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[ external image ] RRF Demonstration
rrf.2.2.spk:
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RRF.2.2.ZIP:
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2.2
Note some users have experienced big problems when completely uninstalling the script, until the reason is found i recommend you DO NOT remove the scripts from the game, just turn off the plugin
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New Setup Options Menu
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Imperial Library Scripts
You must install the lib scripts
[url=http://forum.egosoft.com/viewtopic.php?t=238904]How To Use AL Plugins[/url]
Detailed description:
This plugin, once installed, will run in the Artificial Life menu automatically. The plugin can be disabled in the same way as any other AL plugin.
The purpose of the plugin is to make the response of a race to aggression by another race upon its military assets more realistic.
One of the big plus points of this plugin, is that it fixes the problem you would normally have with race ships completely ignoring attacks by the player on other race ships. For example if you destroy a station in a sector where there is a capital ship, the capital ship will normally ignore you. This will not happen with JTP. Both attacks on race ships and on race stations will be met with a considerable response.
When JTP response ship incurs enough damage from either by a Cruiser or above, or a wing of smaller ships, it will send an emergency signal to its HQ calling for help. Within a minute or so of sending the message, a number of capital ships (M1 , M2 or M6) will have jumped into the sector to render assistance dealing swiftly with the aggressor. Combat ships in this sector will also be called in. If the aggressor then activates it's own response signal, its own response fleet will jump in creating a major skirmish in that sector. This normally culminates in quite a large fight between capital ships. Once the action is over the ships (if they survived) should then jump back to their original sector.
Players entertaining the notion they can still go wild in Race sectors will quickly learn otherwise!
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Diplomacy
New For TC
In addition you also have diplomatic options, various centres will be built around the universe by the goners who will allow trade of goods from that station which effect the notoriety of the buying race to the owner of the sector the station is in.
You may also have hostile stations for a price and a single diplomatic envoy will wander from donation centre to donation centre trading on behalf of the core races.
Traders not only increase notoriety but also fund the building of drone fighters that are used during sector skirmishes.
Sector Skirmishes
If you enable this option races will invade each others sectors, if a race does conquer the sector it will rebuild it's own stations, pilots have a chioce to ignore/watch or help defend the sector or help the invaders. If you choose to support the defending race you should keep your eye open for colony ships and take them out before they can jump in by finding them in safe sectors.
Main Interface
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The main RRF interface is found in your Custom commands, from here you can monitor the RRF network and also handle the plugin
Donation Centres
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Centres are built in other races space, ships that donate to the centre via paying for freedom for slaves will not only gain notoriety with that race but also the race which own the sector will increase it's standing with the other race due to this act of kindness.
Some slaves will be so happy with their new found freedom that they will enlist as military personel and fly the m5-3 class drones that are equipped on M1's during sector invasions
Sector Invasions must be turned on for donation centres to be available!!!
E.G.
Boron Donation Centre in Teladi space, player gains notoriety with Teladi and Taladi also increase their notoriety with the Boron when slaves are paid for.
Just click one of the donation centres for the info
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Donations & Scrap Centre
If you are unhappy with where a donation centre is located you can pay 225,000 credits for it to be rebuilt
Also choose a race and you can pay to set relations to the specified race to neutral
You can pay the entire amount or pay something towards lowering the hatred between them.
The option is only available to races that are below friendly!
Hotkey
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The Interface can be called via this hotkey
RRF Signals
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Choosing the Scan RRF Network will show where races global calls are located
Skirmishes
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As above but shows which sector the race is currently invading
Startup Menu Options
Menu 1
1. Station Monitoring
Option 1
Station Monitoring On
This option makes all stations in their own sectors monitor for any enemy ship m6 and above entering the sector and calls in RRF ships as soon as they are scanned
Option 2
Station Monitoring On: Close Proximity Only
As above but unless the enemy is within 8k of the station it will ignore it
Option 3
Station Monitoring Off
Ignores enemy craft M6+ unless they are attacking the station and it's shields are below 70%, RRF is called if these conditions are met
Menu 2
Option 1
Pirate RRF On
Enables Pirates to have RRF vessels
Pirate RRF Off
Pirates are not linked
Menu 3
Maintain Relations
If you maintain relations ships will set races to neutral if their notoriety is greater than -1000 every time they make a kill, this will stop the Argon attacking the Boron etc until enough battles have occured to ignore any relationship reset
Let Them Fight
Once the ships sets another race to enemy it stays that way
If you choose Maintain relations the core races will ignore ships attacking most of the time, I'm still tweaking the code here also
As per my TR RRF for those who know it this current TC version is a very cut down version of the old RRF
That said, it's good to go and will hunt down all attackers even quicker than in TR
Detailed description:
This plugin, once installed, will run in the Artificial Life menu automatically. The plugin can be disabled in the same way as any other AL plugin.
The purpose of the plugin is to make the response of a race to aggression by another race upon its military assets more realistic.
One of the big plus points of this plugin, is that it fixes the problem you would normally have with race ships completely ignoring attacks by the player on other race ships. For example if you destroy a station in a sector where there is a capital ship, the capital ship will normally ignore you. This will not happen with JTP (Jump To Protect). Both attacks on race ships and on race stations will be met with a considerable response.
When JTP response ship incurs enough damage from either by a Cruiser or above, or a wing of smaller ships, it will send an emergency signal to its HQ calling for help. Within a minute or so of sending the message, a number of capital ships (M1 , M2 or M6/7/ or even M8 RRF Bombers) will have jumped into the sector to render assistance , dealing swiftly with the aggressor. Combat ships in this sector will also be called in. If the aggressor then activates it's own response signal, its own response fleet will jump in creating a major skirmish in that sector. This normally culminates in quite a large fight between capital ships. Once the action is over the ships (if they survived) should then jump back to their original sector.
Players entertaining the notion they can still go wild in Race sectors will quickly learn otherwise!
This plugin is not intended to make the game more easy, It is designed to give a realistic response to hostile situations involving a race's assets. If a player chooses to pick a fight he will get one! If the AI decides to attack another race, that race will respond to it.
Ships and stations in Pirate/Xenon Sectors are not attached to the network and will be unable to call for assistance.
All races with the exception of Xenon and Khaak are linked to the RRF Network
New for 1.4
Only 5 ships of each class are tagged as RRF ships the rest are ignore to help with CPU load. In addition on trade docks are now constantly linked to the network.
Also if skirmishes are enabled and you manage to get your hands on one of the races TM collectors you will be able to use it to collect flying wares at a much quicker pace than the stock version.
The collectors need a transporter device and jumpdrive to work and will shunt any wares if they are full back to their homebase and drop them off before jumping back to collect the rest.
This software is only available on Race Collector Ships found in skirmish sectors, you will need to cap one to use the feature.
Race Response Bombers -
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When a race station or capital ship is in grave danger it will call in a RRB if one is available. There are a few small points you may wish to remember
:- Never get in range of one of these ships if you are the target!
:- Never be in range of one of these ships if it is destroyed!
New for 1.61
Assassination Offers
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If you enable Assassinations during startup options you will get offers to take out ships and stations and effect the notoriety between the 2 defined races,
These offers only come when you dock at any station and have a low chance of being offered.
You will also suffer rep loss yourself and you need to have a ship within 20k of the tag when it is killed to complete any missions you accept.
Random Invasion Time
Use this option on first setup and skirmishes will happen randomly between 5 mins and 3 hours
To update from 1.6 simply re-run your main option choices via the RRF Hotkey Interface
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New for 1.8
Option for Enabling RRF Bombers
Many bugfixes thanks to Kcin
Claim Sector (Player)
To claim sector it must be clear of stations of the original owner race and have either an EQD or Trade Dock owned by the player deployed
Option can be found in RRF Interface
You must have at least 2.1 library scripts installed (link at top of first post)
New for 2.0
Bail Issue
I decided the best way to deal with the bailed ship issue was to show the SE the full power of the force.
In the RRF menu you now have the option to "Wipe Claimed Ship Database"
This will make sure you have no further issues with race ships taking a dislike to your trophy's
The only downside of the hefty gripping i can see is if the ship has marines onboard, they would lose their vanilla achievements of boards and such, although all skills remain.
If marines are found on a ship (you cannot run it on your PLAYERSHIP) you will be asked to continue. Otherwise if you want to keep the stats move them before the wipe.
How did you achieve this magnificent coding in less than 30 minutes LV you ask?
Simple, I blew the original ship to pieces and cloned it. Smile
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Ok ladies i think I have sorted the seta problem
instead of re-writing i decided to go back to 1.7 and re-build from there
DETAILED UNINSTALL INSTRUCTIONS FOR 2.0
for those with 1.8 or earlier already installed
1. Delete/uninstall all current rrf scripts from your scripts directory
these will be 3 al.rrf scripts, many plugin.lv.jtp~ scripts and plugin.rrf.~ scripts
2. Install 2.0
Turn the game on and leave it for about 10 mins the plugin is turned off so it will start uninstalling itself, then run the secondary uninstaller found in the RRF menu
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you will be hailed about a min later telling you it's done
3. Turn the plugin back on and re-setup
How To Use AL Plugins
that should be it
It would have been a hell of a lot easier if they hadn't removed argon ones invincibility

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This hopefully fixes the seta issue (did for me) and squashes a few other bugs.
Please test your game before saving for argon one and the 1.8 rrf ships being put back to normal.
updated to 2.01
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(remove 2.0 but it shouldn't be a problem but better safe than sorry)
install new build
turn plugin off off leave for 10 mins (or seta)
run uninstall option via RRF interface
leave for about 10 mins again after being told uninstaller complete
turn back on a re set up
2.0 has a new fancy setup menu thanks to mark_a_condron which i'd have a nice picture of apart from the fact my ftp is on strike
make sure you set the options up!!!!
They can then be changed via the rrf menu settings options although some will take time to work if changed
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Updates for 2.01
Rework of code to hopefully lower the seta freeze to acceptable levels
Rebuilt Jump/Fight/Enemy Check/Signalling Code and M1 Fighter Docking
New Install Options
1. Defend Own Sectors Only (RRF ships will only respond to their own sectors)
2. Set Enemy Fighter RRF Response Level
(The plugin now checks for enemy weighting so if you want it to only send a signal if 15 enemy fighters are in the sector set it to 15) Cap ships are automatically weighted
3. Include Pirate Fighters In EF Scan
(Ignores pirate ships if set to off during above scan)
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updated to 2.1
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my lib scripts 2.5 must be updated
(remove 2.01 but it shouldn't be a problem but better safe than sorry)
install new build
turn plugin off off leave for 10 mins (or seta)
run uninstall option via RRF interface
leave for about 10 mins again after being told uninstaller complete
turn back on a re set up
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2.1 changelog
added option on uninstall for removing stations from invaded sectors
fixed weighting for choosing next attacker
atf to skirmishes added (well fixed they were always there)
better default options for marcon's fancy menu
menu fixed on random timer
invasion weighting now normal or high
muchos code streamlining
cooldown for rrf ships and stations so they revert back to vanilla after a while
Player RRF Drive implemented (you need to gain it ship by ship by stopping colonisation)
and much much more
enjoy
(i do have a funny feeling i've a few screws and bolts i didn't put back though

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UNINSTALL
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Just click the option show in the RRF interface once you have disabled the ALP plugin (Turn it Off) in the alp menu and within 5 mins your RRF interface will show the options above
if it does not, just wait longer
Custom Command 1314
t 8804
You are free to use any of my scripts/mods in any of your work as long as you say thankyou in your thread
Edit: added direct download links. X2-Illuminatus