RRF 1.8 beta (Test Version) 7.9.08

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LV
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RRF 1.8 beta (Test Version) 7.9.08

Post by LV » Sat, 28. Jun 08, 20:15

OK ladies this is an ALPHA, let me explain what this means.......

It means if you only want to use stable and bug-free scripts you should not download it, this is a test version for any of you brave enough to stick your head above the parapet and say "Hey I'm Darkside man"

LV slaps himself for babbling and picks up the worlds biggest spoon.

I've put about 20 hrs testing into 1.8 and it looks ok to me peeps but as i have added some serious lines of code and changes to RRF it needs putting through it's paces for a few days before i offer it to the idiots of this village.


My testing shows 100% functionality, feel free to show me why my glass should be half empty and not full by breaking it, I challenge y'all :)



Step 1.
Before you load X3 remove the current RRF Install you have with Cycrows Plugin Manager. If you do not have RRF installed ignore!!

Next install RRF 1.8b with Cycrows Plugin Manager


Image

Download 1.8 Final Test

Run X3 & Load your save (use a fresh save when saving after install, this is an ALPHA)


Ingame Install

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Install & Update guide for existing RRF users and also removal and uninstall for any existing RRF user

1. Go into your AL menu
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2. Set the 3 RRF option to NO to turn it off
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You need to wait (SETA) for the following messages

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Wait until you get this message (SETA is your friend)

Image

****NOTE****
It's currently set fast uninstall so if you can give it time after 2nd message before switching back on

Once you have pressed "Understood" go back into your AL options (1) and turn the 3 RRF option back to On [YES]
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Wait until you get this message
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RRF 1.8 is now running.
_______________________

Fixes for 1.8

Rapid Response Raiders Disabled (Still fixing)
________________________________________

M6 AI now will no longer jump into sector if more than 4 M6's (of that race) exist.


Bottleneck Fixed
_______________________________________
Ships heading to Kingdom End (elephants graveyard) or in sectors where 100's of fighters were stuck will now be imperialised.
(I believe this is due to another script as i have never suffered)


Getsu Fune
_______________________________________
Sector change slowed down


1.8 Updates


Intelligent AI Aggression

If you enable IAIA all the 5 main races as well as the Xenon, Pirates and Terran will attack their enemy's sectors and if they manage to eliminate their foe's; colonization ships will repopulate the sectors under the victors flag!

Huge rewards and conflicts can be gained or taken on from stopping colonization of sectors if a pilot can act before the sector falls.
Image

Diplomatic Relations

ImageE.G. Creates Argon MP's & rep boost for Argon & small Paranid boost to Argon when slaves re-trained


When you buy slaves, some will then become MP's that can fly Drones
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Stay docked or you will be punished, slave traders are not welcome
Image


_______________________________

Each race will have 1 station where rescued slaves can be re-trained or released. For a hefty sum any slave you buy from the station will be converted to either a member of the military or a citizen.

If enough slaves are re-trained the benefactor race will use them to add support craft to their invasion fleets. Centres that have no MP's available will not produce strike craft!

As well as the increased military support the benefactor will add a small notoriety increase for you and also the race of the sector the station is situated in.

Sith masters can not only alter the other races relations to each other but also use this feature to control relations globally with the right purchase in the right place and also a few missiles into a station in the wrong location ;)



Wealthy and cunning pilots could affect relations between the major races by simply re-training rescued slaves at Donation Centres in the suitable race sector.



New Hotkeys
_________

Image

Once you have bound this hotkey if you can find the Donation Centre for the race of the sector your in. Only the main races have centre's and you will also be offered the option of data on current race invasions and sector leadership.

Image

________________________________


There are many more fixes and features in 1.8 that currently elude me mainly due to manflu and a mixture of Stella/Headache tablets that i will expand on soon as i remember them.


1.8 will change all race notoriety's once setup but as i'm such a great guy if you turn RRF off it will revert back to it's original settings
(Anybody who wishes to ask me how long this took can join the "please kick me in the nads line")


_____


1.8 final update
I've worked on the sector choice logic for invasions meaning most of the time it should be the sector closest to the attacking races borders, I have however added some randomness to it.

Also the races should pretty much get a turn a piece to assault a sector but i've also added a wildcard here just so it not always obvious which race will be attacking next.


On the incoming questions options screen when re-intialising RRF in the AL options menu you will be asked to either start AI Logic or start AI Logic with the option to start an invasion every time you re-init script caches.

READ what your clicking!!

i think any wandering fighters on their way to kingdom end (XTM related) are now imperialised and I have also put some easter eggs into the game

2 tips

1. Take capital class ships to the pirate headquarters ;)
2. Be in the invasion sector and choose to aid or not.

(disclosure of script code will bring much pain and suffering to anyone thinking about it :x )


_____________

I've also now written full NPC race interaction into the donation centres so if a Split trader lands on a Boron Donation Centre in Argon Prime the Split get a boost with both the Boron (large) and the Argon (small) iirc the Goner may also add a tad of notoriety to the Split.

Please test donation centres out by landing TS ships on them and buying slaves, try to cheat please peeps and kill the centres so they come back in differnet race sectors (does the not drop for killing affect your notoriety with the race too much?)


Todo before release, some of my rewards need tweaking especially in relation to tip 2


____


some of the plugin is still set to fast in relation to timings and colonization, i'm aware of it.

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Install instructions


first remove any RRF install you have via Cycrows Plugin Manager (Installer) then double click the rrf1.8fa spk file

Load your game and turn the 3 RRF options in th Arificial Life plugin menu to off.Wait for the message to uninstall RRF then turn them back On.


___
Last edited by LV on Sun, 7. Sep 08, 16:50, edited 4 times in total.
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joelR
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Post by joelR » Sun, 29. Jun 08, 07:23

This is great LV. I'll let you know what I find out.




Thanks!

Lancefighter
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Post by Lancefighter » Sun, 29. Jun 08, 08:09

Id love to be able to post tons of feedback at this point, but the dreaded 'other stuff' came up >.< damn RL.
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

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enenra
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Post by enenra » Sun, 29. Jun 08, 12:23

:o

You might want to rename this... script, as it takes on a much bigger dimension than the original script had. :thumb_up:

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Sandalpocalypse
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Post by Sandalpocalypse » Sun, 29. Jun 08, 12:37

Awesome. I'll have a go. Death to bugs!

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s9ilent
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Post by s9ilent » Sun, 29. Jun 08, 12:41

Hrm... I'm very tempted to test this script, but considering I havn't actually used the first RRF, nor played x3 in a while.... I might try it later
(I've been only modding/testing my mod continuously)



Btw, great script as always, and I find it hilarious how you used IAIA :P

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Post by Zoed Vega » Sun, 29. Jun 08, 13:15

Moderator erased post
Last edited by Zoed Vega on Tue, 4. Aug 09, 19:16, edited 1 time in total.

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LV
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Post by LV » Sun, 29. Jun 08, 17:49

there are a couple of things i could also do with some help with,

Someone to proof read the thread desc and 8804 t file for speeling and grammer. It's really not my strong point ;)

I make things work, i'm not good at naming them, this version needs a beeter description than intelligent AI and donation centres but my mind only works with code, not words :roll:

20 hrs testing is on top of the other 30 writing ;)

My Alpha's are usually pretty nailed down on the bug front but as this update alters sector owners, race relations and also stations deployed throughout the universe, if i have missed a show stopper it's a reload and no less

I think this plugin may sound better unsing "diplomatic" but as i said i have writers block
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si tacuisses, philosophus mansisses

Thraxwhirl
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Post by Thraxwhirl » Sun, 29. Jun 08, 17:57

This looks interesting, LV...

...but I have a question, regarding compatibility with mods like XTM, if I may ask...

As I understand it from previous versions, the RRF AI finds ships that already exist in the Universe and then assigns them their RRF commands and renames them accordingly.

So for example, it might pick a random Argon Titan, or even a custom ship like a Split Tiger(from XTM) and use it for Race Response purposes.

Now, that's all very well and good in MOST cases, but of course it could potentially play havoc with XTM's "other companies", such as Industritech, Family Tkr and Company Yohanis. For instance, an Industritech Cerberus might suddenly find that it gets assigned to Argon RRF, and thus no longer performs the functions that XTM had intended...

...So, my question is simply this:

Are there any safeguards against this?

I've had one or two ideas in this regard - suggestions that might work.

When the AI is picking a random ship in order to assign it to RRF duties:

1) Check to see if the ship has a Homebase. If it does, the ship is almost certainly performing a function that the modder/scripter intended it to keep on perfoming, and thus it should be left alone. Thus, pick randomly again.

2) Check its name. If it's NOT a simple case of $Race+$Waretype - eg. "Argon Titan" - but is instead something different like, say, "Federal Supply Mammoth"(XTM), "Sword of Achilles"(also XTM), or "Mercenaries Guild Buster"(Cycrow's Guild Scripts)... or even for that matter, "Argon Customs Patrol Nova"(vanilla jobs)... then once again, this ship is already performing a task which it ought to keep on doing. Thus, RRF should search again.

Does that make sense?

Forgive me, perhaps you already have implemented safeguards along such lines(or similar) to ensure that non-essential vessels are assigned to RRF duties, but if so, can you elaborate on them?

Thanks.

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LV
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Post by LV » Sun, 29. Jun 08, 18:06

Thraxwhirl wrote:
...So, my question is simply this:

Are there any safeguards against this?
many many moons ago i wrote into the basecode a simple variable that if any script or mod checks for RRF will ignore the object

The XTM team know the local variable lv.jtp.block = 1

If no check is made for this it's simply not my problem, without sounding like i'm trying to bash XTM i've spent way too many hours already recoding RRF to work with it and hunting for bugs that mod causes to RRF.

Look at that shiny helmet to your left, as i said in off topic a while ago, I'm a sociopath, XTM need to make their mod work with RRF not the other way round. :)

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Post by Thraxwhirl » Sun, 29. Jun 08, 23:16

I see. So the responsibility lies with everyone else. :P

Fair enough.

For the benefit of those of us mortals considering using this scriptset then, and who don't want all our other ALs to be broken by it, can you elaborate upon how we might modify it ourselves(for purely personal use of course), along the lines I was suggesting, so that it won't break all our other scriptsets?

Namely, which bit of code in your scriptset requisitions the existant ships? And therein can WE get it to check Homebase and Name ourselves?

Thanks for your time.

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Re: RRF 1.8 Alpha : Testing needed :Now With Intelligent AI

Post by Malakie » Sun, 29. Jun 08, 23:53

LV wrote: (Anybody who wishes to ask me how long this took can join the "please kick me in the nads line")


___



So how long did this take?







:twisted:


Malakie
Take it light.....

Malakie

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Post by JackSlaughter » Mon, 30. Jun 08, 03:20

Mind if I make some Suggestions:

1. After you have been informed where the attack is taking place, there is no way to recall that info. If you forget... your screwed. So could you make sure it leaves a notice in the log. Also, you have the one command that gives you info and how many attacks are taking place... can you list where the attacks are taking place.

2. How long does it take for the attack to commence? I went to one of the sectors that was supposed to be under attack and I found nothing.

3. The way you made it sound, it seems like you only get benefits for stopping an attack... or saving a sector from takeover. Are there benefits for helping a race attack another sector?

4. Is this script going to really screw up NPC Universe Traders, because I was in a paranid sector and the paranid were massacring every Boron trader that came through the gate.

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LV
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Post by LV » Mon, 30. Jun 08, 10:33

Thraxwhirl wrote:
For the benefit of those of us mortals considering using this scriptset then, and who don't want all our other ALs to be broken by it, can you elaborate upon how we might modify it ourselves(for purely personal use of course), along the lines I was suggesting, so that it won't break all our other scriptsets?
In whatever plugin you want to alter whenever a ship is created via script for one of those plugins or are given a command set to be assigned to it you just need to set the ships/station the local variable of

$ship -> set local variable: name='lv.jtp.block' value=1

JackSlaughter wrote:Mind if I make some Suggestions:

1. After you have been informed where the attack is taking place, there is no way to recall that info. If you forget... your screwed. So could you make sure it leaves a notice in the log. Also, you have the one command that gives you info and how many attacks are taking place... can you list where the attacks are taking place.
This is intentional as if i had added it to log someone would have complained their log was being spammed, it is easy to change
JackSlaughter wrote: 2. How long does it take for the attack to commence? I went to one of the sectors that was supposed to be under attack and I found nothing.
The ships will wait for a short time in the sector specifed until your ship arrives although there is a failsafe added in, on testing the ships should jump in within a few mins on seta x10 if i did not enter the muster sector
JackSlaughter wrote: 3. The way you made it sound, it seems like you only get benefits for stopping an attack... or saving a sector from takeover. Are there benefits for helping a race attack another sector?
Not at the moment, coding it takes alot more time than the idea ;)
JackSlaughter wrote: 4. Is this script going to really screw up NPC Universe Traders, because I was in a paranid sector and the paranid were massacring every Boron trader that came through the gate.
And your problem is?? Why wouldn't this happen if the races were in conflict, you don't see american or english postmen happily whistling their way around the suburbs of Iraq and Afghanistan do you :)

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Post by A5PECT » Mon, 30. Jun 08, 13:59

Could you create some unique text for Kha'ak and Xenon invasions? They aren't known to negotiate with the other races before invading their space, and you usually don't need to tell people Xenon Sector 101 isn't a safe place for traders.

Those are my only gripes so far, everything else sounds great.

Edit: Also, I'm not quite familiar with the context in which you're using the term "Huckleberry". :?

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I've agreed to help the Argon fight against some Paranid forces in Ore Belt: a destroyer and several fighters. I took down the fighter escorts but I couldn't get through the destroyer's shields. Argon reinforcements arrived and the Paranid were wiped out. It was good fun, but I can't tell if I've completed the mission. Am I not to receive confirmation (via the message log), or is there something else to this task?
Admitting you have a problem is the first step in figuring out how to make it worse.

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