[SCRIPT] Improved Races: Chaos Edition v1.09 (25th June)

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Jack08
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[SCRIPT] Improved Races: Chaos Edition v1.09 (25th June)

Post by Jack08 »

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This version of Improved Races is intended for use with SRM or XTL Phase 1, If you are not using one of these two mods, please see the Original Improved Races Thread
Note: XTL Phase 1 has not been released yet
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Description
The Chaos Edition of Improved Races is designed to take full advantage of the extra shipyards and ships provided by SRM and XTL making the universe a more lively and dangerous place to live
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Features
All the Features you loved from the Original IR Plus:
  • More Invasions
    Increased the Concurrent invasion count to 14 and increased the NPC build speed for fleets by 50%
  • Better Ship Selection
    Slightly Improved ship selection routines to ensure maximum ship diversity
    Only partially implemented, more changes to this system are coming with XTL Phase 1
  • New Menu Options
    See the Release Log for more information
  • Full Support for Litcube's CWP
    CWP has been Embedded into IR:CE!
  • Future Integration with the XTL Black Market
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Requirements
Cycrow's Plugin Manager v1.30+: Thread
AP Library's Version 2.2: Download
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Download & Instructions
Improved Races: Chaos Edition v1.09.spk
OR
Improved Races: Chaos Edition v1.09.rar
  • Installation Instructions:
  • Step 1: Install the Plugin Manager
  • Step 2: Install the AP Library's & Improved Races: Chaos Edition SPK's
  • Step 3: Start a New Game - Or Load an Existing Game
  • Step 4: Activate The Script Editor, Then Save the Game
  • Step 5: Load the Game you just Saved
For Version 1.0x of Chaos Edition, You may be able to switch between Original IR and Chaos IR - But such switches are not recommended
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Subsystem Tutorials [ external image ]
Last edited by Jack08 on Mon, 28. Nov 11, 22:53, edited 35 times in total.
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Post by Jack08 »

Change Log:
  • Version 1.09
  • djrygar wrote:fixed serious bug causing response carriers to stop indefinitely right after arriving to destination sector
  • Version 1.08
  • Version Sync with IR Rev 15.24
    CHANGELOG FOR R15.24
    • fixed streams of fighters problem - huge performance fix
    • restored Homebase designation for bigships
    • improved takeover handling, sectors should now automatically return to previous owner
    • fixed recon drones patrolling only part of sectors
    • fixed bailed invasion leaders blocking invasion slots
    • added back several sectors to plot protected areas
    • added self-repairing routines to khaak & commonwealth takeover logic
    • races can now take over unknown sectors
    • fixed Khaak Disruptor for SRM
    • Pirates are now stronger. They build ships faster and have stronger defences (now they can sport up to 12 corvettes as guardians!)
    • increased patrolling radius for guardians
    • slightly increased constructor jobs
    • fixed readtext bug when tax is negative
    • fixed bug causing oversized assault fleets in some cases
    • fixed bug Khaak taking over sectors with previous owner stations/ships in it
  • Added Pirates Validator to ensure pirates have at least 1 shipyard (Primarily for XTL Phase 1)
  • Removed advanced ship selection to prevent crashes
  • Version 1.07
  • Fixed a glitch that would cause the Enhanced Rewards system to nullify the homebase of ANY ship that died, therefor confusing the jobs & god engines into respawning that ship with no jobs information (basically, an exponentially growing number of ships directly proportional to the number that died)
.. Revisions 1.04, 1.05 & 1.06 Reverted ...
  • Version 1.03
  • Fixed a critical conflict with EES (Page File 60001 Conflict)
  • Version 1.02
  • Hotfix for the setup script
  • Version 1.01
  • CWP Embedded into IR:CS to prevent confliction with EES and to allow future mod ability
  • Version 1.0
  • Increced Concurrent Invasion count to 14 * Far more things to shoot at! - or get shot by :P
  • Incresed NPC Ship build speed by 50% * Watch out, there coming for you!
  • New Feature: Alliance Tactical Network - *Accessible via the IR Comm interface
  • New Option(Under More Options): Disable M7M's * Dont like missiles? Turn missile frigates off!
  • New Option(Under More Options): Extended Rewards System * Extend the IR rewards system beyond just IR Ships
  • Improvements to the way ships are chosen to allow for better selection ranging
Last edited by Jack08 on Sat, 25. Jun 11, 08:54, edited 21 times in total.
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TrixX
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Post by TrixX »

Hmm been looking forward to this :twisted:
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Post by Mizuchi »

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That is all.
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Jack08
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Post by Jack08 »

Oh, I forgot to mention, IR: Chaos fully supports Litcube's CWP
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joelR
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Post by joelR »

This is awesome. Thanks for doing this!
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Post by Anti-Paranoid »

Are there any Bugfixes of the endless spawn-bugs of the previous version?

Mean the old problem that there was more then 1000 ships in a sector if you run the script for a time.


Greets!
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Jack08
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Post by Jack08 »

Anti-Paranoid wrote:Are there any Bugfixes of the endless spawn-bugs of the previous version?

Mean the old problem that there was more then 1000 ships in a sector if you run the script for a time.


Greets!
What endless spawn bugs?... if your talking about the Xenon, thats not a bug its a feature
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Post by joelR »

Jack08 you say that switches from IR to IRCE are not recommended. Are you suggesting we start a new game or is it good enough to just uninstall the other IR?
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Post by Jack08 »

joelR wrote:Jack08 you say that switches from IR to IRCE are not recommended. Are you suggesting we start a new game or is it good enough to just uninstall the other IR?
For Now, An Uninstall of the Original IR should be sufficient as not many change have taken place - but in the future a new game will be required
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Post by joelR »

Jack08 wrote:
joelR wrote:Jack08 you say that switches from IR to IRCE are not recommended. Are you suggesting we start a new game or is it good enough to just uninstall the other IR?
For Now, An Uninstall of the Original IR should be sufficient as not many change have taken place - but in the future a new game will be required
Ok thanks. Good news.
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mr.WHO
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Post by mr.WHO »

Forgive me my ignorance but what is XTL?
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TrixX
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Post by TrixX »

XTL or X-Timelines is a Rebalance and Universe Enhancement mod I have been developing since about November last year :)

Jack08 has been doing the code work, sms_747 has built us a beautiful new universe which will be released in Phase 2, and Litcube has been invaluable in helping me with balance query's.

I have basically gone through and rebalanced every ship in the game, as well as weapons, missiles and shields, and Phase 1's release is designed to be compatible with the original universe. There are a few new weapons in Phase 1 as well as a few new ships hopefully. However the balance is different and hopefully far more engrossing.

It's due out in the next couple of weeks, so watch the link in mine and Jack08's signatures ;)
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Post by Sam L.R. Griffiths »

Jack08 wrote:Oh, I forgot to mention, IR: Chaos fully supports Litcube's CWP
How does IR:CE implement support for CWP? Does it just use call the jobs.loadout script? If so, you can declare compatability with EES as well :)
Lenna (aka [SRK] The_Rabbit)

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Post by Jack08 »

Roger L.S. Griffiths wrote:
Jack08 wrote:Oh, I forgot to mention, IR: Chaos fully supports Litcube's CWP
How does IR:CE implement support for CWP? Does it just use call the jobs.loadout script? If so, you can declare compatability with EES as well :)
Negative - EES will not be compatible due to direct calls to Lib.Gen.EquipShip

Also the functionality is going to be moved into the IR:CE core in the next release to eliminate the need for a 3rd party library, gain more direct control over the equipping process, and support some XTL features & Settings
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Post by Sam L.R. Griffiths »

Jack08 wrote:
Roger L.S. Griffiths wrote:
Jack08 wrote:Oh, I forgot to mention, IR: Chaos fully supports Litcube's CWP
How does IR:CE implement support for CWP? Does it just use call the jobs.loadout script? If so, you can declare compatability with EES as well :)
Negative - EES will not be compatible due to direct calls to Lib.Gen.EquipShip

Also the functionality is going to be moved into the IR:CE core in the next release to eliminate the need for a 3rd party library, gain more direct control over the equipping process, and support some XTL features & Settings
Have you looked at the EES Equiping process? It does allow for quite a fine degree of control. BTW I will look into a CWP (backwards) compatability patch in the next release of EES.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Post by Jack08 »

Have you looked at the EES Equiping process? It does allow for quite a fine degree of control. BTW I will look into a CWP (backwards) compatability patch in the next release of EES.
No Offense Roger, but EES has bugs - critical bugs that cause ships not to equip weapons, witch is why im not going to supporting it- i cant have IR ships running around witch are load out less.

During testing i did try EES, but half of the IR:CS Spawned ships had no weapons, which i found rather concerning - M2's running around unable to fire is not all the helpful

At the end of the day, CWP will be built into IR:CS, and modified according to the requirements of IR:CS, SRM & XTL - Witch ever plugin i choose, im still going to have to modify, and CWP is simple - easy.
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Post by Sam L.R. Griffiths »

Jack08 wrote:
Have you looked at the EES Equiping process? It does allow for quite a fine degree of control. BTW I will look into a CWP (backwards) compatability patch in the next release of EES.
No Offense Roger, but EES has bugs - critical bugs that cause ships not to equip weapons, witch is why im not going to supporting it- i cant have IR ships running around witch are load out less.
No offense taken, but the BUG is being worked, I implemented a solution which the original reporters then declared solved and has since appeared again... It is not a bug I have encountered personally so I rely on other people's reports. Now that I have had a decent amount of feedback on the issue I think I have a solution.

Hell, if we were all to rule out scripts because of bugs inter-compatability would never be implemented... I would wager even IR is not bug free.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Post by Jack08 »

I would wager even IR is not bug free.
No, IR is full of holes, Holes DJRygar and I will never be able to plug because we didn't write the original code, the best we can do is plug the leaks, and hope the next leak to come along isnt the one to destroy the plugin completely - IR is incredibly fragile because of bad coding practices on the original authors part

Were already looking into rewriting IR completely because 7ate's coding is terribly hard to follow

Because of this, Adding a super complex equipment script into IR that isn't 100% working would be a step in the wrong direction - when there is a much simpler and so far bug free version available - witch also suits the needs of future development
Last edited by Jack08 on Wed, 4. May 11, 21:09, edited 1 time in total.
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Post by Sam L.R. Griffiths »

Jack08 wrote:Because of this, Adding a super complex equipment script into IR that isn't 100% working would be a step in the wrong direction - when there is a much simpler and so far bug free version available - witch also suits the needs of future development
EES is hardly what I would call super complex, on a complexity scale of 1-10, I would place it at a 4 or 5 (if that - EES will be bug free eventually as it is supported). Fair enough if you want to do your own thing, but a fair amount of work has been put into EES and will continue to be providing I get appropriate feedback to improve it (yelling bug and not conversing is not appropriate feedback for any script/mod). It seems silly to discount another supported script on the grounds of a bug when it could well do what you want.

EES in it's current form provides extreme support for filtering lasers and missiles but is still easy to reconfigure thanks to my work so far on Changeling. I would wager that almost any additional functionality you might want in the future is supportable using the current EES implementation. The no-weapons bug should be resolved in the next release (it only affected cockpits that could only mount 1 type of weapon - something I have not seen as all ships in my modded game can equip at least 2 types of weapons).
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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