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