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cardsfan08
Joined: 11 Jun 2009 Posts: 55 on topic

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Posted: Sun, 18. Oct 09, 17:07 Post subject: |
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Hi, I have a question that i searched for but cant seem to find it.
How do you join an assult fleet such as "ATF counterstrike on the Moon assist if you are able"
I have tried comming the lead ship and no dice. One of the reasons I am so interested is because I have 3 pages worth of Khaak Corvettes and now a couple of M1s and M2s and i thought that maybe they could help me.
Thanks!
John
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Gavrushka
 
Joined: 26 Mar 2004 Posts: 1367 on topic Location: :noitacoL

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Posted: Mon, 19. Oct 09, 12:36 Post subject: |
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I think you turn up and start shooting - HOWEVER in sector you occassionally see capital Assault ships with mission icons - but I've only seen those when they're assaulting Xenon- I'm sure they'll be elsewhere too.
I do hope someone takes up 7ate9tin11s mantel and works a little further on this as it has great potential, just needs a little refinement - I've had to clean universe as it all got a little confused with sectors madly changing hands and stations magically disappearing.
_________________ The views I express here are not my own and if they do cause offence please accept my apologies on behalf of the author. |
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OOZ662

Joined: 08 Apr 2008 Posts: 881 on topic Location: NW WA State

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Posted: Fri, 23. Oct 09, 06:19 Post subject: |
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I'm a little irritated with how the script starts on my end. It sends me notification of a new patrol headed to Xenon/Kha'ak sectors every minute or so. Turns out it's repeatedly spawning ONE fighting ship over and over and over. In my first game I was able to wipe the universe, cycle the AL plugin, and reinstall it a few times until it started working properly. That isn't working this time.
_________________ I tend to edit my posts at least three times...check back in a few minutes.
[MOD] Reduced Civilians Mods + X3:R Naming Callback v3
[MODs]Remove Various Warning Beeps Post requests!
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PegasusJF
Joined: 02 Sep 2003 Posts: 123 on topic

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Posted: Fri, 23. Oct 09, 11:46 Post subject: |
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How does this mod interact with v2.5? Sorry if this has been answered already.
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OOZ662

Joined: 08 Apr 2008 Posts: 881 on topic Location: NW WA State

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costi
Joined: 12 Sep 2009 Posts: 172 on topic

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Posted: Fri, 23. Oct 09, 13:35 Post subject: |
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How does this script work with Racial Response fleets and Pirate Guild?
I noticed in the first post that it might be incompatible with RRF, what kind of problems can I expect?
_________________ Friendly fire is not so friendly. |
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djrygar
Joined: 10 Aug 2009
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Posted: Fri, 23. Oct 09, 20:10 Post subject: |
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RFF is not needed (similar thing is already built in in IR), Pirate Guild works fine (altrough I had situation, where game crashed,, until I removed PG - but after few minutes I enabled it again and everything was OK - but this was some time ago, 2 new versions of PG were released by this time)
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djrygar
Joined: 10 Aug 2009
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Posted: Fri, 23. Oct 09, 20:21 Post subject: |
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Is IR already dead? No news from 7ate for long time ;(
and R14 cries for finetuning, its broken in many areas, esp. Khaak are insane.
Even set to 'easy' mode, they beat other AI in no time. Khaak station spawned in sector == sector taken over. Never seen situation that sector was taken back from Khaak. AI cant find stations, and station is SWARMING whole sector with khaaks. Gates are glued with khaak guardians - I seen about 50 guardians crowded around one gate, they were destroying everything (50 gamma kyons at once kills everything).
Khaak splitting after killing them - this is very bad.
Nice idea, but it's killing CPU, thats one thing. Worse is that after killing, they become immortal for few seconds before they split up. But still are targeted by missiles and AI. I seen many times like immortal khaak corvette was ramming and killing much stronger ships. But this is completly random - sometimes they split up immediately, sometimes it takes 2-3 seconds (VERY annoying)
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kelmen
Joined: 09 Dec 2008 Posts: 307 on topic Location: Malaysia

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Posted: Sat, 24. Oct 09, 12:03 Post subject: |
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the author has annouced has to lay this down to focus on other real life task.
i just turn off all the improved *, except the universal option. so i still can enjoy the takeover sector and tax income feature, and the battle between the races except the aliens.
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djrygar
Joined: 10 Aug 2009
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Posted: Sat, 24. Oct 09, 16:38 Post subject: |
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pity.
well, IX works very nice imho, I like it. It's just khaak and thir abilities giving headaches. So, lets hope other scripts will evolve into something similar.
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lp
Joined: 24 Feb 2009
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Posted: Thu, 5. Nov 09, 11:33 Post subject: Kha'ak Guardian |
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Perhaps I found why there are so many guardians spawned during invasions, I'm not sure but if someone wants to try this solution...
The script involved is plugin.ir.k.job.station (R14 RC2), line 7 is:
after a few lines this variable is used to define the number of guardians spawned and a null seems a bit strange, in other scripts $mode is the difficulty set for the race so I've modified the line like this:
| Code: |
$mode = [THIS]->call script 'plugin.ir.option' : module=0 option=1
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which is the line used in most of other Kha'ak scripts.
It seems to work, now I see 3 guardians in easy mode but maybe it is a just a case and I'm completely wrong.
Try at your own risk 
_________________ lp |
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Morphisor
Joined: 20 Jan 2009
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Posted: Wed, 18. Nov 09, 23:29 Post subject: |
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Someone please tell me 44 carriers in a OFF Counterstrike force is normal
Poor Khaak....though all I'd have to do to make the assault fail is stay in-sector 
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djrygar
Joined: 10 Aug 2009
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Posted: Thu, 19. Nov 09, 06:20 Post subject: |
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khaak are broken (i think there is no limit for them)
esp with R14 - there can be massive number of guardians. when they are destroyed, they break into small swarms. I had about 100 guardians glued all around the gate - NOTHING counld pass trough this gate as it was immediately fried by 100 gamma kyons at once , and constant counterstrikes breaking them into smaller khaaks - result was whole sector crawling with giant army of khaak fihters, scouts and frigates.
OFF scales counterstrike proporionally to the forces it has to defeat. So.. result is as you saw.
I returned to R13 - it's much better.
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chelo_boga
Joined: 21 Mar 2008 Posts: 314 on topic

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Posted: Fri, 20. Nov 09, 05:41 Post subject: |
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Hi all
I was considering installing this script, but I've been reading the posts and there seems to be a lot of malfunctions with it. To top that, apparently the author has abandoned this project so there's no hope of getting this script fixed.
Is this scriot worth installing the way it is, or a previous version of it like 13 for that matter, or do u recommend I look out a similar script, like RRF?
Thanks guys!
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OOZ662

Joined: 08 Apr 2008 Posts: 881 on topic Location: NW WA State

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Posted: Sun, 22. Nov 09, 13:41 Post subject: |
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| chelo_boga wrote: |
| To top that, apparently the author has abandoned this project so there's no hope of getting this script fixed. |
He hasn't "abandoned" it, he's just busy with other things in real life. So, there is still hope...just a lot of patience required.
_________________ I tend to edit my posts at least three times...check back in a few minutes.
[MOD] Reduced Civilians Mods + X3:R Naming Callback v3
[MODs]Remove Various Warning Beeps Post requests!
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