AL Plugin : X3 Race Response Fleets Final 1.7a 3/12/07

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LV
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Post by LV »

[ external image ]
[ external image ]
[ external image ]

Follow the above

once you have that message just turn em all back on
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Engine Of Darkness
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Post by Engine Of Darkness »

Does this work with 2.5 and BalaGi ? Because the Plugin Manager reads that it was for BalaGi and 2.02 and it might not work.

Also Another question, does this mean if a Khaak Cluster spawns and I kill them, the whole race will go crazy and send destroyers into the system I am currently in?

That would be a little to crazy and unrealistic. If two races are at war, then you should expect losses if you send units into an enemy system and not be like "They destroyed our units, Response with a Fleet".

A cluster isn't really a spy either, a spy is trying to not get noticed, however a Khaak Cluster would be noticed most likely.

I don't know how your solution would look, but having such a distinction would greatly boost up realism.

Ofcourse if a big ship/station is destroyed, a fleet response is more appropiate.
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Post by Alex Vanderbilt »

further suggestion (despite that this should be an final-Version :D)

You should, if possible, turn off the Goner Rangers from calling to an task. Atm I have almost 20 of them hanging around while 3 Kha'ak Destroyers marauding through the sector :roll:

But so far, very nice. Have to find out how I deal the best way with Getsu Fune but the script made my X as interesting and occupying as never before :)

Edit: Does Xenon invade Race sectors, too? I have atm an J and K within the sector where I am now... I play with XTM but i do not think that this affects the RRF in this way, is it?

AV
spoidz
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Post by spoidz »

LV,

Okay here's the results from my current game. All the population is coming from .populate script. I didn't get any hits from the inv or invx script. All my kills were from OOS sector patrols as far as I can tell. I remained in a quiet sector whole time.

14:25 START LOG
14:28 5 Khaak Destroyers added
:32 5 more
:37 5 more
:40 Player killed 1 Destroyer Removing 6, Threat LVL 0, Fleets -161
:42 5 more
:47 5 more
:52 5 more
:57 5 more
:59 Player kill 1 destroyer removing 9, Threat LVL -4, Fleets -161
:59 Player kill 1 destroyer remove 9 Lvl -4 fleets -162
15:02 5 more
:06 5 more
:11 5 more
:16 5 more
:21 5 more
:23 Player kill 1 Destroyer Remove 6 LVL 10 Fleets -162

So whatever is turned on script wise is pushing over 35 destroyers a minute. Also looks like the threat level moving from -4 to 10 in less than a minute. I only have SEWN on select sectors (less than 10) so I'm not even hearing all of them.

Does that look like the ratio/rate that you had built in? As far as I know I'm running Balanced setting. And again, this just seemed to start all of a sudden, wasn't like this for ages.

I'll likely reset to lower setting unless you want me to keep running for a while to keep logging for you.

EDIT: just thought I'd add, the only other active script I have changed any settings on recently is Bail Signal Extension. I recently turned on Cap ship bailing, if it matters.
Last edited by spoidz on Sat, 29. Dec 07, 20:34, edited 2 times in total.
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Sandalpocalypse
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Post by Sandalpocalypse »

Edit: Does Xenon invade Race sectors, too? I have atm an J and K within the sector where I am now... I play with XTM but i do not think that this affects the RRF in this way, is it?
Xenon don't use RRF. The J+K Patrols are XTM I believe.
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Post by Alex Vanderbilt »

@Sandalpocalypse

hm ok, thx. I just wondered because I did not see such patrols ever before ... and I use XTM since ~19 Ingame days ... :) Well, new feed for the always hungry guns :)

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Post by LV »

[ external image ]

1.7a this should fix the khaak spawning issue (cheers spoidz) and wipe out khaak bigships as a one off

let me know if it works

cheers

for info the bug was that i was not setting the timer when it was null, it should now spawn at a rate 500 times slower than before ;)
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Genoce
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Post by Genoce »

How would i significently lessen the amount RRS jump out of system when you attack them?

I'm running a script that increases capital ship shields significently so that battles last upwards 10 minutes instead of the usual 70 or so seconds.

The only problem is RRS sod off after about 2-3% shield damage >=[

Is there a way i can disable them jumping out unless they have like 10% hull left?
Jakesnake5
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Post by Jakesnake5 »

You can't 'alter' cap ships shield levels with scripts, if their shield slots don't reflect that amount. The RRF scripts use what is returned from the shield slot entries to determine 'critical' shield levels.

I.E.: It gets the number of used shield slots, gets the type of shields IN those slots, and does the math.

You could probably find where the RRF scripts do this calculation, then alter the default results by a factor of 10 or so to reflect what your scripts are up to.
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Sandalpocalypse
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Post by Sandalpocalypse »

LV, do we need to do a full reinstall?

edit LV

you can do a full if you like by removing via PM then installing new pack, no need to turn it off and on ingame though
spoidz
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Post by spoidz »

LV,

1.7A working fine so far, the spawning has stopped. It's now back to quiet, although I still see some RRF fleets about, they must be killing stuff quickly.

Haven't had a single spawn yet, at least no notice from that "write to log" attachment.

Cheers
rbh2006
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having trouble installing the spk file with plugin manager

Post by rbh2006 »

I have beem trying to install the RRF scripts and the manager says the spk file cannot be openned. So I tried to extract the files to another directory to see and it did create a script file and a T file on my desktop... Then I tried to extract the same spk file to the Reunion game folder and it did not place the script or the tship file into it.. I then copied and pasted the files from the folders on my desktop to the main script and tships folder. the tship file copied fine, however, the scripts from its file copied into the main reunion script folder along with files that are part of a Debugging program. My guess is theat the downloadable file still has your debugging program running on it. Please respond to let me know if this will effect the play of the game or I should do something to remove those debugging program files.. thanks.
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Post by Alex Vanderbilt »

Hi LV

First, you small update works well so far. HVT reports about possible enemies decreased extremly. (Unfortunately, because my Oddys PPC do not have something to do any longer :D)

Well, I think I found another problem. Because the PPF overtook me the sector right for Getsu Fune I finallymanaged it to visit the sector. Several times before the Khaak destroyed the TS already so I even did not tried it ... but today I wanted to see if I could do anything to protect GF and saw this:

[ external image ]

So, maybe you should edit the script which generates the TS so that they do not spawned any longer at 0;0;0. Makes it impossible to hold GF ;)

AV
rbh2006
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Update to previous situation.

Post by rbh2006 »

Well, I am here to update the situation I stated before. :idea: I solved the install of the RRF Script when I realized I needed the update to Plugin Manager v 2.12 and then I had to figure out the Directory for it. Then the script loaded fine. :)

I currently am running the vanilla game with the emp mod. I had installed before the PM v2.12:

All the Bonus packages for X3
Anarchis Carrier Commands
BBS Extras
TerraCorp Fleet Commands
Signal Targeted
Advanced Tractor Beam
Bounty Boost
Boron-Paranid Reg. Hull Sys.
Cap. Ships Crew
Mass-Driver ammo Generator
Missile Targeting Sys.

However, when I installed the Directory into the new Plugin Mgr. and I also installed the following scripts:

Advanced Jumpdrive
Salvage Claim Software

:o I discovered that the wares for the Capital Ships Crews script had been disabled in the PM. :(

So, I am wondering if anyone happens to know why this may have happened. The wares are the Equipment Repair Components and the Ship Repair Components. :?

How can I re-enable these wares? and How may have these wares been disabled in the first place?, just so I do not do it again.

By the way I am a very pleased X3 Resident and I find it hard to stop playing at times. LOL
:D

And also I am very thankful for the work that all you scripters have put in to making the X3 Universe an enjoyable and challenging experience. :D :wink:
Alkeena
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Post by Alkeena »

Hey LV,

I really rather enjoy the premise and general execution of the Race Response Fleets Script and have used it in past games. Last night however I started playing X3 again for the first time in about a year...I opted to install XTM and a whole slew of updated scripts that I used to use, including yours.

Here's the issue though: I've NEVER completed the storyline and so have never seen a Terran ship/world. I was happy with this as it was consistent with X lore...I understand that XTM fleshes out the Terran's significantly, but is still consistent with the storyline (e.g. you never see the terrans until you've progressed far enough in the story to be able to open up the gates -- or at least that's my understanding). Well, last night on the very first storyline mission, the patrol from home of light to CBSW, I encountered a Rapid Response Terran Ship in red light after tha Khaak ambush.

I cant quite recall what it was as I've never seen one, although it was certainly bigger than my Buster, maybe an M3, M3+, or Corvette. This obvioiusly impacts immersion the Argon arent even supposed to know the Terrans really still exist at this point...Worse still it proceeded to obliterate the patrol I was flying with (despite me setting the option for terrans to be friendly with Argon--maybe my entire squad shot him accidentally during the fight?)...Story issues aside, why did I have a Terran RRF ship appear in Argon space? >.>

Anyway, long story short, is there any way I can alter teh XTM script so that I dont see terran ships floating around until after I've reached that point in the story?

while I'm here, a few more questions I've been curious about:

Are RRF spawns tied to ship yards? If I take out a races shipyards will it be harder pressed to mount defensive fleets?

Are feints possible? Can I attack some distant target with a small force to draw off an RRF to leave my primary target undefended for my fleets?

Thanks

~Alkeena

Edit: Just tried starting again. Again, very first patrol: Home of light (second system I've entered for the entire game) had a a Terran Rapid Response Vidar, 2x TRR Tyr, TRR Aegir, and 2x Terran Escort Mjolnir...They destroyed two factories and my patrol wing (:evil:) before the Argon RRF showed up and forced them to jump out...

WTF Terran
WTF Terran shooting Argon (after I'd set your option to make them friendly)
WTF first five minutes of the game.

In both cases the Terrans were neutral to me.
I was using the balanced setting.

I think I'm just going to disable RRF so I can actually play through the storyline :(
Cash'Lu
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Post by Cash'Lu »

Excellent script LV, though I have one minor problem....

I installed the script, and all worked fine (except the super spawning rate of kha'ak destroyers).

I uninstalled it as per instructions, downloaded version 1.7a, installed it.

I get the options in the AL menu but 1)I don't get the initial messages anymore 2)after 6 hours of SETA I still don't have any RRF ships or RRF related BBS, despite setting the AL settings to yes/enabled.

I'm running ver 2.5 with XTM, Anarkis carrier commands, Cyrow's advanced jumpdrive and your RRF, nothing else.

Thanks.
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LV
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Post by LV »

Alkeena wrote: Are RRF spawns tied to ship yards? If I take out a races shipyards will it be harder pressed to mount defensive fleets?
RRF will now always have a certain amount of ships in the game if the vanilla levels drop very low, RRF picks up and uses vanilla ships so if the shipyard stops respawns of vanilla ships it would affect the rate but there is code to stop it hitting 0

Alkeena wrote: Are feints possible? Can I attack some distant target with a small force to draw off an RRF to leave my primary target undefended for my fleets?
It's certainly possible and something I have always tried to get the code to allow but there will be a few cap ships may need dealing with if you want a clear attack.

Alkeena wrote: Just tried starting again. Again, very first patrol: Home of light (second system I've entered for the entire game) had a a Terran Rapid Response Vidar, 2x TRR Tyr, TRR Aegir, and 2x Terran Escort Mjolnir...They destroyed two factories and my patrol wing (:evil:) before the Argon RRF showed up and forced them to jump out...
I shall put a block in to stop Terran ships being able to be assimilated (through plot state or timer) soon™
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si tacuisses, philosophus mansisses
Alkeena
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Post by Alkeena »

Awesome. Thanks LV, I really appreciate it.

God this community rocks =)
Jakesnake5
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Post by Jakesnake5 »

LV wrote:
Alkeena wrote: Just tried starting again. Again, very first patrol: Home of light (second system I've entered for the entire game) had a a Terran Rapid Response Vidar, 2x TRR Tyr, TRR Aegir, and 2x Terran Escort Mjolnir...They destroyed two factories and my patrol wing (:evil:) before the Argon RRF showed up and forced them to jump out...
I shall put a block in to stop Terran ships being able to be assimilated (through plot state or timer) soon™
Unfortunately, LV, Alkeena is using XTM.

If he uses an Alternat Start or even Custom Start, there will be Terrans active in the universe right off the bat.

Playing a Plot game adds a nasty complication. If you finish the plot, you suddenly have hardcoded Terran ships in Herretics End that won't let the player into terran space. :twisted: (which is why you should investigate Terran space FIRST, so you can direct jump there.)

Also, I think the plot state timer is a bit buggy, not totally sure.
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Jakesnake5
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Post by Jakesnake5 »

Heh. Just found a bug in the 'Sharing Getsu Fune' option.

Xenon Invasion!

The bbs messages you get for Xenon Invasion in Getsu Fune is specific to the race owing GF. Unfortunately, the xx0001 file doesn't cover all the races, and definately not the player race in it's messages.

Got this at the Teladi SEQ:

ReadText1375-10110ReadText1375-10011

Broken down, it means this:

1375 = PID for Xenon Invasion
[10]110 = Race ID (in this case, Player) for the TID used
10[110] = Message block used in the TID

So in short, 'sharing' Getsu has a minor drawback. :D
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©

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