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

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Trickmov
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Post by Trickmov » Mon, 19. Oct 09, 10:45

No, in 2.5 there are new menu-commands which allow columns.
In the previous version i had solved this by my own library-scripts, which was relativly slow (because many things had to be calculated). Now in the new version the new commands are used, so that the menu is faster built (especially when many sectors are owned).
Also the former library scripts are not longer needed and some lines in the menu-script were obselete.


Greets
Trickmov

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vampirecosmonaut
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Post by vampirecosmonaut » Tue, 20. Oct 09, 08:02

I haven't had much time using this script, but so far, it's very impressive. :)

There's one thing I do not understand, what does the consume option do?

The PDF states: allows consume of tradedocks (up to 10% per hour). This doesn´t work with HQ and Xenon-HUB. I'm afraid I don't understand the wording. :oops:

Also, "- prevent consume of a tradedock in an own sector, while others consume:for that you have to rename the tradedock, so that the first letter is „$“."

Does this mean their wares consumption? If they don't consume wares how do they produce?
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russbo
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Post by russbo » Tue, 20. Oct 09, 08:54

Trick, getting readtext errors in the message that tells you how much tax was taken out by the governments.

As usual, awesome script, been using it since it came out. Like the new menu system.

Can you update the first post as to what the tax, and raid systems are, etc, etc?

Thanks! Appreciate the great work, as usual.

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Trickmov
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Post by Trickmov » Tue, 20. Oct 09, 10:55

russbo wrote:Trick, getting readtext errors in the message that tells you how much tax was taken out by the governments.
Yes, thank you. Fixed it now, just download again ;)

russbo wrote: Can you update the first post as to what the tax, and raid systems are, etc, etc?
No, sorry, no time for that... look into the online-pdf ;)

vampirecosmonaut wrote: Does this mean their wares consumption? If they don't consume wares how do they produce?
Yes their ware consumption is meant - stored wares will be sold, if activated. Producing? Tradedocks don`t produce ;)

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vampirecosmonaut
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Post by vampirecosmonaut » Tue, 20. Oct 09, 11:54

Trickmov wrote:Producing? Tradedocks don`t produce ;)
Got me there. I should read what I post. :oops:
Does the dock consume anything you stock it with?
Can I stock my trade post with things that don't usually sell?
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.

aerick911
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Post by aerick911 » Sun, 25. Oct 09, 17:53

Bump and request for stickiness. awesome script

Clock_Work
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Post by Clock_Work » Mon, 26. Oct 09, 23:54

:lol: Awesome script. I love it...

paulwheeler
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Post by paulwheeler » Wed, 28. Oct 09, 00:34

Hi,

I installed this and its working great. However, for some reason it won't let me take over Gaian Star. I've scouted the sector and there are defiantely no pirates left and I've got an equipment dock in there.

Is it because the sector is a "plot" sector? I have completed the goner plot which features this sector...

testmod
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Post by testmod » Wed, 28. Oct 09, 00:47

I like using this script to take over Xenon Sector 347 & 472 :twisted:

great places to drop some illegal goods complexes and it allows trade convoys to pass on through with ease

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Trickmov
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Post by Trickmov » Wed, 28. Oct 09, 11:50

There were two bugs in the raid-routine, one which created Mammothes instead of the correct ships and one which destroyed sometimes the raid ships.

Here is the corrected version:

http://www.thexuniverse.us/downloads/tr ... TOv1_11.7z

Clock_Work
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Post by Clock_Work » Thu, 29. Oct 09, 01:33

Did that with just one terran M1 and a couple of m3+m6s
:lol: Terran i win button ftw :lol:

ogamerdg
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Post by ogamerdg » Thu, 29. Oct 09, 14:36

so this will stop xenon stations from poping into my conquered sectors? Also will the xenon continue trying to take it back, and also if i enable raid will the xenon just come in bigger and stroger #?

Thanks

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Khensu
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Post by Khensu » Tue, 10. Nov 09, 23:09

so, let me get this strait, this gives me the chance to kill a sector and place an trade station there to conquer it?

then when the place is mine, I can build my own stations there and tax the other races stations?

will my stations be "free" or do I tax myself to?

will there be shipyards build by the other races?

what will the sectors owner be? my name?

is this compatible with Response Force script?
Sry for my bad english ^^"

Clock_Work
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Post by Clock_Work » Wed, 11. Nov 09, 01:07

Well even if you do tax yourself the tax money will go to you. So logically you don't lose or gain anything so its free. :lol:

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Khensu
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Post by Khensu » Wed, 11. Nov 09, 01:12

who knows? :D

TAX is a mysterious thing to have, the taxed ppl allways give more than the government gets, because there are ppl who take some of that tax :P
Sry for my bad english ^^"

bmanz
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Post by bmanz » Thu, 19. Nov 09, 06:16

I love this script! However i do have a problem with your english. I have read your pdf instructions (the legeable parts anyway). In fact almost every other sentence is so bad that it makes no sence what-so-ever. I have not played with it enough but im sure ill figure it out in time. Your defination of "consume" could range from me gaining ownership of the station, to it being destroyed, or it could even mean i just get the money it makes....hell it could mean almost anything. Its the same with almost every single other description you have written in the instructions. I realise that english is not likely your main language but this is bad, and not just little spelling or grammer errors either. Like i said i love the script, but u might really want to think about rewriteing the instructions, personally i would be embarrised if i wrote something that incoherent :!:

I know i would have liked to have descriptions of what would actually happen after activateing these scripts. Altho u tried to explain, most of what you said could have ment several different results.

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Trickmov
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Post by Trickmov » Thu, 19. Nov 09, 10:10

Hmm, i think your criticism is very overcritical... i know my english is not the best, but i think that most descriptions inside the documentation are understandable... at least you are the first person who is saying something about it... as i don´t have enough time to do any support for my vanilla-scripts, i will not change anything (except eventual bugs).
If you want to get a better documentation, do it yourself and send it to me, i will include it then.

About consume (which i think is the best description and explaining itself): it sells stored normal tradingwares on the trading docks (you get the average credits for it).


Beyond this, i think, that you should lower your expectations... all scripters and modders are working without any personal profit. If you are getting a script that is helpful towards you, you are lucky, but this is no must :!:

Matchimus
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Post by Matchimus » Mon, 23. Nov 09, 07:17

I agree, that post was quite over critical (shame on you!). I found some things a little bit difficult at first, but after thinking about it for a few seconds, it is comprehendible.

I personally would like to thank Trickmov very much for this script. It has made my game fun again!

Another note Trickmov, your English is a hella lot better than my German! Posters should keep that in mind when talking with someone that does not have English for their first language.

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Khensu
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Post by Khensu » Mon, 23. Nov 09, 12:58

hmm, I seen something thats missing from your script :o

no shipyard spawn at own sectors, so If I trash all other sectors that have shipyards, than nobody can buy any ships :)

so plz put a "shipyard" button to the other populations :)



EDIT:
Trickmov wrote:About consume (which i think is the best description and explaining itself): it sells stored normal tradingwares on the trading docks (you get the average credits for it).
that part was a bit fogy to me to, but I was thinking that thats what you meant :)

and I think that your english is good, and the manual was usefull, not many ppl do a manual for there scripts :)
Sry for my bad english ^^"

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Trickmov
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Post by Trickmov » Mon, 23. Nov 09, 13:17

Khensu wrote:hmm, I seen something thats missing from your script :o

no shipyard spawn at own sectors, so If I trash all other sectors that have shipyards, than nobody can buy any ships :)

so plz put a "shipyard" button to the other populations :)
I think this is not possible:

The script is preventing the respawn of all "normal" stations by destroying them. The STO-station-building-routine replaces this, so you can define, which stations are allowed in your sectors.

Assuming that you want to overtake all shipyard-sectors, all these races should be an enemy towards you, so the normally respawning shipyards would be hostile and unusable anyway.

On the other side, removing the respawn-destruction would mean to allow also all other stations, which you hadn´t defined in the STO-options.

So only a new button inside STO for shipyards would be possible, but how should STO know, which products these shipyards should sell? This would mean to have a look on all shipyards before you destroyed them to get these products.

Even if i would include this (which i won´t ;) ), these sectors are now your sectors and no races sectors, so why should any race build a shipyard into a non-race-sector?

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