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Trickmov

 
Joined: 07 Nov 2007 Posts: 1432 on topic Location: AC, Germany

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Posted: Mon, 20. Apr 09, 19:46 Post subject: [SCR][june 08][v. 2.5-] STO 1.57 - overtake sectors |
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| Quote: |
Attention - any support cancelled by now!
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To make it short, this is a script to overtake sectors.
It´s features are:
- overtaking sectors by placing a tradedock
- populate sectors with NPC-stations you can define
- taxes, collect taxes for stations in your sectors
- banking, interest rating for cash on the tradedocks
- scanning, tradedocks scan regularly for new stations in the sector
- tunings: buy tunings at your tradedock.
- consumption of wares on the tradedock (for cash and optional for every sector)
- raids of the former sector-owners (optional)
- designating unknown sectors once by a name from a list
Most features are optional and can be toggled.
Online-PDF
Download STO 1.57 for TC >= 2.5
Cheers
Trickmov
P.S.: Thanks to vagappc for the italian translation 
_________________ meine Scripts (my scripts)
Last edited by Trickmov on Mon, 27. Jun 11, 11:35; edited 38 times in total |
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xiriod
Joined: 06 Nov 2002 Posts: 1102 on topic

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Posted: Thu, 18. Jun 09, 10:50 Post subject: |
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This script is great, and works well as intended even on the latest patch. Great work, wish it could be in the sticky! 
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A2597

Joined: 14 Jul 2007 Posts: 64 on topic

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Posted: Thu, 13. Aug 09, 21:33 Post subject: |
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THANK YOU!!!
This needs to be in the sticky something awful.
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testmod
Joined: 13 Mar 2009 Posts: 71 on topic

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Posted: Mon, 21. Sep 09, 00:41 Post subject: |
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is there a mirror for this script? the OP's link is broken.
thanks
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Tiroth
Joined: 17 Nov 2005 Posts: 12 on topic

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Posted: Mon, 21. Sep 09, 02:19 Post subject: |
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Yea I can confirm OP's link is broken.
Its a shame too cause I really liked the RRF mod and this sounds similar.
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Trickmov

 
Joined: 07 Nov 2007 Posts: 1432 on topic Location: AC, Germany

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russbo
Joined: 12 Nov 2005 Posts: 824 on topic Location: Las Vegas

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Posted: Mon, 21. Sep 09, 09:48 Post subject: |
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It's good that you made this available to people again. Great script, been using it for quite a while with no problems.
_________________ www.russbo.com |
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KaZTek
Joined: 26 Dec 2008 Posts: 282 on topic

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Posted: Mon, 21. Sep 09, 10:26 Post subject: |
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| russbo wrote: |
| It's good that you made this available to people again. Great script, been using it for quite a while with no problems. |
7ate's Improved Races has inherent sector takeover support.
_________________ -- |
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russbo
Joined: 12 Nov 2005 Posts: 824 on topic Location: Las Vegas

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Posted: Mon, 21. Sep 09, 20:17 Post subject: |
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Yes, but I'm not sure that script conquers the god engine like this one does.
_________________ www.russbo.com |
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KaZTek
Joined: 26 Dec 2008 Posts: 282 on topic

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Posted: Tue, 22. Sep 09, 17:06 Post subject: |
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| russbo wrote: |
| Yes, but I'm not sure that script conquers the god engine like this one does. |
No better option than to go ask in the thread.
_________________ -- |
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russbo
Joined: 12 Nov 2005 Posts: 824 on topic Location: Las Vegas

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Posted: Tue, 22. Sep 09, 21:24 Post subject: |
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My response was, as usual, subtle.
If you read that thread, you'll find that there are issues with overspawning of ships. I'm waiting for the issues to be resolved with it before using it. It's a great script, but I think for now, Trickmov's sector takeover works as advertised without issues. I've been using this for months without any issues.
_________________ www.russbo.com |
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testmod
Joined: 13 Mar 2009 Posts: 71 on topic

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Posted: Wed, 23. Sep 09, 07:07 Post subject: |
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thanks for reuploading the mod! I will give it a try ASAP
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G Morgan
Joined: 13 Feb 2004 Posts: 303 on topic

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Posted: Tue, 13. Oct 09, 17:57 Post subject: |
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Don't want to partake in thread necromancy but does this script stop ship respawns as well as station? The docs specify stations but often the biggest problem is an endless array of magical Qs popping up in your conquered xenon sectors.
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ThisIsHarsh
Joined: 19 Oct 2008 Posts: 1132 on topic

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Posted: Tue, 13. Oct 09, 19:09 Post subject: |
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| G Morgan wrote: |
| Don't want to partake in thread necromancy but does this script stop ship respawns as well as station? The docs specify stations but often the biggest problem is an endless array of magical Qs popping up in your conquered xenon sectors. |
Thread necromancy is preferable to starting a new thread when one already exists.
I took a brief look at the script, and yeah it stops respawns of ships and stations (well, not stops exactly, just kills them asap). Can't remember the exact rules right now, but I remember thinking that it looks like Trickmov has considered quite carefully how it should be done.
_________________ There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero. |
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russbo
Joined: 12 Nov 2005 Posts: 824 on topic Location: Las Vegas

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Posted: Tue, 13. Oct 09, 20:20 Post subject: |
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I've been using this for months, and I find it to work "as advertised". Once you take over a sector, if you're within range (as specified under the scripts options) of that race's occupied sector, you will have a visit from that race, in an attempt to take it back. Take over the nearby sectors, and the race invasions stop. I have not found that race's stations to respawn, and eventually, other races start building stations in your sector. You tax and get taxed appropriately.
It works. Pure and simple. Shame this thread gets lost in the bowels of this forum, for it is a wonderful script.
_________________ www.russbo.com |
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