mansisses
MPNator
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Joined: Thu, 21. Jul 05, 18:40
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Post by MPNator »

Hello LV,
Your script is awesome and fits really well in the game.

But I noticed a bug in the current version of rff 1.51:
When a race successfully invades another race, the stations made
available for purchase have 0 items in stock. So they cannot be purchased.
frankwq1981
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Joined: Tue, 30. Jun 09, 10:29

Post by frankwq1981 »

Hello, mighty Lord Vadar, I was wondering is it possible for you to make the defending carriers in race wars more intelligent? As I see it, 9 times out of ten a defending carrier with a full load of fighters just fights like a destroyer, namely, it won't send out any to aid the battle. Even if it does unleash some fighters sometimes, these fighters will not attack enemies or protect their mothership properly. They would just fly around a bit and radomly shoot back at enemy ships attacking them. Then they would simply return to their mothership. A defending carrier will often end in either jumping away or being destroyed.

:)
aka1nas
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Post by aka1nas »

It would really amazing if we could get something like an NPC analogue to CODEA, with respect to the way it handles threat assessment and intelligently uses fleet assets. Then the current RRF system would just need to jump in the flagship let the fleet manage itself in a more modular fashion.

Not sure if that is outside of the scope of what LV wants to do with RRF.
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StealthElement
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Post by StealthElement »

I have not tested this RRF script yet, but I've just noticed something. I have been running the 'conflicts' script, and right away I encountered the same thing MPNator described 3 posts above:
MPNator wrote: I noticed a bug in the current version of rff 1.51:
When a race successfully invades another race, the stations made
available for purchase have 0 items in stock. So they cannot be purchased.
In my conflicts game, if a race destroyed the EQ dock in a sector and built their own, all items in the EQ dock at 0 stock, and they were always the same, wrong selection of items. Like a bunch of different types of shield, and 1 gun. Very odd, but it sounds like the same issue. Perhaps this means more to you than me, but it sounds like a problem that is not isolated to your script and is encountered when new AI stations are spawned in after a race sector takeover.

For reference, the Argon took back their EQ dock from the Teladi afterwards, and it was still fubar in exactly the same way, with 0 stock and the same item selection.

A link to my bug report for conflicts: http://forum.egosoft.com/viewtopic.php? ... 80#2955180


edit LV
the only similarity is the conflicts mod does not fill up stations when built, 1.6 rrf now does
All of this has happened before, all of this will happen again
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LV
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Post by LV »

updated to 1.6


Bug fixes

Empty Stations/Shipyards/Docks

Better Wing Logic

Road Runner Bug (beep,beep)

Colony Ship Logic (you will be hailed if they are destroyed legitimately or if the sector has repelled the attacker now)

Better Skirmish Sector Choice (they should look for border sector more often now)

RRF Response Globally improved

Ships queing up at donation centres

Option to enable Khaak Invasions (during new setup)

----------------------

Additions

RRF Diplomatic Trader

[ external image ]

I've changed the donation centres to use hackerships meaning no AI traffic, because of this I've created a single AI trader that randomly travells from Donation Centre to DC under different race flags buying chips that will stock the station so M1's can equip fighter class ships and also buy small amounts of notoriety with the race as well.

--------------

Diplomatic Interface

[ external image ]

Repair Relation Turn hostile ships back to neutral for a fee

Reset Hostile Station Turn hostile station back to neutral for a fee

-------------------
Espionage Options
You can pay infiltrators to cause diplomatic unrest between the races.

The smallest sum you can pay is 10k and the maximum is 5 million credits.

The more you pay the more % chance you have to cause diplomatic unrest which will then cause a skirmish between those 2 races.

Once you have paid after some time you will be hailed if sucessful.

------------------

Eradicate Donation Centre
For a fee you can scrap a DC if you do not like the sector it is in.

-------------------------------

Install Instructions

Imperial Library Scripts min v1.6

1. Uninstall your current library scripts
2. Install my latest library scripts
3. Uninstall your current rrf version
4. Install RRF 1.6

When you start the game the plugin now is turned off by default, leave it for seta 10mins and you should get the uninstall interface

[ external image ]

Click start uninstaller and wait until it hails you telling you it has finished

How To Use AL Plugins

TURN THE PLUGIN ON

you will now be given the setup options again and away you go :)

enjoy



[ external image ] download exe version

[ external image ] download unpacked rar version

translators : text additions from 266 - 285 (and t100 missing line also added)
LV's TC Scripts
Readme's For All My Scripts


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

si tacuisses, philosophus mansisses
mace24de
Posts: 229
Joined: Sun, 15. Jan 06, 12:52
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Post by mace24de »

Ah, my favourite script got an update :D ! Thanks, will test it now.
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

Been running the new version for a couple hours, everything seems hunky dorey, though I haven't had a chance to observe invasions yet.

Old issue I remember from X3R, though, of the load just being a tad too much for the engine to handle. I.e. my ship suddenly stopping whilst autopiloting in SETA; the sector map locking up whilst in SETA; etc. Would be nice to have a cut down version to alleviate the load, but I would imagine locating/trimming the CPU intensive parts of such a big script wouldn't be trivial.
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LV
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Post by LV »

this is the cut down version!

the TC version only uses 10% of cap ships but the vanilla TC has much less cpu power left to play with than TR had

now't i can do about that
ThisIsHarsh
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Post by ThisIsHarsh »

Ah OK.

Just come across an issue - I can't be sure it's RRF causing it, so need some confirmation, but...

All the NPC TLs in my game have disappeared! That is, apart from the civilian Arena TLs. I couldn't find a TL for hire, got frustrated and wrote a script to report the name and sector of all (Teladi) TLs. The names came back fine, but all the sectors are 'null' (apart from the Arena, as I mentioned)!

Any chance RRF is sending TLs into limbo?
paz3r
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Post by paz3r »

ThisIsHarsh wrote:Ah OK.

Just come across an issue - I can't be sure it's RRF causing it, so need some confirmation, but...

All the NPC TLs in my game have disappeared! That is, apart from the civilian Arena TLs. I couldn't find a TL for hire, got frustrated and wrote a script to report the name and sector of all (Teladi) TLs. The names came back fine, but all the sectors are 'null' (apart from the Arena, as I mentioned)!

Any chance RRF is sending TLs into limbo?
Nothing like that happened to me with RRF installed. Bad luck, perhaps ? TLs could get destroyed by invaders or something :roll:

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