[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

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ThisIsHarsh
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[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by ThisIsHarsh » Sun, 26. Jul 09, 04:49

Military Base Response revamp

:arrow: Replaces the stock behaviour for the main military with more intelligent and interactive threat response and invasions. Including news articles, a Xenon military AL plugin, race relation options, scoring system, and player recon uplink to call on allied military. Plus it's all fully configurable via an extensive config menu.


:arrow: Required: Community Plugin Config Menu by Cycrow

:arrow: Required: Galactic News System by XTC team (SPK package)

:arrow: Required: Extended Communication System by Serial Kicked.

:arrow: Required: JSON parser library v1.2 (thread)


:arrow: Download: Military Base Response revamp spk (or zip)


:arrow: Recommended: No Station Wrecks mod.

:arrow: Recommended: Pirate Guild by Serial Kicked.


Updating

The forum post notifying of a new release will contain information on updating to the latest version.

If unsure, or experience problems, install the latest version, then in the config menu hit "Uninstall", wait for it to finish, then hit "Install/update".


Installing
  1. Install prerequisites and plugin from above links.
  2. Load your saved game or start a new game.
  3. Important - open the config menu. The act of opening the config menu creates a bunch of necessary variables.
  4. Hit "Install/update" in the config menu.
  5. Quit the config menu, then go into your AL settings and enable Xenon Military Bases (optional).
Uninstalling
  1. Disable Xenon Military Bases in AL plugin menu.
  2. Open config menu.
  3. Reset race relations to 'default' (if you want).
  4. Hit 'Reset sector ownerships' (if you want).
  5. Hit 'Uninstall' in the config menu.
  6. Once subtitle showing progress has disappeared, save and quit game.
  7. Uninstall plugin.
Details
  • Recon ships, destruction of big ships and attacks on stations signal a more intelligent response from military outposts.

    Military ship patrols are now sleeker and spend more time rearming. These patrolling ships will be called on by their military outpost to respond to threats. Carriers use their fighters somewhat more intelligently and will restock with new fighters at their home base.
  • Rearguard (optional, enabled by default).

    Rearguard ships are called in when there is a lack of military ships available. Each race has a limited set of tokens to spend on Rearguard ships. These tokens regenerate after a while. Token settings can be set via the menu.

    To help tune token settings, the value of each ship type is given in the spoiler tag below. These values are also used in the military prestige scoring system detailed further down. They were originally supplied by 7ate, original scripter of Improved Races, and I feel are honed to be well balanced:
    Spoiler
    Show
    M5 = 1 :: M4 = 4 :: M3 = 8 :: TM = 8 :: M8 = 10 :: M6 = 14 :: M7 = 35 :: M2 = 55 :: M1 = 60 :: M0 = 80. Ships that can carry fighters get a (relatively small) fighter contingent added for free and restock for free at outposts/equipment docks.
  • Invasions, sector takeovers, and race relations (optional, enabled by default).
    • Recon ships can signal invasions of enemy sectors where enemy stations or a large military buildup is detected.
    • Along with the invasion fleet a General can be sent in his flagship destroyer to seize the sector and oversee reconstruction.
    • Each race can be configured independently to allow: invasions or sector takeovers; invading/taking only border sectors; invading/taking Pirate sectors; and invading/taking only originally owned sectors. If sector takeover is enabled, but invasions are disabled, the race will only take undefended sectors.
    • Use the Extended Communication System on a military outpost to ally with a race. Once allied, if you have at least 500 prestige points (configurable), you can request a General to invade a sector. This General will not be accompanied by a fleet - you will be expected to protect him. [Hint: use the Reconnaissance uplink (discussed below) to continuously attempt to call in reinforcements as they become available].
    • Via the menu you can change the relations between the major races to role-play a warfare scenario. In the config menu under "Invasion settings" enable "Show/enable reputation modifiers" then hit "Save options". There will now be a new menu category where you can change relations.
    • When a General is killed, the sector will revert to Pirate owned. When a sector is captured, if you have Serial Kicked's Pirate Guild installed, the nearest Pirate base will get a LOT of money, so watch out. Both of these are configurable, of course.
  • Xenon military bases (optional, disabled by default).
    • The Xenon can now have their own military outposts. This is via an AL plugin, which is disabled by default.
    • Xenon ships will be retasked to their local military outpost and Relay scouts will be spawned (the Xenon analogue of Recon scouts). The Xenon will defend their territory aggressively and will lay waste to surrounding sectors. Once the nearest sectors are cleared they will move outward, destroying all stations and threats in their wake.
    • Xenon Emissary mode(EXPERIMENTAL): use the Extended Communication System to comm a military outpost to join the Xenon as their Emissary. You will forsake your reputation with all other races. Your only concern becomes the annihilation of all biological races. Utilize the reconnaissance uplink (described below) to call down the Xenon military might on unsuspecting sectors.

      As a reward for your service, any ship you dock at a Xenon Military Outpost will be:
      • Repaired to 100%.
      • Upgraded - all software installed on your personal ship will be installed on the docked ship.
      • Tuned to max engine tunings.
      • Refueled with energy cells, according to the ship's refuel settings.
      • Resupplied with missiles and ammunition, according to the ship's resupply settings.
      • Also, System Override Software will be available for purchase from outposts, making claiming abandoned ships a bit easier.

      A couple of things to bear in mind:
      • Don't forget to set your friend/foe settings to reflect your new allegiances - the reconnaissance uplink will not work otherwise.
      • You will have to leave the sector before nearby Xenon become friendly. Alternatively, once allied use the Extended Communication System on the outpost to self-destruct 'malfunctioning' Xenon that may be attacking your ship(s).
      • You can disable the Xenon Emissary option in the config menu and it will undo the changes.
      • It may take a while before a Xenon fleet is available and jumps in after you.
      • You may want to increase the "Xenon token multiplier" in the menu.
  • Military prestige scoring (optional, enabled by default).
    • Ships targeted by a race's military may be tagged, shown as a letter after their name. For example "Xenon J {AEP}" means Argon, Terran (Earth) and Paranid have marked this ship as a threat. If you destroy those ships, you will get some prestige score, shown in a subtitle when you make a kill. You can modify the amount of prestige you get with the menu option "Prestige gain modifier".
    • You will gain some notoriety when you destroy these ships. The amount of notoriety gained is equal to the value displayed when you kill it. This means you can gain notoriety for kills outside of race-owned sectors, for example during an invasion of a Xenon sector.
    • By default you require a police license before you can score prestige points with a race (except Terran and Xenon).
    • You can also help out the Xenon and get reputation (and notoriety) with them (disabled by default).
    • You can use the Extended Communication System on a military outpost to see your score with that race, as well as the available options for using your prestige. This includes:
      • Making an expense claim - trade prestige for credits.
      • Request access to restricted upgrades - trade prestige to add upgrades to outposts for purchase.
      • Availability of the Reconnaissance uplink for calling defense and/or invasion (detailed below).
      • Requesting a sector takeover (detailed above).
  • Integration with XTC team's Galactic News System (optional, enabled by default).

    Open the Galactic News System to see the latest news on all conflicts across the galaxy. The timeout period for articles can be set in the config menu (default is 15 mins - set to 0 or less to disable). All news is timestamped, so you know how fresh the info is.

    You can/will get extra notifications in the form of subtitle, message and logbook entries with basic information, which will refer you to the GNS for more details (configurable through the menu).
  • Player ship Reconnaissance uplink (optional, enabled by default).

    A new command, only available on your personal ship, "Reconnaissance uplink" under "Additional Ship Commands", allows your ship to act as a recon scout.

    When in a friendly sector you will constantly send enemy fleet strengths to the nearest military outpost. When in an enemy sector you will send enemy fleet strength to the nearest military outpost of your ally.

    You may choose your ally by using the Extended Communication System on a military outpost. You will require a police license to ally yourself with a race.

    Requirements for calling defense forces:
    • 50 military prestige points (configurable).
    • Police license (except Terran and Xenon) (configurable).
    • Player must have positive notoriety with sector owner.
    • Player ship must have sector owner set as friend in friend/foe settings.
    Requirements for calling invasion forces:
    • 200 military prestige points (configurable).
    • Police license with ally (except Terran and Xenon) (configurable).
    • Ally must have negative notoriety with sector owner.
    • Player ship must have sector owner set as enemy in friend/foe settings.
  • Fully configurable.

    Check the the config menu to configure GNS articles and notifications, Rearguard token settings, invasion modes, prestige scoring, etc. If there is something you want an option for, just ask!
Notes

Please do let me know your thoughts on improving this plugin. For detailed info on what is going on, enable the debug option in the menu and check out your log01002.txt file in your savegame folder.

DISCLAIMER

Credits
  • Marvelous3175 - German translation
Changelog
v2.16:
- Added: Xenon relation settings.
- Added: config option to disable defense GNS articles.
- Added: Pirate Guild compatiblity - base near a taken Pirate sector gets money.
- Added: captured sectors revert to Pirate owned if General dies.
- Modified: big ships disengage attack if better target found (as long as not being attacked themselves).
- Modified: carriers attempt to recall fighters to defend them if attacked.
- Modified: rebalanced default Rearguard tokens.
- Modified: defence calls now prioritised over invasion calls.
- Modified: Generals now use jumpdrive.
- Modified: missile boats will keep their distance from their target.
- Modified: targeting script now has reduced overhead.
- Fixed: relations periodically reset, so ships won't stay red.
- Fixed: better 3rd party script compatibility (IR and Revelation).
- Fixed: Generals no longer claim sectors instantly on install/update.
- Fixed: ships no longer spawned if they don't have lasers or missile mountable in any turret.
- Fixed: ships not longer spawned if they can't move.
- Fixed: added (XRM) Terran OWPs to invalid ship list.
- Fixed: claimed sector station repopulation now includes mines.
- Fixed: vanilla "buzzing insect" carrier fighter docking bug.
v2.15:
- Added: option for 'defensive' invasions (only invade sectors that originally belonged to the race).
- Added: trade prestige for upgrades to be added to outposts for purchase.
- Modified/fixed: more thorough uninstall process.
- Fixed: incorrect replacement !job.fight.defencebase in package.
- Fixed: ECS comm of outpost allowed Generals to be called, even if not allied.
v2.14:
- Added: individual race menu options for invasion/sector takeover.
- Added: seperate menu option to enable/disable ship spawn fix.
- Added/modified: ships called away to defend a sector will attempt to jump back to home sector once finished.
- Modified: default Rearguard settings - halved all values.
- Fixed: bug with Kha'ak 841 sector (in general, sectors with no gates).
v2.13:
- Added: menu option "Reset prestige to zero".
- Added: menu option "Prestige gain modifier".
- Modified/fixed: captured sectors will now spawn docks.
- Modifed/fixed: ore and silicon mines respawning in captured sector will be claimed instead of destroyed.
- Fixed: ECS comm message bug in Xenon Emissary mode.
v2.12:
- Added: trade prestige points for credits.
- Added/modified: ECS comm - new prestige options/info menu.
- Modified: sectors taken by ally of original owner will give to original owner rather than claim themselves.
- Modified: station spawning in captured sectors now destroyed rather than seized.
- Modified: rebalanced default prestige requirements.
- Modified: changed Rearguard ship names and Xenon outpost names.
- Fixed: ships called to attack illegal station null sector idling problem.
v2.11.2:
- Fixed: Xenon AL plugin stealing Controllers.
- Fixed: sector commander array too small, so Xenon not included.
- Fixed: another OWP added to invalid ship list.
v2.11.1:
- Fixed: carrier fighters not noticing if carrier has changed race.
v2.11:
- Added: ECS comm option to call in a General to take over a sector.
v2.10.2:
- Modified: spawn suppression compatibility with Improved Races.
- Fixed: wait in spawn suppression causing 'ghost' ships.
v2.10.1:
- Modified/fixed: extra checks in ship respawn suppression for if sector owner has not changed and takeover is enabled.
v2.10:
- Added: sector takeover.
- Modified: simplified standard notifications to give only basic info and refer to GNS for more details.
v2.9:
- Added: Xenon Emissary mode.
- Modified: more info given when ECS comm an outpost.
- Modified/fixed: fighters stay undocked and escort carrier if it's attacking.
- Fixed: patrol ships were not resupplying ammo.
v2.8.1:
- Added: menu option "Stations attacked in pirate sectors call response".
- Modified: extra message when ECS comm Outpost with negative notoriety.
- Fixed: player recon uplink and attacked stations calling invasion despite invasion disabled.
- Fixed: player recon uplink failing when player ship relations set to Neutral.
v2.8:
- Added: player ship reconnaissance uplink.
- Modified: Rearguard tokens and spawning rewritten, with tokens being per-race rather than per-outpost.
- Modified/fixed: quite a lot I can't remember because it was ages ago.
v2.7.2:
- Modified: 'enemy of my enemy is my friend' logic - patrols in neutral space will attack mutual enemies.
- Fixed: (temporary) fix for GOD spamming respawn of Rearguard ships.
v2.7.1:
- Added: if part of patrol group (via ECS comm) the fighter/escorts of that patrol group will protect the player.
- Added: menu option to stop Recon scouts from calling destroyers to eliminate illegal/enemy stations within Pirate sectors.
- Added: menu option to allow Xenon to post articles on the Galactic News Service (disabled by default).
- Modified: more/different voices for ECS comm.
- Fixed: bug in "install/update" script that would use Xenon version of scout script instead of race version. Also was bug where all carrier -owned fighters would become recon scouts when pressing "install/update", whooops!
- Fixed: patrol ships moving through neutral territory were checking for and attacking enemies.
v2.7:
- Added: integration with XTC team's Galactic News System.
- Added: once joined a patrol via ECS comm, the patrol ship will periodically mark nearby enemies for points scoring system, even if no police license.
- Modified: scouts check couple of random points rather than just centre of sector, for higher chance of spotting enemy ships/stations far from sector centre.
- Modified: patrol ships can now resupply at friendly equipment docks whilst patrolling, rather than just at their homebase Outpost.
- Modified: Rearguard tokens are now per race rather than per outpost.
- Modified: OOS fighters will use standard fight script rather than advanced "acp" scripts (performance enhancement).
- Modified: replaced several scripts for neatness and modularity, along with several minor performance tweaks.
- Removed: minor notifications (made impossible due to performance tweak).
- Fixed: no voice when ECS comm a ship.
- Fixed: M8/M7M will stock up on way more missiles than other ships.
- Fixed: M8 will use (vanilla) bomber script rather than standard fighter fight script.
- Fixed: score tags in {} braces instead of [] due to possible message log corruption (blank messages from Unknown).
v2.6.3:
- Modified: Rearguard moving to dismantle will check for and attack enemies en route.
- Fixed: bug causing bailed ships to resume flying.
v2.6.2:
- Modified: default Rearguard values for new install lowered from 200 to 100.
- Fixed: re-enabled and heavily tweaked tasks to counter god's interference.
- Fixed: bug in fighter wing new leader choosing once old leader dies.
v2.6.1:
- Added/modified: ECS now works with Big as well as Huge ships.
- Modified: orphaned fighters and expired Rearguard now patrol their way to their destination.
- Fixed: disabled race controlled logic since it keeps overriding MBR's job scripts
v2.6:
- Added: ECS comm of military outposts will give option to jump you to your chosen patrol group.
- Modified: uninstall script rewritten to be more comprehensive.
- Modified: several minor performance enhancements and tweaks.
- Modified: several scripts tidied and easier to read (no impact on script logic).
- Fixed: bug in scoring system, where ship name may not be restored properly on script update.
v2.5.3:
- Added: first beta integration with Serial Kicked's ECS (Extended Communication System).
- Fixed: carriers considering fighters owned even if they've been captured.
- Fixed: packaged some vanilla scripts rather than the proper replacement ones.
v2.5.2:
- Added: race reputation modification via config menu.
- Modified: more AI tweaks and performance enhancements than you can shake a stick at.
- Fixed: bunch of bugs.
v2.4:
- Added: first iteration of scoring system.
- Modified: various AI fixes and enhancements, most of which I can't remember.
- Fixed: lasertowers and other stationary objects no longer considered a threat.
v2.3.2:
- Fixed: bug in carriers assigning fighters to wings.
- Fixed: notification of 'invasion' when race goes to help defend friend's sector. Now notifies as defence rather than invasion.
- Fixed: destroyed big ships signaling retaliation invasion even when invasions are disabled.
- Fixed: bug in 'fixed' vanilla bestbuy script.
v2.3.1:
- Modifed: improved patrol behaviour.
- Fixed: infinite respawn of Xenon M5s.
v2.3:
- Modified: wings of carrier fighters grouped by type (M3/4/5).
- Modified: number of replacement fighters lower to help FPS.
- Modified/fixed: fighters should now bail via NPC Bailing Addon.
- Modified/fixed: scouts will stop calling invasions sooner after option is disabled in config menu.
- Fixed: carriers idling indefinitely near Military Bases.
- Fixed: Xenon Relay drones not respawning after death.
- Fixed: a load more exceptions for special ships being used as fighters/Rearguard.
- A gazillion or so minor tweaks and bugfixes.
v2.2:
- Modified: Rearguard ships moving to dismantle will no longer be called for defence.
- Modified: default Rearguard settings modified a little for balance.
- Modified/fixed: crowding around Military Bases waiting for restock issue fixed
- Fixed: performance degradation over time caused by jobs and this plugin both respawning fighters.
- Fixed: #deca and other special ships no longer used by Rearguard.
v2.1:
- Modifed: better capital ship targeting.
- Modifed/fixed: various tweaks and fixes thanks to user feedback.
- Fixed: fighter handling when carrier/leader destroyed.
- Fixed: workaround for bug in stock !move.move.destroy.
v2.0 - major update:
- Added: invasion mode.
- Added: Xenon Military Bases.
- Modified: enhanced carrier fighter management.
- Modifed: destroying big ships and attacking stations causes Recon-like response.
- Modified/fixed: threat response is more proportionate, with ships being held back if determined insufficient.
- Modified: AI updates and performance improvements.
v1.2:
- Added: menu options - message timeout, token control for Rearguard.
- Added/modified: ships now use jumpdrive, refueling if possible/preferable.
- Added/modified: carrier fighter control.
- Modifed: M8/M7M resupply once they've shot their wad
- Modified: carriers restock with fighters upon resupply, using Rearguard tokens
- Modified: ships are given jumpdrive/nav software when they go to restock.
- Modified: patrols now shorter before resupply.
- Fixed: error with sending ships of different classes.
v1.1:
- Added: illegal fabs will now be destroyed.
- Modified: only get help requests if playership is foe to enemy.
- Modified: Rearguard ships will be dismantled after a while.
- Modified: reduced tokens for better balance.
- Modified: config menu reorganised a bit.
- Modified: some code restructuring to make updates easier.
- Fixed: infinite token issue.
v1.0:
- Initial release
Last edited by ThisIsHarsh on Thu, 27. Oct 11, 19:45, edited 161 times in total.

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ThomasAH
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Post by ThomasAH » Sun, 26. Jul 09, 08:53

Sounds nice (either to really help or just to see if there is some loot :)) and I'd like to try it.

I noticed that !job.fight.defencebase.pck and !job.patrol.scout.pck will be overwritten, so I tried to look at the changes. While all other .pck files are gzip compressed, these just look like random data.

Is this some special format of the plugin manager which the SPK explorer just does not understand?

Maybe you could confirm the following MD5 checksums or at least the file sizes:
410a76e9f33380a6a43c5a844442dcac !job.fight.defencebase.pck (1109 bytes)
dc2f0fca41becef53ce618924209bf8c !job.patrol.scout.pck (1110 bytes)

ThisIsHarsh
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Post by ThisIsHarsh » Sun, 26. Jul 09, 08:57

ThomasAH wrote:Sounds nice (either to really help or just to see if there is some loot :)) and I'd like to try it.

I noticed that !job.fight.defencebase.pck and !job.patrol.scout.pck will be overwritten, so I tried to look at the changes. While all other .pck files are gzip compressed, these just look like random data.

Is this some special format of the plugin manager which the SPK explorer just does not understand?

Maybe you could confirm the following MD5 checksums or at least the file sizes:
410a76e9f33380a6a43c5a844442dcac !job.fight.defencebase.pck (1109 bytes)
dc2f0fca41becef53ce618924209bf8c !job.patrol.scout.pck (1110 bytes)
Those sizes are correct. I used the ModManager to compress them, perhaps it also encrypts them. Try using the ModManager to decompress (i.e. add the files to temporary mod and then extract as decompressed). If you use the plugin manager it will restore the default files on uninstall... Why don't you like using the plugin manager?

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Yacek
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Post by Yacek » Sun, 26. Jul 09, 12:33

In the settings:
Message: disabled
Log: enabled
log in I get a blank message from the Unknown.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Sandalpocalypse
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Post by Sandalpocalypse » Sun, 26. Jul 09, 12:43

is there any difference in how they handle illegal bases?
Irrational factors are clearly at work.

ThisIsHarsh
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Post by ThisIsHarsh » Sun, 26. Jul 09, 19:11

Yacek wrote:In the settings:
Message: disabled
Log: enabled
log in I get a blank message from the Unknown.
There must be an enemy or military ship that it is trying to write to the message but that has a coloured name from some script or other. There's nothing AFAIK that can be done about that, other than somehow disabling the coloured name. Can you determine what script causes this and I'll have a think about compatibility, since I can imagine it being a common problem.
Sandalpocalypse wrote:is there any difference in how they handle illegal bases?
Illegal bases are a bit of a WIP - they are found but not responded to (though you still lose your police license), that's next on the agenda. I've also removed the race skirmishes for now, since they were a bit underwhelming and sometimes didn't even work (e.g. a ship jumps into a sector, flys to the middle, then flys back out again... hmm), so they need more thought - or perhaps just leaving to a different script.

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ThomasAH
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Post by ThomasAH » Sun, 26. Jul 09, 21:28

ThisIsHarsh wrote:Those sizes are correct. I used the ModManager to compress them, perhaps it also encrypts them. Try using the ModManager to decompress (i.e. add the files to temporary mod and then extract as decompressed). If you use the plugin manager it will restore the default files on uninstall... Why don't you like using the plugin manager?
With "catpck -u" I could convert them to .xml files so I could look at them.

I'm not using the plugin manager since
1. I want to know what happens and I don't know if the plugin manager will tell me.
2. Except for actually playing I'm using Linux (and I hope for a Linux version of X3TC :)). SPK explorer runs fine in wine, but plugin manager wants to know the X3TC install location and as I don't have it installed in the wine environment ...
3. Except with ManualTradeExtension I never had problems extracting .spk files.

Maybe I'll change my mind when I have trashed my X3TC installation for the first time :)
I started using additional scripts with X3TC 2.0, so the scripts did not have to survive many updates.

ThisIsHarsh
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Post by ThisIsHarsh » Wed, 29. Jul 09, 02:11

Update v1.1

:arrow: Illegal factories detected by Recon ships will now be destroyed (provided there are enough ships to spare).

:arrow: You will now only get help requests if your personal ship's friend-foe settings indicate the invader is a foe. Useful if you don't want to be notified of Pirates (or any other race, but especially Pirates when using Serial Kicked's Pirate Guild).

:arrow: A bunch of bugfixes and balancing improvements.

:arrow: [Just for ThomasAH - included .xml versions of .pck files].

I would really appreciate any feedback to help balance this plugin. For example, if it makes other invasion/conflict -type plugins too easy or hard or breaks them, etc. If you find you can wipe out sectors too easily, or the response is good but takes too long to arrive, etc. If you notice any performance issues (one of my main reasons for making this plugin was an improvement in performance, both over vanilla and plugins such as RRF).

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ThomasAH
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Post by ThomasAH » Wed, 29. Jul 09, 08:27

ThisIsHarsh wrote:Update v1.1
You will now only get help requests if your personal ship's friend-foe settings indicate the invader is a foe. Useful if you don't want to be notified of Pirates (or any other race, but especially Pirates when using Serial Kicked's Pirate Guild).
Is this configurable (besides changing the friend-foe setting)?
One possible use of this script is to detect capital ships of otherwise friendly races that I can board without a bad feeling - and less loss of notoriety, because it is outside the race's sectors.
Alternatively you could only send help requests if the attacked race is set as friendly, ignoring the ff setting towards the invader's race.
ThisIsHarsh wrote:[Just for ThomasAH - included .xml versions of .pck files].
Thanks, but I would want to look at the .pck files anyway to check that they are identical ... and they are :)

I just installed v1.1, but I have some feedback for v1.0:
1. I really like it :)
2. The sectors on the galaxy map got distorted to dark patches instead of grey/white rings and when jumping to the next sector the frame rate dropped to about 0.3 FPS. I'm not sure if this was caused by your script, but I never had this problem before. Maybe an interaction with the coloured subtitle messages popping up in the wrong moment? I'll recheck that.

Lancefighter
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Post by Lancefighter » Wed, 29. Jul 09, 08:52

I dont suppose this might one day be converted into a player-use script?

also, how does this interact with the jobs file? Does it spawn ships of its own accord, or only pull ships that exist, but have no pressing concerns?

ThisIsHarsh
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Post by ThisIsHarsh » Wed, 29. Jul 09, 09:25

ThomasAH wrote:Is this configurable (besides changing the friend-foe setting)?
One possible use of this script is to detect capital ships of otherwise friendly races that I can board without a bad feeling - and less loss of notoriety, because it is outside the race's sectors.
Alternatively you could only send help requests if the attacked race is set as friendly, ignoring the ff setting towards the invader's race.
So you mean if e.g. a Split M1 was attacking a Boron sector and you weren't enemy to the Split, but still wanted to know about the invasion so you could go and cap the M1 (correct me if I've got that wrong)? I can see that being useful. Maybe I'll put an option for which races to notify in the config menu rather than rely on playership friend-foe settings. I'll have a think about that.
ThomasAH wrote:I just installed v1.1, but I have some feedback for v1.0:
1. I really like it :)
Cheers! :)
ThomasAH wrote:2. The sectors on the galaxy map got distorted to dark patches instead of grey/white rings and when jumping to the next sector the frame rate dropped to about 0.3 FPS. I'm not sure if this was caused by your script, but I never had this problem before. Maybe an interaction with the coloured subtitle messages popping up in the wrong moment? I'll recheck that.
Yeah that sounds wierd, let me know if you manage to narrow it down. I have no idea what could cause something like that.
Lancefighter wrote:I dont suppose this might one day be converted into a player-use script?
I'm not sure what you mean? You mean have player-owned Recon ships and player-owned Military Bases with their own assigned ships to respond to threats? - that could be done, sure, but it'll take a bit of work. I actually hadn't considered that idea at all. I'll have a think about it. Intruiging.
Lancefighter wrote:also, how does this interact with the jobs file? Does it spawn ships of its own accord, or only pull ships that exist, but have no pressing concerns?
In the stock game there already exists a 'rapid response' type mechanism. Recon ships fly around and when they spot something they call the nearest Military Base, which has a list of owned ships. These owned ships are then pulled off from their patrol job and sent to take care of the invaders. My plugin simply hijacks that, using the same basic idea but more advanced.

Short answer, it only pulls ships that exist but have no pressing concerns, same as the stock version... BUT there are also, as mentioned, the Rearguard ships, which are spawned after several 'misses' (where a Military Base fails to respond with adequate force, since all ships are currently busy or whatever).

Rearguard ships patrol for approximately 2 hours before being sent to a shipyard to be dismantled. Whilst they are around they can be used like normal military for responding to threats. The Rearguard ships cost the Military Base 'tokens' which are limited but regenerate over time. The token cost is exactly the same as in 7ate9tin11s's Improved Races.

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ThomasAH
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Post by ThomasAH » Wed, 29. Jul 09, 10:08

ThisIsHarsh wrote:
ThomasAH wrote:Is this configurable (besides changing the friend-foe setting)?
One possible use of this script is to detect capital ships of otherwise friendly races that I can board without a bad feeling - and less loss of notoriety, because it is outside the race's sectors.
Alternatively you could only send help requests if the attacked race is set as friendly, ignoring the ff setting towards the invader's race.
So you mean if e.g. a Split M1 was attacking a Boron sector and you weren't enemy to the Split, but still wanted to know about the invasion so you could go and cap the M1 (correct me if I've got that wrong)?
That's exactly what I meant.

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Post by Troubleshooter11 » Wed, 29. Jul 09, 10:12

Interesting script, i certainly might give this a try. RRF is a bit overkill imo and the stock rapid response isnt effective enough. This might be a nice balance.

:)

lrd99
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Post by lrd99 » Wed, 29. Jul 09, 10:57

Going to try it...

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Yacek
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Post by Yacek » Wed, 29. Jul 09, 11:07

ThisIsHarsh wrote: You will now only get help requests if your personal ship's friend-foe settings indicate the invader is a foe.
Xenon is foe. A message on their ships do not get.

\\EDIT: Sorry. Is OK. Script working properly, have to have the time to start working.
Very good :)
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Post by Lancefighter » Wed, 29. Jul 09, 13:24

ok awesome, this should make things interesting around the x universe ^^

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ThomasAH
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Post by ThomasAH » Thu, 30. Jul 09, 08:58

ThisIsHarsh wrote:
ThomasAH wrote:2. The sectors on the galaxy map got distorted to dark patches instead of grey/white rings and when jumping to the next sector the frame rate dropped to about 0.3 FPS. I'm not sure if this was caused by your script, but I never had this problem before. Maybe an interaction with the coloured subtitle messages popping up in the wrong moment? I'll recheck that.
Yeah that sounds wierd, let me know if you manage to narrow it down. I have no idea what could cause something like that.
This problem did not occur again.

Another suggestion: Could you implement SEWN's "Warning Time: This is the time in minutes that each warning message should be sent"? Yesterday I had 4 or 5 alerts for one sector within one minute.

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Post by ThisIsHarsh » Thu, 30. Jul 09, 13:28

ThomasAH wrote:
ThisIsHarsh wrote:
ThomasAH wrote:2. The sectors on the galaxy map got distorted to dark patches instead of grey/white rings and when jumping to the next sector the frame rate dropped to about 0.3 FPS. I'm not sure if this was caused by your script, but I never had this problem before. Maybe an interaction with the coloured subtitle messages popping up in the wrong moment? I'll recheck that.
Yeah that sounds wierd, let me know if you manage to narrow it down. I have no idea what could cause something like that.
This problem did not occur again.

Another suggestion: Could you implement SEWN's "Warning Time: This is the time in minutes that each warning message should be sent"? Yesterday I had 4 or 5 alerts for one sector within one minute.
Umm, there is a time limit (can't remember off hand, think it's 10 mins)... were you running SETA at the time? If not then there is a bit of a bug. But yeah, making the period user configurable is a good idea.

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ThomasAH
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Post by ThomasAH » Thu, 30. Jul 09, 20:49

ThisIsHarsh wrote:
ThomasAH wrote:Another suggestion: Could you implement SEWN's "Warning Time: This is the time in minutes that each warning message should be sent"? Yesterday I had 4 or 5 alerts for one sector within one minute.
Umm, there is a time limit (can't remember off hand, think it's 10 mins)... were you running SETA at the time? If not then there is a bit of a bug. But yeah, making the period user configurable is a good idea.
If I used SETA (I don't know for sure) it was only for short moments.

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Post by Gorium » Fri, 31. Jul 09, 14:42

Amazing results in game so far....

Does this mod create more Xenon and Khaak random spawns in sectors? I seem to have a lot more in this new game than I had last game.

Nice seeing all the Rearguard in action though, good work.

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