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[script] Improved Races (r14 RC2 Available)
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cardsfan08





Joined: 11 Jun 2009
Posts: 55 on topic

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PostPosted: Sun, 18. Oct 09, 16:07    Post subject: Reply with quote Print

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



MEDALMEDALMEDAL

Joined: 26 Mar 2004
Posts: 909 on topic

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PostPosted: Mon, 19. Oct 09, 11:36    Post subject: Reply with quote Print

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.


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OOZ662





Joined: 08 Apr 2008
Posts: 552 on topic
Location: NW WA State
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PostPosted: Fri, 23. Oct 09, 05:19    Post subject: Reply with quote Print

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.


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[MOD] Some/No Civilians Mods + X3:R Naming Callback v2 (X3TCv2.5 and SRM compatible)
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PegasusJF





Joined: 02 Sep 2003
Posts: 111 on topic

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PostPosted: Fri, 23. Oct 09, 10:46    Post subject: Reply with quote Print

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: 552 on topic
Location: NW WA State
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PostPosted: Fri, 23. Oct 09, 11:44    Post subject: Reply with quote Print

There were no scripting related items changed or removed (only added) in the patch, so all scripts compatible with 2.1 are compatible with 2.5. Mods are another story.


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[MOD] Some/No Civilians Mods + X3:R Naming Callback v2 (X3TCv2.5 and SRM compatible)
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costi





Joined: 12 Sep 2009
Posts: 169 on topic

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PostPosted: Fri, 23. Oct 09, 12:35    Post subject: Reply with quote Print

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?


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djrygar





Joined: 10 Aug 2009



PostPosted: Fri, 23. Oct 09, 19:10    Post subject: Reply with quote Print

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



PostPosted: Fri, 23. Oct 09, 19:21    Post subject: Reply with quote Print

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: 297 on topic
Location: Malaysia
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PostPosted: Sat, 24. Oct 09, 11:03    Post subject: Reply with quote Print

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



PostPosted: Sat, 24. Oct 09, 15:38    Post subject: Reply with quote Print

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



PostPosted: Thu, 5. Nov 09, 10:33    Post subject: Kha'ak Guardian Reply with quote Print

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:
Code:

007 $mode = null

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

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 Razz


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Morphisor





Joined: 20 Jan 2009



PostPosted: Wed, 18. Nov 09, 22:29    Post subject: Reply with quote Print

Someone please tell me 44 carriers in a OFF Counterstrike force is normal Surprised

Poor Khaak....though all I'd have to do to make the assault fail is stay in-sector Rolling Eyes

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djrygar





Joined: 10 Aug 2009



PostPosted: Thu, 19. Nov 09, 05:20    Post subject: Reply with quote Print

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 Very Happy, 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: 291 on topic

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PostPosted: Fri, 20. Nov 09, 04:41    Post subject: Reply with quote Print

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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