[SCR][june 08][v. 2.5-] STO 1.57 - overtake sectors

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Trickmov
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[SCR][june 08][v. 2.5-] STO 1.57 - overtake sectors

Post by Trickmov » Mon, 20. Apr 09, 19:46


Attention - any support cancelled by now!

To make it short, this is a script to overtake sectors.


Its 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.


Alternative download link:
[ external image ]


Outdated links:
Online-PDF

Download STO 1.57 for TC >= 2.5


Cheers
Trickmov


P.S.: Thanks to vagappc for the italian translation :)


Edit: Added alternative xdownloads download link. X2-Illuminatus
Last edited by Trickmov on Mon, 27. Jun 11, 11:35, edited 38 times in total.

xiriod
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Post by xiriod » Thu, 18. Jun 09, 10:50

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
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Post by A2597 » Thu, 13. Aug 09, 21:33

THANK YOU!!!

This needs to be in the sticky something awful.

testmod
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Post by testmod » Mon, 21. Sep 09, 00:41

is there a mirror for this script? the OP's link is broken.

thanks

Tiroth
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Post by Tiroth » Mon, 21. Sep 09, 02:19

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
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Post by Trickmov » Mon, 21. Sep 09, 09:11

I´ve added a second download-link, but this is only temporary, don´t know if the main-download-page will be available again.

http://www.filefactory.com/file/a0a5f43 ... v_1_01_rar

Greets
Trickmov

russbo
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Post by russbo » Mon, 21. Sep 09, 09:48

It's good that you made this available to people again. Great script, been using it for quite a while with no problems.

KaZTek
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Post by KaZTek » Mon, 21. Sep 09, 10:26

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
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Post by russbo » Mon, 21. Sep 09, 20:17

Yes, but I'm not sure that script conquers the god engine like this one does.

KaZTek
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Post by KaZTek » Tue, 22. Sep 09, 17:06

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
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Post by russbo » Tue, 22. Sep 09, 21:24

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.

testmod
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Post by testmod » Wed, 23. Sep 09, 07:07

thanks for reuploading the mod! I will give it a try ASAP

G Morgan
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Post by G Morgan » Tue, 13. Oct 09, 17:57

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.

ThisIsHarsh
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Post by ThisIsHarsh » Tue, 13. Oct 09, 19:09

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.

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russbo
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Post by russbo » Tue, 13. Oct 09, 20:20

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.

G Morgan
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Post by G Morgan » Tue, 13. Oct 09, 20:33

Any idea how to get to the config options. IIRC the last one was bound in the command menu but I can't find it on this one.

russbo
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Post by russbo » Tue, 13. Oct 09, 20:41

I think it was in the combat menu / sector takeover. but I"m away from my gaming computer right now...

G Morgan
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Post by G Morgan » Tue, 13. Oct 09, 20:48

I've figured it out. If you go to the control config it is in something like the 4th menu at the bottom.

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Trickmov
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Post by Trickmov » Thu, 15. Oct 09, 00:56

As now TC 2.5 is out, here is the STO-version for it. No changes on the functions, but faster and less scripts needed. Will not run under TC-versions before 2.5.

Download STO for TC 2.5

Edit: While creating the archive, i put a wrong script into it, so when overtaking a sector or loosing one, the script is returning a readtext to the subtitle-line. The bug is already fixed, just download the archive again and it should be ok. Sorry for the inconvenience.


EDIT2: Also in the tax message was a readtext, also now fixed, please download again;)
Last edited by Trickmov on Tue, 20. Oct 09, 10:50, edited 1 time in total.

Mad_CatMk2
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Post by Mad_CatMk2 » Mon, 19. Oct 09, 04:23

Thank you Trickmov, loved this script since X3R.

In 2.5, since you said it is 'faster' and uses less scripts, does it mean it 'clears' unit spawns faster in sectors that the player took over?
I fly an OWP. What about you?

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