[script] Security Services r2, Updated Aug. 3

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7ate9tin11s
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Post by 7ate9tin11s » Mon, 3. Aug 09, 11:39

someone else wrote:
BUT (as it seems you need more work) couldn't there also be a XXX8 tag - small|medium|large|horde|swarm
agreed... 100 M5 protecting your stations are way less powerful than 100 M3/M3+.
hmmm....

Code: Select all

  if $contract == 503
    $temp = $temp * 2
  else if $contract == 504 AND $temp > 1
    $temp = $temp / 2
  end
  if $temp < 20
    $max.fighters = 100 - ( ( 20 - $temp ) * ( 20 - $temp ) / 4 )
  else
    $max.fighters = 100
  end
So if I just use a modifier on max fighters it would work without effecting the rates. so....
Squadron Size:
Pitiful - divide by 3
Weak - divide by 2
Normal - As is
Strong - 150%
Horde - Double

Easy enough just a couple lines of code.

:arrow: :arrow: :arrow:

edit: now to see if it works...

7ate9tin11s
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Post by 7ate9tin11s » Mon, 3. Aug 09, 12:17

someone else wrote:I'd restrict them to merchant ships (TM, TL, TS, TP)... they are bodyguards, not soldiers..... :roll:
:o

after a bit of testing I would have to agree...not for your reasoning though, but because they are way too effective :o :o :o

/releasing r2 soon
//not like there were any real changes except to ship selection and one thing that used to be a constant :p

someone else
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Post by someone else » Mon, 3. Aug 09, 12:24

after a bit of testing I would have to agree...not for your reasoning though, but because they are way too effective
yep. :D I already noticed that... stations are quite well protected now...
even Qs don't threaten them anymore.

but If I say "defend this M2" and then I go into a khaak sector... they will surely blast the crap outta Khaaks.
We don't want that to happen :rofl: (at least with this low price... :roll:)

my "reasoning" is only the "official reason" to explain why the mercenaries can protect only merchant shipments.

btw... how the "escort" thing will work?
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Feuerriese
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Post by Feuerriese » Mon, 3. Aug 09, 12:53

someone else wrote: but If I say "defend this M2" and then I go into a khaak sector... they will surely blast the crap outta Khaaks.
I think that's a good reason to introduce a new XXX9 tag for giving the corps a particular background. Maybe Ex-Military|Ex-Police|Ex-Mafia|Civilian Security|Etc. , so that ex-militaries DO agree to escort even an M2 into the most dangerous sectors while security guys prefer not to be seen with combat vessels and won't ever enter enemy sectors. Of course, being part of a military task force will result in some uber extra charge :D

7ate9tin11s
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Post by 7ate9tin11s » Mon, 3. Aug 09, 13:08

r2 is up...

While you could still use it to help clear a sector you have to remember your paying for at least 60% of each lost fighter...what is worse is you pay for the replacement not the lost one...lost M5 replaced by M3+... :shock:

Give it a shot and let me know if I need to bump up the payment schemes a little. Also, do not overuse the 'cheap' tag...It may reduce cost and I do not have a negative in for it yet, but I will by the next rev...probably just the occasional catastrophic maintenence problem...then you have to pay for a new ship because technically they lost the ship while protecting your assets :fg:

someone else
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Post by someone else » Mon, 3. Aug 09, 13:19

maybe setting a max number of enemies they can handle with the "standard" price tag....

and when the number of enemies is more than that they start charging more.

like some non-flat ADSL contracts... :roll: they are cheap, but if you use even 1 minute more than the time assigned to you, have to pay hundreds of Euros/dollars.

for example, standard price can cover engagements with 3-4 M3 or lower, but when they face a bigger force, they charge a lot more

maybe they can charge you the 10% of the total attacking fleet price.
Trade, Fight, Build, Think, Modify.
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Feuerriese
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Post by Feuerriese » Mon, 3. Aug 09, 14:23

7ate9tin11s wrote: Give it a shot and let me know if I need to bump up the payment schemes a little.
Well, you asked for it ... :) Earning money in TC is as easy as breathing, let's face it. Especially when using Lucike's glorious scripts it's no problem to employ a fleet of fighters and pay for any losses. So my suggestion is: give a wallet to every corp. :D Every credit they earn (i.e. you pay them) will add to that account which on the other hand is used to pay for ship replacements.

If the account reaches zero, there won't be any replacements (meaning - sooner or later - no ships ) until they get the next paycheck. But to avoid corps going bankrupt there should be a small but steady amount of cash flowing in, maybe to simulate non-player contracts.

This way the player can still start his universal crusade but will soon run out of ships if he doesn't take care of his mercs. What do you think?

7ate9tin11s
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Post by 7ate9tin11s » Mon, 3. Aug 09, 14:39

Hmmm...interesting idea...but I like it more after I have turned it on its side :D

How about the losses the company takes directly changes the hourly pay scale by a percentage. The more dangerous it is to work for you the more you have to pay. Sooooo...

Lets assign a base negative amount so you can actually pay less in safety, lets say -5% base so it can get really cheap eventually if they do not have to fight.

Perhaps 1% addition for each ship lost, of course the changes roll over to the next paycheck and so on.

So if you paid 1000k/h and had no losses it would be 950k, then 903...
But if you continually had 20 losses an hour...1150k, 1323k, 1520k...
(note that they only can generate up to 12 fighters per hour so eventually you will run out of fighters at that rate)

The one going bankrupt would be the player...maybe

Feuerriese
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Post by Feuerriese » Mon, 3. Aug 09, 14:59

Yeah, introducing a severe risk penalty is a good idea! If you attract response forces 10 times a day you really should be considered a dangerous person to work for :D
Just don't forget to send a popup rather than automatically agree to changing conditions. Because else you could wind up having 0 (Zero!) credits although you didn't even want to pay for a war...could be a great show though. X4 - The Screensaver :lol:

someone else
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Post by someone else » Mon, 3. Aug 09, 16:11

imho is a bit too complex.... :o

-base price, you pay every hour.

-each time they need to send in a ship you need to pay something for its service, say 3% its price.... in theory they send ships depending on the attazcking fleet...

-if the ships are lost you pay for them.

-you pay for consumables.

-something strange happens and you must pay for it.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

DannyDSC
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Post by DannyDSC » Mon, 3. Aug 09, 20:48

interesting..this script is very interesting...

May I ask if I might translate your script in italian? ( this or next week )
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7ate9tin11s
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Post by 7ate9tin11s » Tue, 4. Aug 09, 04:46

Go ahead, there is alot of text though!

Also, there is some text which cannot be changed in the company definitions (4010+) or it will break things right now:
1. The race names (Argon, Boron, etc)
2. The ship types (M5, Fighter, M6, etc)
3. The reputations (Mercenary, Cheap, etc)
4. The squadron sizes (Horde, Pitiful, Weak, Strong)

/I did not think of the difficulties my text system would have for translating.
//I will think up a solution.

DannyDSC
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Post by DannyDSC » Wed, 5. Aug 09, 20:53

7ate9tin11s wrote:Go ahead, there is alot of text though!

Also, there is some text which cannot be changed in the company definitions (4010+) or it will break things right now:
1. The race names (Argon, Boron, etc)
2. The ship types (M5, Fighter, M6, etc)
3. The reputations (Mercenary, Cheap, etc)
4. The squadron sizes (Horde, Pitiful, Weak, Strong)

/I did not think of the difficulties my text system would have for translating.
//I will think up a solution.
your text file is "easy" , and both Race and Class ship are the same of the Italian version :)
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Grimshad
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Post by Grimshad » Sun, 9. Aug 09, 10:35

Great addition to Improved Races. Love it.

Suggestion:

Lazerath made a mod that allows players to claim sectors for their "own faction".

located here: http://forum.egosoft.com/viewtopic.php?t=221780

Is it possible to include something like this in your mod?

I would like to have my own response forces, as well as be able to invade/attack sectors and take over the universe just like everyone else! :D


P.S. Your spk files never seem to work on mediafire, anyway you could upload to filefront or something? or at least fix the current one on mediafire?

Thanks

DannyDSC
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Post by DannyDSC » Sun, 9. Aug 09, 14:44

Suggestion for translator :

If you want, you can write in the xml file what is possibl to translate , for example


------------- do not translate this lines ---------------

id 65
id 66
id 67
id 68

--------------do not translate this lines ---------------

id 69
id 70

etc etc
The Indie Seeker - The Twitter Channel for your indiegames!

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Grimshad
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Post by Grimshad » Sat, 15. Aug 09, 02:35

I have been testing this script a lot and I keep running into the same problem.

Sure you can pay some M6's only 14,000 an hour (barely anything) to guard your station. But then if one of them gets blown up, thats an instant 15 million out of your pocket. and then what if they all blow up -_-

I think it would be much more viable to charge more per hour for the companies risk rather than make the player pay for such a huge portion of the ship.

My suggestion: Companies charge more per hour, you only pay 15-20% of the ships cost.

JimBadger
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Post by JimBadger » Thu, 27. Aug 09, 12:11

Found another script I want...

Is there a point at which I should stop downloading scripts and play the game? I've actually lost count of how many I've downloaded and installed now...20? More? :) :)

Anyway, I popped into this thread to ask:

Do the AI stations hire security companies? Or should I just assumed that all racial stations are owned by their respective governments and therefore have the protection of their military?

I kind of like the idea of various stations being owned by private enterprises, and needing to stump up the moolah for their own protection...

And, on that note, what about the actual corporations themselves? Sure, they have their own militaries already, but maybe from time to time they could need a bit of extra muscle, so they'll hire a security company to escort the odd convoy here and there.

Also, it's not exactly unheard of for our owe Earth governments to hire defence contractors...so might not the races want to make use of the security companies from time to time?

knowbuddyuno
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Post by knowbuddyuno » Thu, 27. Aug 09, 23:36

I'm getting what I think is a bug. I'm a Terran Warrior or Io, and have ATF Earth access, but I have a problem hiring the terran stealth group. They show up for hire, I can set them to defend my station, but at the moment the contract takes effect, it's canceled because my reputation with the Terran government isn't high enough. Ideas?

OrionTaltos
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Post by OrionTaltos » Mon, 7. Sep 09, 23:40

This is a very pleasant script. I don't have enough in the way of forces to protection all of my stations and the races will ignore the stray Q killing off transports. I did the Terran Defender start (only one I've down so far) and so I've kept to using Terran ships as my personal vessels... so I had to choose the Terran Stealth force as my protectors. Got to remember where I come from ;)

Anyway, I ran into a rather curious bug. That took me a bit to figure out. I hired them for a couple of stations in Bluish Snout and another in Scale Plate Green. Then I turned it off for the smaller out of the way station is Bluish Snout. No need to up my costs for no reason. The number of forces never really went down there. But once I had them cancel their contract because I couldn't pay them 4.4 million (which instantly made me the Enemy of Sol, holy crap). My usual hourly fee was 100k. I reloaded back a couple of saves because I always kept 20 million floating. In trying to figure out what the hell was going on, I managed to lose 30 million to thin air. They never lost a ship but I was having 4 million or so at a time vanish. I disabled them for all assets and the vanishing cash stopped.

My best guesstimate is that because I removed that one station of the security group but that sector was still in the list, they extra ships were being 'destroyed' and I was being charged for that.

7ate9tin11s
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Post by 7ate9tin11s » Thu, 15. Oct 09, 16:24

My apologies for not posting. :cry: Life has gotten a bit complicated lately and I do not have time to work on hobbies at the moment. I do not know when things will settle down so if anyone has the will and time you can feel free to take over IR and extend the code at will. Perhaps it can be turned into a collaboration when everything stabilizes and I am able to come back. :)

-7ate, signing off...

/Remote connection lost
//Ooooh, same text filter ><;;;

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