[SCR]SectorTakeover 2.5 alpha07, Featureadds and some bugfixes

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linus_org
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[SCR]SectorTakeover 2.5 alpha07, Featureadds and some bugfixes

Post by linus_org »

Hi there,
Since i was a big fan of the old Sectortakeover script i took the freedom to port this to Terran Conflict. but as you know, just by porting you start to have ideas and change here a bit there a bit, etc.
Just to do some Statements about ownership :
Just to do some Statements about ownership :
First of all let me say that if anyone like to claim the ownership of this script, i´m happy to hand it over, because from my point i haven´t claimed it.
what i tried to contact the original owners is something that i would like to keep private, i just want to say that i tried and havent achieved a contact.

Since i´m still a fan of this script and i´m just waiting for the 1.3 patch to play the story, i have done this port to keep me busy in between :-)
Is that fair enough for anyone ? :-)

to make a long story short here are the files
http://rapidshare.de/files/41021256/sec ... 7.zip.html

works for languages 44 and 49 ( sorry for my english or german )

Questions:
Using:
How to handle the race ATF ? havent found any sectors so far so you will never get notority drawback or raiding parties there.
should it be handled like terra and choose randomly raidingpárties ?

For our scripting guys :
i waisted quite some time with the command
add notority to race amount , changed that to a god checknotority script,
have done soem workarounds, but now the player do not get notifications on notority drops. can anyone put some light here ?


Versions History:
2.5 alpha07
Bugfix in 44 T-File ( shouldn't release anything after 11:00 pm )

2.5 alpha06
- Feature add some Global Settings can now be set per sector ( Commerce, Raid, Respawn, Infolevel, Build Terran Stations, Max Race Stations ). Restore from globbal settings is also implemented
- Feature add ReSpawn protection settings include now TaskWaittime and FoeFlighttime.and can be set oon a global level f.e.to handle performance problems, or kill these bastards faster.
be advised that these numbers are milisecounds. way it works : every TaskWaittime the script will look in the sector and kill all foe ships with a flighttime below FoeFlighttime, with the exception of raidingparties
Setting the waittime to anything below 2000 could be a bit heavy. i tested some low settings but even with the lowest setting some red dots still pop up on the sectormap..
- Feature add AL is now reduced to 1 setupfile and it takes now only 1 al script to do the job
- Feature add Script will create a Trading dock ( race = neutral ) somewhere in Teladi Space ( will be needed for statistics, etc. ) ( name can be set via t file id 30 )
- Feature add Script will create a navsat ( race = neutral ) in the sector you took to store local settings ( name can be set via t file id 35 )
- Feature add deinstall will take for all new objects
- Feature add setup will try to add all new things in your existing version ( hopefully ), so there is no real deinstallation needed ( keep me posted if this works )
- Several Bugfixes in regards to building stations
- Cleanup scripting : creation of some generic functions to build stations, get a stationarray from a sector incl. complexes, etc are now stored in files starting with SectorTakeover.LIB
and they can be used copied, burned freely without asking permission. if you find a way to make things better, faster pls let me know
- Cleanup scripting : reorg of most scripts so that they stay in groups SectorTakeover.x.* some utilfunctions, SectorTakeover.r.* everything for raiding, etc.
- Cleanup scripting : reorg of t file


2.5 alpha05
- Feature add Testscript is turned on in the menue per default
- Feature add Informationlevel 3, if set you get the actual Raiding target written in the logbook
- Bugfix Raiders -> additional commands to avoid neural raiders
- Bugfix Pirates -> No Notority loss, they are real Pirates now
- Bugfix Notority -> Workaround to avoid overflow, but no Playernotofication anymore
- Feature add Testscript, will build additional Racestation to test raiderattack
- Feature add Buildstation by chances every 30 minutes
- Feature add Most Raidersettings and Standardtakeoversettings can be now set in the programm
- Feature add Restore from t File, if you getting lost
- Feature add deinstall cleanup stations, raiders
- Feature add gimic : raiders have Pilots with proper racename

2.5 alpha04
- Bugfix Raiders keep up there cleaning work after destroying thw first target. after all Stations are destroyed they fall back into patrolmode
- Feature add Raiders will cleanup enemystations ( enemy to the raiders race ) ( hopefully, havent checked all combinations :-) )
- Feature add deinstall will try to populate some former sectors
- Feature disabled for this interim Release : Populate Playersector with Stations, got interrupted with the raider problem, will come soon

2.5 alpha03
- Bugfix no more andless Capitalships, worked as designed for me now
- Bugfix Goner Message, you can now actually defeat a race by taking the last sector, which leads to no more raiding parties ( goner have only one, so it was a bit new for the script that races have only one sector and this sector isn´t a coresector :-) )
-feature add Notoritydrawback is higher in coresectors.


important note
i would recommend to claim any story related sectors or any sectors that have a standard mission attached were you might need to destroy a station there. you could end up with some strange things :-)
i havent played the story so far and just claimed some normal sectors so far.
Open Points :
Unkown Xenon hub sector : i just explode there or if i manage to stay alive and kill the hub i get a CTD.


Things that i like to improve and looking for input here :
Balance of fightlevel and raiding parties
Attack of main attack in Raider.attack ( i dont get the carrier to attack AND lanch his fighters

Things that are still on my review list :
Taxsystem
populate playersectors

how it works from the readme :
* Only foe and unkown sectors can be claimed. An appropriate adjustment to "Global Commands" menu under "Pilot" menu may be required: for example, to claim an Argon sector, the relation to Argon must be set to "Foe" and then transmitted to "all reachable properties". After the sector has been claimed, the relation can be set back to "Friend".

* In order to claim a sector, the player must destroy all enemy stations in the sector,
build his own Trading Dock, Equipment Dock, Headquarter in the sector.
Sectorchanges are updated if you call the sectortakeovermenue or after 30 Minutes

* A player-owned Station can be marked so that it would not claim a sector (for example, those Tradings Docks used for commerce in pirate sectors). In order to do that, the player must rename the Trading Dock in question so that its name starts with "$" (dollar sign).


* If all player-owned Stations in a claimed sector are destroyed, the ownership of the sector will immediately go back to the original race.

* Enemy sectors of the original owner race will send periodically raiding parties to destroy player's Stations to take the sector back.
The player must then defend his Stations, and try to claim all enemy sectors of the same race.
Size of the raiding parties, distance to enemyhomesectors, period of raiding depend on the players fight level.

* A new command "Sector Takeover" command is now available under Command Console / Combat menu.

* Each station located within a player-owned sector will pay the player a fee of 3,125 credits an hour (more for shipyards and EQ docks), this fee covers protection for the factory, space rental and various other things. This fee is paid once an hour.

* Each station that the player owns, that is located in a sector owned by another race (except Xenon or Kha'ak, unkown ), will be charged a tax at the same rate as that which is charged to their stations in your sectors (see above).
The amount goes straight from the players account. When the player cannot afford the tax, the station is 'seized' by the owner of the sector it is located in.
Player owned stations in a player owned sector are not charged a tax (because that tax would just go straight back to the player).

* The Player can decide whether or not to allow other races or businesses to set up stations in each of their individual sectors.

Changelog :

2.5 alpha02
- Bugfix Unkown Races
- Feature add Loose race Police Licence
- Feature add Raiders have now m7 as well
- Feature add Amount of Raiders are random now
- Feature add Fightrank now in T file
- Feature add Amount of raiders are now in T File
- Feature add SubVersion added to have Pageid just in the setupfile
- Documentation T Files Settings are now documented in readme

2.5 alpha01
user
- Ported to TC, added races, ships, etc.
- Raiding Parties are adjusted to TC
- Equipmentdocs are valid as well
- Raiding depends now on Fightrank
- Sectortakeover and Messaging system comes with for the player
- Sectortakeover have notority effect to enemyrace
technical :
- Controll is done via 1 GOD Modul now and 1 Respawn supression modul, no more additional task needed
- Changed the whole Filestructure
- Most Setting are now in the T file
Last edited by linus_org on Sat, 29. Nov 08, 09:24, edited 9 times in total.
amirite
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Post by amirite »

Do you have the permission from the original author to convert this?
-TEVE
fredmxm354
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Post by fredmxm354 »

amirite wrote:Do you have the permission from the original author to convert this?
No offense, but I havent seen nirwin or any of the original script creators about recently. A conversion doesnt take owenership, it shouldnt pose any issues if nirwin & co decide to work on a TC version, then surely linus_org will remove his/her version.

But yes, I do understand the principle in getting permission before changing someone else's scripts/mods.

As an interim version, this should suffice, and i doubt there will be many complaints.

I will be trying this out ASAP!
Chroniss
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Post by Chroniss »

Doesn't work for me, you can't actually claim the sector. The menus are all there but when you click takeover sector nothing happens.

I have an equipment dock, trade station, and HQ in the sector with no other race stations, and I set global enemy, but it makes no difference.
Sahvion
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Post by Sahvion »

I'll try this out once it's out of alpha phase (I don't install alpha or beta scripts)

However, I do agree with the permission part. Just because someone hasn't been around, doesn't mean their rights to the script have been forfeited. So I do suggest you PM them and just let them know you are using their script, but that if they ever decide to make their own conversation just remember that you'll need to remove yours.
ewokshaman1
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Post by ewokshaman1 »

Lets see what he says, as to if he has asked them for permission or not yet before we keep mentioning it?

I do have a question:
* In order to claim a sector, the player must destroy all enemy stations in the sector,
build his own Trading Dock, Equipment Dock, Headquarter in the sector.
Sectorchanges are updated if you call the sectortakeovermenue or after 30 Minutes
Any of these, or all?

And Chroniss, I had that problem with the original script in Reunion... how long did you wait? Sometimes if you wait around a bit, and check again it will have changed.
Ilintar
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Post by Ilintar »

Sahvion wrote:However, I do agree with the permission part. Just because someone hasn't been around, doesn't mean their rights to the script have been forfeited. So I do suggest you PM them and just let them know you are using their script, but that if they ever decide to make their own conversation just remember that you'll need to remove yours.
Frankly, I don't understand this part, maybe someone will explain this to me?

With every single game I've seen so far, scripts / modifications done for the game have been "public domain". That's sort of the idea behind community extensions to a game - you publish something, you do it for the community, not for yourself. Also, legally, since these are additions to a non-public domain game, I think the only party that can restrict anything that is done to any scripts / mods is Egosoft themselves.

I understand the organizational aspect of this (ie. no use having two people do the same stuff) and the ethical one (giving credit where credit is due), however neither of those should restrict anyone from porting a script they expressed no desire in porting themselves. And just writing a note about the script being in large part a port of someone else's script takes care of the ethical side.
ewokshaman1
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Post by ewokshaman1 »

I understand the organizational aspect of this (ie. no use having two people do the same stuff) and the ethical one (giving credit where credit is due)....
What other reasons do you need? Yes, you are correct none of these mods are officially anyone elses on paper, but... *Points up*

Also, while the people may not be here right now, there may be a reason. If they intended to port it themselves, then it is only polite (And as you say, ethical) to ask them first.

Hell I can think of a couple modders off the top of my head who would vanish for months at a time, only to reappear and put out Massive amounts of work they had done, while rebuilding their house or recovering from a death in the family.
amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite »

I think we appreciate what you're trying to do. But there's alrealy a 'sector takeover' mod for TC that is shaping up well so far, and of course the permission. I think you should try to get in contact with the original author first. If they're not around or if their contact info is obsolete now, well then at least you will have tried. It's 100x better than just assuming they aren't around because they haven't posted in a while.
-TEVE
Elucca
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Post by Elucca »

Mods are not automatically public domain. They are still intellectual property, even if they are based on a commercial product.
Chroniss
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Post by Chroniss »

Lazerath has already said he doesn't plan on extending the unknown takeover to the extent of this script. I wouldn't count on it doing much more then calling it your sector, where this script goes much further in features.

Anyways It did give me sector control finally, then the game froze while I was playing with it. I'm not sure if the freeze was related to the script or not. I also keep getting this message in regards to the unknown Xenon Hub sector where I have ownership:

http://img20.imageshack.us/my.php?image ... msgps5.jpg

Thats quite a cash requirement but I'm not even sure if thats true.
linus_org
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Post by linus_org »

Hi there,
Just to do some Statements about ownership :
First of all let me say that if anyone like to claim the ownership of this script, i´m happy to hand it over, because from my point i haven´t claimed it.
what i tried to contact the original owners is something that i would like to keep private, i just want to say that i tried and havent achieved a contact.

Since i´m still a fan of this script and i´m just waiting for the 1.3 patch to play the story, i have done this port to keep me busy in between :-)

Is that fair enough for anyone ? :-)
Linus
linus_org
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Post by linus_org »

hi there
About sectortakeover problems :
1) any of the metioned stations without the $ in the name will be vailid for the sector takeover.
2) sector takeover will be checked every 30 minutes or if you enter the sector takeover menue
3) if you have not enough money you should get a message only once

if there are endless loops or game freeze i´m happy to look at the safegames as long as you are not palying with mods

you can control some parts of the takeover by changing the setting in the t file :
Takeover costs -> <t id="1000">400000000</t>
HQ will claim-> <t id="1001">1</t>
Information level-> <t id="1002">2</t>
Information costs-> <t id="1003">1000000</t>
Notority drawback-> <t id="1004">50000</t>

next are fightrank related : you will get based on your fr a so called level can be 1 - 4
base setting of raiddistance-> <t id="1005">5</t>
raid will spawn in level*5 sector distance, if no sector in this distance no raiding party

base setting of raiddelay in minutes-> <t id="1006">60</t>
race shipyard factor-> <t id="1007">2</t> !!!! need to be > 0
Minimum raiddelay -> <t id="1008">30</t>
delay will be minimum 30 or
random between 30 and ( 5 - level ) * 60 / shipyardfactor
Chroniss
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Post by Chroniss »

Yeah It's working, once you have the 400mil in your account it claims it almost instantly.

There is a game freeze. It runs fine until you claim a sector, then it freezes about 15 seconds later. I can play the game like normal without claiming the sector, but as soon as I do the game will freeze up. I can replicate this freeze every time I claim a sector, and it always happens shortly after, regardless of what I'm doing at the time.

I'm running with MARS, Cycrow Cheats, the Cycrow hotkey plugins and universe goods locater. I doubt it would be an issue to remove those and re-save a new game vanilla if you want to test it. I can't do it now but later in the day I'll check in to see whats up.
linus_org
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Post by linus_org »

Hi Chronis,
sorry for the freeze, but this might be related not to your scripts, it might be related to some standardmissions in tc
in case of problems just the sectorname you like to claim and i can test this for myself. i ould bet that there are unclaimable sectors in the game.
if a sector is claimed the race will send some raidingparties asap to get the sector back ( what would you do if the xenon overun your sector in X3R ? )
Hope this helps
Regards
Linus
linus_org
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Post by linus_org »

in regards to the unkown xenon hub :
Found the sector, sorry i have a different mapstyle and there is only sometimes a xenonhub in the sector.
i also had some ctd if i destroy this hub ( if i made it out of the planets atmosphere :-) )
some kind of a strange sector, looking forward to the story :-)


Anyway
i found a bug related to unkown races and this is fixed and i will post an update soon,
i like to add some additional things, so pls. wait some hours.

Regards
Linus
Chroniss
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Post by Chroniss »

I want to claim Presidents End, but I didn't set the $ to the hub so it was claiming both Presidents End and the Unknown Hub sector. I'll try just claiming PE and see if it freezes.

-Okay its not freezing but theres another problem, look whats happening in PE after I claim it:

http://img125.imageshack.us/my.php?image=x3pebn1.jpg

They are still coming through too, its just nonstop cap ships.

Also the first part of the ST menu doesn't offer any feedback for the choices you select, so I can't tell if its working when I tell it to allow npcs or not.

--Ran it again, same thing but this time at the East gate. They spawn a short distance from the gate, and they form a line on it like it shows on my map here:

http://img401.imageshack.us/my.php?image=x3pe2ix4.jpg

They don't move once they get there and they don't try to attack me (Unless I get to close...then they kill me fast). They are just forming a blockage at the gate and sitting there.
linus_org
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Post by linus_org »

Hi there,
found the capital ship error and will fix that as well.
will be a new version soon
in Regards to you other error :
Look at the menue line for the sector you claimed
sector is free perdefault and if you block it the menue item for the sector will change, same as you select the menue item itself.

Edit :
Just come home from luch and i will post an update around 17:00 on Monday ( EST ). I´m also working on the Popultae station script and i do not want to release a quickfix here. pls try to set the raid protection to yes to avoid this so called endless raids BEFORE you claim a sector.
this should do the trick before you get the new scripts.
( if there are any errors there at least we have a full test :-) )

Sorry for the bugs, its my first complex script and i´m just trying to do my best here.

Regards
Linus
BlackRain
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Post by BlackRain »

Don't worry about it Linus, your doing a good job!
trilobiten
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Post by trilobiten »

Very good job. I like it. Just ignor those guys.

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