

This plugin is available in spk format:









Moderators: Moderators for English X Forum, Scripting / Modding Moderators
LOL, yeah it really works, actually been running this for some time now. Takes a while to test as you may imagine.Graxster wrote:OMG, this looks like it really works! I mean, I guess it does, from the screenshot.It's been driving me crazy trying to keep an eye out for these skirmishes. Damn NPC's are destroying stations! Does this work all the time? I mean, I saw Argon's destroying a Paranid station in some Paranid sector, and there were no Paranid defenders at all. Does !fight.defend.sector only go out to NPC's in the current sector, or will they migrate? Thanks!
-Grax
Not in my game. Usually I see a Capital Ship with 20-40 followers. Last night the Paranid invaded Ore Belt with a Zeus, a bunch of M8, M7, M6, and assorted other craft. I "sent" in (read: teleported from a different sector) an Argon Titan, Colossus, and a few Centaurs. The Zeus and Colossus both bit the dust fairly early. The Titan was the winner in the end... I think some Otas may have helped out as well, since there's an HQ in Ore Belt.Chroniss wrote:They are usually a single M7 with a few fighters and it happens like once every half hour at most in my game.
i've already posted mostly how the invasion/defence fleets actually work.BlackRain wrote:Wow, this has implications beyond just your script. If we understand how invasions and stuff work, that means we can most likely edit them to work better or different. For instance, larger invasion fleets, or perhaps some kind of military economy where a race has fleets depending on how many military bases and sectors it has, etc. Also possibly adding jump drive capability to these fleets.
Just tried myself and same problem. I think it's caused by me using Exscripter to save the file. Modmanager can extract it fine, though.Chroniss wrote:I can't open the new !fight.defend.sector.pck file that your repacked for this script. The original works fine, but the new one you included says its an unrecognized format in both winrar & 7zip.
this is most likly because exscripter is using the X3 format, where it both encycrpts and compresses the file, something that winrar/7zip etc wont be able to recognise.ThisIsHarsh wrote:Just tried myself and same problem. I think it's caused by me using Exscripter to save the file. Modmanager can extract it fine, though.Chroniss wrote:I can't open the new !fight.defend.sector.pck file that your repacked for this script. The original works fine, but the new one you included says its an unrecognized format in both winrar & 7zip.
I would look into the Recon ship scripts (start at !job.patrol.scout). If you follow the logic in there it will lead you to how the invasions and military base stuff in general works.Chroniss wrote:Ok, I will get those programs then. I'm not very good at scripting but I'm still gonna try to make those fights larger and more frequent. Are there specific areas of the script that pertain to that?
OK nm on the #'s, I see Cycrow's post about the Jobs file, but what about frequency?