[S] Race Patrols v1.43 22/01/09 ; Military logic + less CPU load

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ttl
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Post by ttl » Mon, 12. Jan 09, 15:40

angrysquirrel: Impossible to answer definetly based on the information you gave.

Is there another .cat with just jobs? There is a no civilians mod, that also has jobs, edited to remove civilians only. It is incompatible with this one. (But incorporated in the two of the three mod versions here that remove civilians).

If you see militaries, it depends on how much of them you see. Also, company militaries (terracorp, NNMC etc.) are not affected. Compared to vanilla, at least 60% of ships named "*Race* Military *Ship*" should be gone overall, more if you take the mod version that removes most.

Do you have a number of cats missing in the sequence? (12 seems alot)

Finally : If the mod from here is the last in the highest number, and there's no numbers missing in the sequence, then it is working. Seeing nameless ships on an existing savegame is a good way to make sure. (And then run the kill.name script)

amirite
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Post by amirite » Mon, 12. Jan 09, 19:42

Were you ever able to confirm the changes made in the jobs file up to 1.4? I know it's still compatible but this uses the jobs data from 1.21 doesn't it? There must have been some tweaks done since then and it would be nice to have those while still using your mod. Do you have plans to update this?
-TEVE

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ttl
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Post by ttl » Tue, 13. Jan 09, 12:55

There has been no changes to the Jobs file from 1.21 -> 1.4 as far as I can tell (date on the vanilla jobs file is still from last fall, file sizes identical to what previous copies I had). Regardless, I have taken the Jobs as of version 1.3 and re-made the mods here. In 1.4 there is for sure no changes in Jobs, as the changes in the latest patch have been sensibly made into higher cats and dats, instead of overwriting previous.

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Axeface
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Post by Axeface » Fri, 16. Jan 09, 09:14

I really want to use this mod, but I have a question.

Does the fact that race military forces actually make a concerted effort to defend themselves make capping impossible? EG, If I attack a paranid ares, will I get many more paranid ships jump in? Making all boarding ops much harder.

Also, one thing I like about the default military forces is that often, I'll fly through a xenon sector, and to my surprise find a nice battle going on where a race has attacked the sector (Often trying to destroy the station). Do these kind of things still happen with this mod?

Cheers!

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ttl
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Post by ttl » Fri, 16. Jan 09, 17:03

Invasions are (largely) unaffected in the 2 mod versions that doesn't remove invasions. Anything exact is impossible to say, since exact logic of the vanilla invasions remains unknown to me.

Capping: The mod removes (almost all) of your free floating targets, such as Ares bumbling about with just few escorts. You can get an Ares easily though, by attacking the Paranid, and them will respond. It will bring its friends if its losing, though. A lot of them. No more free game. But in a border sector, it's by no means impossible to defeat the response. Good luck in a core sector ;-)

That said, if you keep the invasions on, you should see the occasional military task force in pirate sectors, or any sectors not of their own race, on their way to "invade". There they can be attacked without initiating a response form this script. And typically these are frigate + escort.

Mehgee
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Post by Mehgee » Sun, 18. Jan 09, 16:37

I do really like the way this mod changes military behaviour; it seems more realistic indeed... but I think ive got quite a big problem with the civilian side.
Ive installed the spk file (http://www.geocities.com/ttlaurila/Race ... etospk.pdf )
and the 'remove military only' package (http://www.geocities.com/ttlaurila/nopa ... etorar.pdf )

As you said, there's a lot less traffic indeed, but that has resulted in a huge shotage of supplies in all factories in my universe :( which means all stocks are always full...
Could this be caused by the early stage of the game i am in, that companies still have to develop themselves, or could it be a bug? :oops:

I am using 1.4 btw

Greets

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OOZ662
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Post by OOZ662 » Sun, 18. Jan 09, 17:17

Civilians never carry any factory-made cargo (and if they do, it's only a couple units since they're M5s). All they do is buzz between stations or "patrol" around to look like...well...civilians.

Mehgee
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Post by Mehgee » Sun, 18. Jan 09, 17:33

Then how could it be all the freighters have disappeared since ive installed the mod o.O

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ttl
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Post by ttl » Mon, 19. Jan 09, 13:14

Really, ALL factories are ALWAYS full? And ALL freighters disappeared?

What do you mean by "freighters"? TS class ships that do trading are untouched by the mod, so their total number should be the same.

There is one possible funny effect: The Race Patrols seem to increase the overall safety of the universe, and thus freighters don't die so much. This can cause problems in the economy, since one of the biggest ways the economy has demand is to buy cargo to replace stuff lost when traders die. This works by AI free traders having infinite money, and they get respawned empty in some random location soon after one dies.

KillingMonkey
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Post by KillingMonkey » Mon, 19. Jan 09, 20:56

Ok.... I've got a bit of a question... Exactly how do you rename the file to .spk?
Figured it out...
Next question...
Since I want to only remove the standard military and replace it with the new 'patrols', I should download both the first downloadable and the third, right?
And how does the whole thing work again? Cause from the description I didn't get a very good explanation.... Thank you...
To each, his own.

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ttl
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Post by ttl » Mon, 19. Jan 09, 21:52

To only replace militaries, you DL the script files as .spk (topmost link), and the mod with only _nopatrol (bottom, or fourth, link).

This is how the Race Patrols work:

" 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. "

I don't know which part you don't understand?

Morphisor
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Post by Morphisor » Tue, 20. Jan 09, 11:28

I've had the race patrols for a while now, and I really like the concept.
I just think the call for backup is too soon!

Very often will you see patrol ships calling for backup against just a few pirate fighters for example.
Better yet. At a time I was still hostile with the Paranid, I took my Nova Raider for a spin to explore a Paranid system. After halfway I was being chased around by 4 patrol fighters, but they never got in range.
But when I was done exploring and nearing the gate to go back, they just planted an assault beacon, sending 3 Nemesis M6s for me :o

Now I managed to escape them, but I hope you see my point of the overpowered response. This makes things somewhat too 'safe' in my opinion.

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ttl
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Post by ttl » Tue, 20. Jan 09, 13:55

I have considered the "too safe" aspect myself, too. Simple waits on backup calls can't be placed in the logic, since the ship calling for the backup cannot die while in the middle. However, there's two things I will see and tweak in this respect. When I eventually get to it.

The flipside of this coin is : If the AI doesn't easily call for backup, the player can wipe it out before it even realizes it's in trouble. Because it cannot differentiate the danger of player-controlled M3 from a AI one.

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ttl
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Post by ttl » Thu, 22. Jan 09, 22:45

New version up. Less trigger happy assault calls, and assault runs commencing take longer.

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Axeface
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Post by Axeface » Fri, 23. Jan 09, 02:58

Ok im going to give this a go :) (With kha'ak invasions so I can not bother to take on the kha'ak if I don't want to).

I would like to leave some of the default little skirmishes that happen in-game though, and I believe one of your versions can do this? Replace most militaries with your clever ones, but leave some that fly around and invade xenon territory etc. Which version should I DL? Thanks!

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ttl
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Post by ttl » Fri, 23. Jan 09, 09:55

Axeface:
That's the one with "most militaries removed", you know, one that doesn't say "no invasions" :wink:
Invasions are largely between races, rather than against Xenon, though.

Dark Wyvern
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Post by Dark Wyvern » Fri, 23. Jan 09, 17:46

ttl

Not sure if its me or what, but your links don't seam to work. Do you know of anyone else having issues?

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ttl
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Post by ttl » Sat, 24. Jan 09, 01:55

Just tested, and managed to DL all without problem. Can you be more specific about where the issue is?

Legartius
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Post by Legartius » Sat, 24. Jan 09, 03:08

Just a few general questions :)
How frequent are invasions? Also, do invasions have any lasting effect, eg; sector coming under control of the race. If so, what measures are in place to stop loads of stations being destroyed, therefore crippling the economy? I would love to see a military command station being the main target, and once it is destroyed all stations flipping sides to the victor.

omegaxypher
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Post by omegaxypher » Sat, 24. Jan 09, 05:31

Hmmm, small problem. I tried to rename the file to.spk but it didnt really do anything. Not too sure what the problem could be, maybe its because i am using vista or something.

Either way, renaming didnt work at all.

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