[script/mod] ImprovedRaces R15.31 (24.04.2012)
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IR:CE and IR are diverging rapidly as the release of x-timelines draws closerKloHunt3r wrote:When can we expect the next update?
And I know it would probably be better to ask him directly, but how long does it usually take apply the changes to Jack's version after you've released the main IR update?
Meaning, Updates to the standard IR are only applied to IR:CE on a critical game breaking basis - any other changes are written down for later, if they are required
Its no longer a simple copy and paste operation.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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within daysKloHunt3r wrote:When can we expect the next update?
And I know it would probably be better to ask him directly, but how long does it usually take apply the changes to Jack's version after you've released the main IR update?
I can release it even today if you really want, it works, yet its not checked
not many of you know, but IR has and always had an option to deploy user-owned hikari lasertower arrays. The requirement for it was
software signature scrambler' installed on ship. I just changed it to 'transporter device'. SInce hikari are meant to be used when played on Yaki side, i must yet to add this signature scrambler to hikari variant deployment, and allow other types of arrays to be deployed when not installed. Or maybe allow hikari to be deployed only from Yaki-made ships?
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this is the first mod I have installed. I got to where it says to use the community confiuration menu or Al option to enable the races wars.
What/were are these?
also I played around for a while to see if the mod was working, I thought that when you buy ships it takes a while for them to be built? but when I buy a ship it is ready stright away.
I am using an existing save to play the mod with.
Thanks
What/were are these?
also I played around for a while to see if the mod was working, I thought that when you buy ships it takes a while for them to be built? but when I buy a ship it is ready stright away.
I am using an existing save to play the mod with.
Thanks
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this means that you have not finished installation, script is not working yet
go to Gameplay->AL settings
find improved races and switch it to 'YES"
then come two useful shortcuts you must set
first is 'community configuration', it gives common interface to different scripts, and this one also uses it.
shortcuts can be set in game->configuration->interface (at bottom)
you need shotcuts for 'community configuration menu' (usually shift+F10 for me) and 'improved races comm' (F10 is convinient for me)
now, after setting shortcuts, you finally can enable plugin itself
press either of those 2 buttons and pick 'improved races configuration'
enable what you want and press 'restart'. Options have descriptions so you will know what you are enabling
do not enable 'yaki LT array' and 'yaki aodeon' as they are probably broken as for now
sounds complicated but only at beginning
have fun
go to Gameplay->AL settings
find improved races and switch it to 'YES"
then come two useful shortcuts you must set
first is 'community configuration', it gives common interface to different scripts, and this one also uses it.
shortcuts can be set in game->configuration->interface (at bottom)
you need shotcuts for 'community configuration menu' (usually shift+F10 for me) and 'improved races comm' (F10 is convinient for me)
now, after setting shortcuts, you finally can enable plugin itself
press either of those 2 buttons and pick 'improved races configuration'
enable what you want and press 'restart'. Options have descriptions so you will know what you are enabling
do not enable 'yaki LT array' and 'yaki aodeon' as they are probably broken as for now
sounds complicated but only at beginning
have fun
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In the game hit Esc - a little menu opens in the bottom left, select Gameplay and then click Artificial Life Settings (or possibly AL settings I can't remember). Set improved races to yes.grimfear wrote:thanks,
but I still dont know what this is "go to Gameplay->AL settings "
I have the x plugin manager but I take it I need something else?
Then quit all the screens back to game then press Esc to bring up the menu again, select Controls. Down the bottom of the Interface tab set hotkeys for the two that djrygar said - 'community configuration menu' and 'improved races comm'.
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There still seems to be a problem with the ATF. Generally there should be about 2 or 3 ATF fleets going into Xenon space, but I counted at least 5. The fleet shows up for a limited time on the T.A.N. (Tactical Alliance Network) before disappearing. The fleet remains though and it continues to it's destination, but IR thinks the fleet was destroyed so it creates another one to replace it and then the same thing happens again. This results in a huge buildup of ATF ships heading into Xenon space. Just in Xenon Sector 598 I've counted 9 Tyr's, 5 Woden's, 7 Odin's, 7 Skimir's, 2 Kvasir's, 2 Ageir's, and numerous M6's. This only happens with the ATF. No other race has this problem.
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Just turn ATF counterstrikes off. Its not worth the trouble. This is a known issue.Osiris454 wrote:There still seems to be a problem with the ATF. Generally there should be about 2 or 3 ATF fleets going into Xenon space, but I counted at least 5. The fleet shows up for a limited time on the T.A.N. (Tactical Alliance Network) before disappearing. The fleet remains though and it continues to it's destination, but IR thinks the fleet was destroyed so it creates another one to replace it and then the same thing happens again. This results in a huge buildup of ATF ships heading into Xenon space. Just in Xenon Sector 598 I've counted 9 Tyr's, 5 Woden's, 7 Odin's, 7 Skimir's, 2 Kvasir's, 2 Ageir's, and numerous M6's. This only happens with the ATF. No other race has this problem.
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I did. It just sucks though. The ATF used to work perfectly in v15.22 for me.joelR wrote:Just turn ATF counterstrikes off. Its not worth the trouble. This is a known issue.Osiris454 wrote:There still seems to be a problem with the ATF. Generally there should be about 2 or 3 ATF fleets going into Xenon space, but I counted at least 5. The fleet shows up for a limited time on the T.A.N. (Tactical Alliance Network) before disappearing. The fleet remains though and it continues to it's destination, but IR thinks the fleet was destroyed so it creates another one to replace it and then the same thing happens again. This results in a huge buildup of ATF ships heading into Xenon space. Just in Xenon Sector 598 I've counted 9 Tyr's, 5 Woden's, 7 Odin's, 7 Skimir's, 2 Kvasir's, 2 Ageir's, and numerous M6's. This only happens with the ATF. No other race has this problem.
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Problem
Guys i have a problem with this game... I installed everything , enabled it and everything seems to work fine, expect one thing. I have argon association member rep, but all the time some argon assault ships are attacking me. Is this some bug or i am missing something? List of scripts that i am using is srm
Cmod4
Npc bailing addon
Improved races
Military transport
Security and rescue service
Codea
Custom wing manager 1.2
Hangar manager
Personel transporter
Teladi information service
Advanced jumpdrive
Cag cls est
Mars
Marine trainer
Complex cleaner
Marine repairs
Any ideas?
Cmod4
Npc bailing addon
Improved races
Military transport
Security and rescue service
Codea
Custom wing manager 1.2
Hangar manager
Personel transporter
Teladi information service
Advanced jumpdrive
Cag cls est
Mars
Marine trainer
Complex cleaner
Marine repairs
Any ideas?
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not possible. Err.,, possible, but I wont do that
i removed fragmentation from all ships, the ony one that left is carrier, Khaak station and. And Im not sure about guardian and queen
all the rest dies normally
i think i finally found way to limit ATF counterstrikes. PRoblem with those is that when you see massive ATF fleet, they most likely are 2 or 3 fleets togeter flying in same direction (but you may check their targets, they are different)
anyway, 15.27 will have ATF fixed
i removed fragmentation from all ships, the ony one that left is carrier, Khaak station and. And Im not sure about guardian and queen
all the rest dies normally
i think i finally found way to limit ATF counterstrikes. PRoblem with those is that when you see massive ATF fleet, they most likely are 2 or 3 fleets togeter flying in same direction (but you may check their targets, they are different)
anyway, 15.27 will have ATF fixed
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That was exactly what I was seeing with the ATF. Have you had a chance to take a look at the sector takeover logic? So far, once a sector is taken over it doesn't seem to go back to it's original owner when that owner retakes the sector.djrygar wrote:not possible. Err.,, possible, but I wont do that
i removed fragmentation from all ships, the ony one that left is carrier, Khaak station and. And Im not sure about guardian and queen
all the rest dies normally
i think i finally found way to limit ATF counterstrikes. PRoblem with those is that when you see massive ATF fleet, they most likely are 2 or 3 fleets togeter flying in same direction (but you may check their targets, they are different)
anyway, 15.27 will have ATF fixed
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Hi djrygar
Pls look at this picture:
http://imageshack.us/photo/my-images/823/hoehs.jpg/
Anything makes problems with your tax-system. Any issues known?
I play with:
- SRM1.10b (SRM Jobs 3.6e, SRM Shipyard Pack, SRM Weapon Dealers)
- CMOD4.13 (CMOD FacScriptsOnly, CMOD Marsdata, Military HUD, Signal Boost)
- Improved Races 15_26 (AP Libary r2.2)
- MARS 5.08
- Pirateguild 3 (Anarkis Defence System)
Lucikes Scriptpack + Brennans Triumph Tortuga 3054
Factory Complex Constructor 4.02 Plus
ATF Shipyard v6
Trade Overview 2.052
Credit Management
Bailing Add-on 1.7.8 (JSON Libary, Salvage Claim Software 1.21, Salvage Command and NPC 1.5)
Marking Unknown Sectors
Pls look at this picture:
http://imageshack.us/photo/my-images/823/hoehs.jpg/
Anything makes problems with your tax-system. Any issues known?
I play with:
- SRM1.10b (SRM Jobs 3.6e, SRM Shipyard Pack, SRM Weapon Dealers)
- CMOD4.13 (CMOD FacScriptsOnly, CMOD Marsdata, Military HUD, Signal Boost)
- Improved Races 15_26 (AP Libary r2.2)
- MARS 5.08
- Pirateguild 3 (Anarkis Defence System)
Lucikes Scriptpack + Brennans Triumph Tortuga 3054
Factory Complex Constructor 4.02 Plus
ATF Shipyard v6
Trade Overview 2.052
Credit Management
Bailing Add-on 1.7.8 (JSON Libary, Salvage Claim Software 1.21, Salvage Command and NPC 1.5)
Marking Unknown Sectors
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- Joined: Mon, 10. Aug 09, 02:09
show me your empire manager window
you probably not enabled taxes on factories
and probably youre loosing lots of notoriety because of that
edit:
anyone knows.. any pirate/argon/yaki ships that can install terran missiles?
if yes... here we have reason for yaki/argon factories producing terran goods...
you probably not enabled taxes on factories
and probably youre loosing lots of notoriety because of that
edit:
anyone knows.. any pirate/argon/yaki ships that can install terran missiles?
if yes... here we have reason for yaki/argon factories producing terran goods...