(Rename the file to racepatrols_143.renametospk.pdf)
The above includes the scripts but NOT the mod files. With only the scripts, you will not get rid of existing militaries, but the new patrols will appear. In order to include this as it was designed, download ONE of the options below:
This removes virtually all (non-company) militaries, including the ones associated with Military Outposts. Thus races won't invade one another (argon<->paranid , boron<->split) with this one:
http://www.geocities.com/ttlaurila/nopa ... etorar.pdf
This removes most militaries and most of civilians:
http://www.geocities.com/ttlaurila/nopa ... etorar.pdf
This removes militaries only, leaving civilians untouched:
http://www.geocities.com/ttlaurila/nopa ... etorar.pdf
New link:
http://x3terranconflict.filefront.com/
Note that it is perfectly OK to run the script without making any changes in Jobs by one of the above mods. In this case you will not replace existing militaries, but just throw more military presence in, and you will get more CPU load (perhaps significantly so), not less.
This script + mod is designed to replace the standard military ships you see bumbling around with small patrols, that call for backup when needed. The result is better game perfomance due to massive decrease in the number of ships in the universe. And also, at least in my opinion, more believable military presence, that makes the game universe appear more alive.
The heart and soul of the script is to represent race military strength by a number, where reserves are called only when needed, and then sent back. The script creates patrols to all race (Argon, Boron, Split, Paranid, Teladi) sectors, and the patrols fly betwen stations hunting for enemies. If in trouble the patrol can call for a heavier assault wing, which can call a yet heavier one, and so on.
The militaries will only fight to the death in core sectors, however, and will fall back after losing some frigates and destroyers in a sector. They will keep periodically assaulting the sector to re-take it, however. This allows for invasion -type events (which I hope we will soon have scripts for) to call for player participation.
Total military strength of each race is finite, but huge, and gets periodic reinforcements. Thus it is possible to defeat a race, unlike with the "whack-a-mole" approach of the Jobs -file, where a destroyed ship soon pops up someplace else.
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The mod contains a Jobs file with most of the standard military patrols, as well as civilians, removed. The script runs fine without the mod, but will then just throw some smart military on top of the dumb.
To install the script :
1. Make sure you have Cycrows Plugin Manager installed
2. DL the .spk , rename it, and run it.
To install the mod as fake patch :
1. Copy the .cat and .dat to your main X3TC directory.
2. Rename the files as 06.cat and 06.dat (or one higher than the highest number there already is). Note that Crycrows Plugin Manager always uses the highest mod number, so if you have it installed, you must first make its .cat and .dat one bigger, and make this mod second biggest number.
3. If loading an old game, this will cause most of the military fleet leadships to lose their names, not be destroyed.
4. In the scripts there is one called " aa.kill.name ". Run this manually from the script editor. Give it null as first argument (=run as global script), and any one of the nameless ships as second. It will then work in the background removing the nameless ships within one hour or so.
Detailed instructions for 4. :
1 )Activate the script editor
2) go to script editor under personal/advanced/scrpt editor
3) choose "script editor" (the upmost on the menu)
4) find aa.kill.name (should be at/near the top, thus the aa)
5) press r to run it
6) choose null to first question
7) press enter

9) find a nameless ship in your universe and select it
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Version 1.43 out 22/01/09
-made backup calling less trigger happy
-called assaults "prepare" (i.e. wait) at gate a while before commencing their run. Bigger lead ships wait longer.
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Version 1.42 out 17/12/08
-Added the text file to the spk bundle

-Improved message sending logic (appeared like it could have problems OoS since it had a wait, and then calling ship can die before assault call is complete)
-Assault M6s pack Typhoons
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Version 1.41 out 15/12/08
changes:
-Patrols ships will not get removed if they are of different race than sector owner (capped and turned neutral) or owned by the player.
-Missile ships (M8 & M7M) no longer used by assaults, since they don't work proper.
-Player gets a distress request to assist when destroyer size forces are called to a sector, if he/she holds police license for race in question.
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Version 1.4 out 4/12/08
changes:
-Added safety check that should destroy patrol ships if they get yanked out of the sector they are created in, by some other scripts. The logic doesn't support this, and might cause issues, upto hanging the game, appearently.
- Biggest response fleets no longer have fighters with them, just destoyers, to keep max number of ships in hand.
- Response now limited to 15+ destroyers (plus escorts) max. per (core) sector.
- Ships now carry more equipment, and fire more missiles. Missile frigates and bombers now carry their proper missiles, but apparently their default logic doesn't fire them properly.
- Some waits added to the backup calling logic, to hopefully counter lockup possibilities.
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version 1.3 out 27/11/08
IMPORTANT
Manually run the script * aa.update.Patrols * if updating from an earlier version. Run it as global script (=give null as answer to the question). This replaces old patrols, which no longer work under the new logic.
changes:
- Names now contain race, and stay the same, locals code info.
- When calling for help, the ships understand to fall back to the arriving heavier fleet, and attack together, instead of perform a suicide run.
- Patrol beacons self-destruct after some time, the presence of one means an assault has happened within last 20mins.
- Patrols now look both for ships they consider hostile, as well as ships that are hostile to them. This *should* make them react right to invasions.
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version 1.2 out 24/11/08.
.spk -package name incorrect in version 1.1, this 1.2 will not correctly overwrite. Please remove old version from the installer yourself.
Changes mostly to logic, put in as many checks as possible to not make complex operations on ships that might not be existent anymore. Hopefully this will decrease chances of a conflict with some other script.
Gameplay changes :
- Core sectors now have more patrols, as well as will get the heaviest possible military response when attacked.
- Increased max. strength of militaries somewhat.
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Uninstallation:
Removing the mods and script files will leave some fluff flying around in your universe, because the pre-existing patrols and assaults aren't destoyed (you removed the scripts that would do this). It should be of little consequence, but turning the plugin "off" in the AL plugins menu, will run an uninstall script that, within a max of 2 game days, will remove all traces of what the scirpt created.
The mod files can simply be deleted.
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The jobs mod is extremely simple. In order to create your own, to have control over your universe, unpack Jobs.pck to a txt file, and edit. I would recommend this, but for those who do not wish to mod, the readymade mods are there as suggestions. You will find entries, where the name and the script they run are the key. Any lines (or block, depending on your text editor) with attackenemies or patrol -scripts are military patrol leaders. After removing these, you can leave the lines of followers (attacksame and wing.protect scripts) intact. If anyone knows what do the entries with the defencebase script do, I would appreaciate the info.
example:
This is one of the free traders:
130;Mineral Transporter (Teladi);
2;1;trade.freetrader;...
This is an M6 that leads a military wing:
515;Military M6;
15;3;patrol.short;...
This is an M6 that is part of a standard military patrol, and will ony show up to accompany a leader Job (thus needs not be removed).
1231;Military Patrol (Argon) Followers (M6/M6M)(Lead);
2;0;wing.attacksame;...