[AL-Plugins]RS.NPC.Plugins v3.15
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 286
- Joined: Thu, 11. Dec 03, 07:40
-
- Posts: 1540
- Joined: Sun, 13. Nov 05, 18:19
just a note on zzzzzzZZZZZzzzzbnr
i notice that they dont often form the `1 purple wing` they seem to very often jump in miles apart from each other and then one set will be attacking a ship to the east......another will be all over a station to the west....etc etc but they never meet
not a problem really....but i do like the BIG single wing but it seems quite rare
edit
since i said it now i see the big wings more often than the split ones
he he 
i notice that they dont often form the `1 purple wing` they seem to very often jump in miles apart from each other and then one set will be attacking a ship to the east......another will be all over a station to the west....etc etc but they never meet

not a problem really....but i do like the BIG single wing but it seems quite rare
edit
since i said it now i see the big wings more often than the split ones


-
- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26
I installed the xenon and co, er khaak scripts, but haven't really noticed any thing. Is there a minimum time frame before they show up? The AL settings are both on "yes".
I was really hoping for total chaos, but things are a little serene. Do I have to do something else in-game to trigger the attacks? I noticed something about messages, does it give you one when an attack is launched, or do you just have to check 120 sectors via satellite?
I was really hoping for total chaos, but things are a little serene. Do I have to do something else in-game to trigger the attacks? I noticed something about messages, does it give you one when an attack is launched, or do you just have to check 120 sectors via satellite?

-
- Posts: 3461
- Joined: Fri, 4. Feb 05, 13:44
-
- Posts: 1540
- Joined: Sun, 13. Nov 05, 18:19
i have facts in just about 1 in every 3 sectors and can assure you they are very active. if you mainly stick to a few sectors then there is a good chance it will be happening elsewhere but in my game its never ending attacks.fud wrote:I installed the xenon and co, er khaak scripts, but haven't really noticed any thing. Is there a minimum time frame before they show up? The AL settings are both on "yes".
I was really hoping for total chaos, but things are a little serene. Do I have to do something else in-game to trigger the attacks? I noticed something about messages, does it give you one when an attack is launched, or do you just have to check 120 sectors via satellite?
red spot whens the pirate plugin coming.....im on top of the khaak and xenon....well sorta


-
- Posts: 1540
- Joined: Sun, 13. Nov 05, 18:19
-
- Posts: 218
- Joined: Sun, 9. Apr 06, 21:07
Hay I like the script,
I have one question about it tough. It spawns the M1 I know that and it spawns the second set of fighters too. But to make the first set of fighters part of the battle group does it create its own xenon for that, or does it tap into the games xenon construction and quota to fill its ranks?
I’m only asking this because I was noticing a slight drop in xenon activity around there sectors and I was wondering if it was because they are joining the before mentioned battle group from your script. I am hoping it is just coincidence. Ill be waiting with bated breath for a response to this.


I’m only asking this because I was noticing a slight drop in xenon activity around there sectors and I was wondering if it was because they are joining the before mentioned battle group from your script. I am hoping it is just coincidence. Ill be waiting with bated breath for a response to this.

-
- Posts: 218
- Joined: Sun, 9. Apr 06, 21:07
That’s great, now I can play without worrying about reduced xenon levels. I agree with you totally in adding too the game, my personal belief is that more enemies should be added to it as well.
BTW, I hope you don’t think I went out of line with my post on making the game harder being as I have not posted in the community much.
BTW, I hope you don’t think I went out of line with my post on making the game harder being as I have not posted in the community much.
-
- Posts: 3461
- Joined: Fri, 4. Feb 05, 13:44
narn wrote:1) my personal belief is that more enemies should be added to it as well.
2) BTW, I hope you don’t think I went out of line with my post on making the game harder being as I have not posted in the community much.
1) thats in its basics my belief as well ... combat is to easy .. and parts of the uni. imo *need* and extra 'risk' ...
2) wether its your 1st or 10000th post doesnt matter *much* ..
and dont worry ... in general I've got a big fat smile on my face that you cant even get rid off with a large stick .....

(you didnt even get near the 'line' ..

G
-
- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
-
- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
Sorry for the double-post. Just downloaded RS.Hunt and a few others. But it will REALLY make life easier for us non-programmer types RS when you choose to also release your work in .spk
One two-part question: the kha'ak and the xenon plugins--do they substantially increase attrition rates among the race militaries? I'd imagine the 'purple wing' in particular'd really rip up lots of sector defense ships before it dies.
And if there is higher attrition among MD-users Argon & Split, can the MD-suppliers keep up with demand of equipping all the new replacement fighters?
Another question: could RS.MD-Suppliers also work for Deadly's new Teladi/Boron AMPC (antimatter pulse cannon)??...wouldn't be necessary for new spawns as they could be scripted to spawn in with the new weapons. But for someone using an older-running campaign with lots of A-Wings, Banshees, etc. in circulation, they'd need equipping somehow with the new wpn, or they'd be useless...

One two-part question: the kha'ak and the xenon plugins--do they substantially increase attrition rates among the race militaries? I'd imagine the 'purple wing' in particular'd really rip up lots of sector defense ships before it dies.
And if there is higher attrition among MD-users Argon & Split, can the MD-suppliers keep up with demand of equipping all the new replacement fighters?
Another question: could RS.MD-Suppliers also work for Deadly's new Teladi/Boron AMPC (antimatter pulse cannon)??...wouldn't be necessary for new spawns as they could be scripted to spawn in with the new weapons. But for someone using an older-running campaign with lots of A-Wings, Banshees, etc. in circulation, they'd need equipping somehow with the new wpn, or they'd be useless...
-
- Posts: 1349
- Joined: Fri, 14. Apr 06, 23:17
-
- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
RS.Hunt for X3 can be very time consuming if your hated by more than one race. In my last game I made Split and Paranid my enemy...and then hung out in Split Fire using LV's HAT to pirate their superfreighters
, in between doing DDRS missions...and the 'Hunt' attacks were pretty damn constant..One even occurring during a tough DDRS mission!
I for one would like more variety in the hunting parties: like instead of the same 2-3 Dragons, 5-6 Mambas, 5-6 Scorpions, 2-3 Jaguars...why not 5 Dragons..then 12 Mambas + 12 Scorpions....then 18 Jaguars + 2 Dragons...and so on, to break up the routine.

I for one would like more variety in the hunting parties: like instead of the same 2-3 Dragons, 5-6 Mambas, 5-6 Scorpions, 2-3 Jaguars...why not 5 Dragons..then 12 Mambas + 12 Scorpions....then 18 Jaguars + 2 Dragons...and so on, to break up the routine.
-
- Posts: 527
- Joined: Tue, 6. Dec 05, 00:09
Old Version
Where I can get the old version where I can kill the hunters without penaltys to the Owner Race?
Thanks...
Thanks...
-
- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
RS,
as promised I've come to make some requests for RS.Hunt. The primary reason being that RS.Hunt is the only script out there--besides your DDRS missions--that intelligently arms and equips aggressor NPC's. As in full engine and rudder tunings and nasty faction-specific weapons loadouts.
However, the plugin becomes a bit boring over time because:
1) No surprises: hunting teams are generated at 1-3 per hour. Why not make them a bit more random and less frequent--like one every 1-9 hours. Also: Why not ever have Hunting parties generate at a gate, just as the player jumps in?
2) No pirates or Yaki hunters. Why not? I'd like to think my merciless hunting of pirates would have a consequence.
3) Little variation in party force-composition: my recent experience with the Split was each party hunting my M3 had 1-2 Dragons, 4-5 Mambas, 4 Scorpions, 2 Jaguars. Multiply that times 2/hour over 10 hours...you see what I mean. Why not mix it up?: 20 Scorpions, followed by 3 Dragons + 4 Mambas, followed by 12 Jaguars + 12 Mambas...and so on for high replayability.
5) No hunter ships bigger than M6. What about M2's once one's combat rank gets really high? Or M7's after BalaGi ships...
6) No modded ships...it would be great if using a mod like DDRS, the plugin would also recognize and use DDRS ships for Hunting.
7) RS.TurretGaurd would work great in RS.Hunt if M6's, M3's would use it...install MD's for example, when fighter targets within 1km, use other weapons when distance greater..Instead, Dragons/Centaurs use PAC's mostly in their turrets, which are better than AHEPT's at hitting my fast M3..but are no substitute for a MD within 1km.
I know you're busy as hell with FC, but please maybe, just maybe you could please make some improvements to RS.Hunt? And bring back the fun of combat...
Thanks,
Hieronymos
as promised I've come to make some requests for RS.Hunt. The primary reason being that RS.Hunt is the only script out there--besides your DDRS missions--that intelligently arms and equips aggressor NPC's. As in full engine and rudder tunings and nasty faction-specific weapons loadouts.
However, the plugin becomes a bit boring over time because:
1) No surprises: hunting teams are generated at 1-3 per hour. Why not make them a bit more random and less frequent--like one every 1-9 hours. Also: Why not ever have Hunting parties generate at a gate, just as the player jumps in?
2) No pirates or Yaki hunters. Why not? I'd like to think my merciless hunting of pirates would have a consequence.
3) Little variation in party force-composition: my recent experience with the Split was each party hunting my M3 had 1-2 Dragons, 4-5 Mambas, 4 Scorpions, 2 Jaguars. Multiply that times 2/hour over 10 hours...you see what I mean. Why not mix it up?: 20 Scorpions, followed by 3 Dragons + 4 Mambas, followed by 12 Jaguars + 12 Mambas...and so on for high replayability.
5) No hunter ships bigger than M6. What about M2's once one's combat rank gets really high? Or M7's after BalaGi ships...
6) No modded ships...it would be great if using a mod like DDRS, the plugin would also recognize and use DDRS ships for Hunting.
7) RS.TurretGaurd would work great in RS.Hunt if M6's, M3's would use it...install MD's for example, when fighter targets within 1km, use other weapons when distance greater..Instead, Dragons/Centaurs use PAC's mostly in their turrets, which are better than AHEPT's at hitting my fast M3..but are no substitute for a MD within 1km.
I know you're busy as hell with FC, but please maybe, just maybe you could please make some improvements to RS.Hunt? And bring back the fun of combat...
Thanks,
Hieronymos
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02