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

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Legionnaire
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Post by Legionnaire »

LV wrote:I have written a fix script but you will need to test as i don't know how the game tags A1 as in my load the pilot name was not Ban Danna

the script below will create another Argon One (english version only) and maybe fix but you will have to tell me


http://www.arcl07.dsl.pipex.com/x3scrip ... ne.one.xml

right click and save this file into your x3 scripts directory then run it manually via the SE once your game has loaded with r,enter,enter
Sorry to bother you LV, but i have this problem as well, i didnt find this post until i came across the problem and was looking for a fix. i have downloaded and run this, but it doesnt fix the problem for Plot games. Ban Danna is one of the people you talk to on the Argon 1 not the pilot. and he doesnt appear so you can comm him with this fix.ive reloaded the earliest save i have but theres no Argon one there either so it looks like i will have to start the game over again.

currently using

Advanced Jumpdrive - Script Replace Addon :: Cycrow :: Yes :: 1.10 :: 11/03/2007 :: Signed
Advanced Jumpdrive :: Cycrow :: Yes :: 1.50 :: 11/03/2007
Advanced Thruster Control :: Cycrow :: Yes :: 1.01 :: 08/05/2006
Anarkis Carrier Commands :: Anarkis Federation :: Yes :: 1.41 :: 04/11/2006
Apricot PHQ Mod :: Apricotslice :: Yes :: 1 :: 21/10/2007
Ashleys Factories & Extended Complex Hubs XTM :: Saint-Ashley Armegeddon :: Yes :: 2.5 :: 15/11/2007
Assassins Guild :: Cycrow :: Yes :: 1.60 :: 07/08/2006
Attack All Enemies :: Gazz :: Yes :: 0.51 :: 15/01/2008
BBS Blueprint Offers :: LV :: Yes :: 1.1 :: 17/01/2008
BBS Extras :: Cycrow :: Yes :: 1.61 :: 04/12/2006
BBS Race Reparations :: eladan :: Yes :: 1.01 :: 14/12/2007
BOF Drones Plus :: BOF :: Yes :: 2.0 :: 20/04/2007
Bail Signal Extension :: voxol/xfir01 :: Yes :: 2.1 :: 18/08/2007
Boron-Paranid Regenerative Hull Systems :: Zurechial :: Yes :: 1.41 :: 24/07/2006
Bounty Hunters Guild :: Cycrow :: Yes :: 2.80 :: 24/07/2007
Claim Unknown Sector :: Lazerath :: Yes :: 1.06 :: 03/01/2008
Crystal Free SPP :: Anarkis Federation :: Yes :: 1.01 :: 04/11/2006
Electronics Packages :: SlasherArcana :: Yes :: 2.0.2.2 :: 27/05/2007
Emergency Escape Transporter :: Cycrow :: Yes :: 1.00 :: 25/07/2007
Fix Flying Wares :: eladan :: Yes :: 1.02 :: 07/11/2007
Homebase Commands :: Cycrow :: Yes :: 1.20 :: 19/06/2006
Jump To Me Command :: Cycrow :: Yes :: 1.20 :: 12/08/2006
Jumpdrive Delivery :: LV :: Yes :: 1.5 :: 10/02/2008
LV's Cheats :: LV :: Yes :: 1.4 :: 15/09/2007
Local Trader plugin :: Dr Xavia :: Yes :: X3.1.2 :: 17/11/2007
Mass-Driver Ammo Generator :: Cycrow :: Yes :: 1.01 :: 22/07/2006
Medusa Rapid Fire Missile Interface :: LV :: Yes :: 1.1 Redux :: 06/08/2007
Mercenaries Guild :: Cycrow :: Yes :: 2.90 :: 13/03/2007
Nividium As Secondary Resource :: Nividium :: Yes :: 1.0 :: 07/09/2007
Nividium Mines :: Cycrow :: Yes :: 1.00 :: 28/11/2006
Numeric Ranks :: Gazz :: Yes :: 1.00 :: 28/05/2007
PiloteIA III :: Azz :: Yes :: 3.56 :: 17/08/2007
Pirate Base Locator :: Cycrow :: Yes :: 1.00 :: 25/07/2006
Player Friendly Equipment Docks :: Voxol :: Yes :: 1.0 :: 20/04/2007
Player Response Fleets :: LV :: Yes :: 1.0 :: 13/02/2006
Race Military :: Cycrow :: Yes :: 1.10 :: 15/08/2006
Race Response Fleets Final :: LV :: Yes :: 1.7 :: 03/12/2007
Remaining Missile Counter :: Dusty :: Yes :: 1.00 :: 21/10/2007
Salvage Claim Software :: Cycrow :: Yes :: 1.05 :: 29/06/2006
Salvage Extension Commands :: Voxol :: Yes :: 1.2 :: 02/07/2007
Salvage Insurance Contract :: Cycrow :: Yes :: 1.01 :: 25/11/2006
Salvage Network :: TECSG :: Yes :: 2.8 :: 19/10/2007
SartCorp: Ship Commissioning Software :: Sartorie :: Yes :: 1.2 :: 15/03/2008
Scrap Ship at Carrier :: eladan :: Yes :: 1.00 :: 04/10/2007
Ship Clamper :: BOF :: Yes :: 1.0 :: 28/11/2007
Ship Jamming Device :: Cycrow :: Yes :: 1.00 :: 09/08/2006
Spacefly Hunting Software :: Cycrow :: Yes :: 1.01 :: 15/05/2006
Station Trader :: Naffarin :: Yes :: 1.26 :: 17/12/2006
Universe Explorers :: Fallen :: Yes :: 0.9.1 :: 19/03/2008
Xai Corporation Advanced Money Transfer (AMX) :: Dr Xavia :: Yes :: X3.1.0 :: 02/04/2007
Xai Corporation AutoMining (AutoM) :: Dr Xavia :: Yes :: X3.0.2 :: 23/04/2006
Xai Corporation Fleet Support Ship Software (FSUP) :: Dr Xavia :: Yes :: X3.2.15 :: 21/03/2007
Xai Corporation Navigation Override System (NOS) :: Dr Xavia :: Yes :: X3.1.3 :: 02/04/2007
Xenon Migration :: Cycrow :: Yes :: 1.40 :: 09/01/2007
Xtended Mod Scripts :: The Xtended Team :: Yes :: 0.7.3 :: 03/09/2007


Hope this gives some clues, and this is the first problem i have come across using this collection of scripts/mods at the same time

Legionnaire
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Algoran
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Post by Algoran »

Hello, im seeing a few questions along the lines of my one, but none the same (not that ive looked through all the pages hah) to here tis:

I really like this script, its great. Up till now ive had it on Balanced, but i wished for more enemies so the RRF ships would lose some fights... generally they totally wipe the floor with the enemies, theres so many of them.

So i changed the setting to hostile, but the result is not what i was hoping for. Instead of simply increasing the number of enemies, it seems to have dramatically decreased the number of RRF ships, as well as spawned a khaak destroyer in what seems like every second sector!

It just looks kinda odd, so many (often core) sectors having a khaak destroyer wandering around without any accompanying khaak fleet, and apparently often not enough RRF to deal with it.

Question is, is this normal???
Legionnaire
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Post by Legionnaire »

no soundds like you got an earlier version of the script that spawned the Khaak destroyers far to often it is discussed a bit earlier in this thread but i dont remember which page im afraid

Legionnaire

*edit*

ok about half the way down this page

theres version 1.7a

that apparently helps the problems with fast spawning Khaak destroyers

but if your also running xtm you need the 1.7 redux version

Legionnaire
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Algoran
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Post by Algoran »

Huh, i thought i already had 1.7a... But i look at the spk in my downloads folder and its just labeled 1.7, whereas the link on that page gives me one labeled 1.7a. So ill replace what ive got with that, see if it helps thanks :)

edit: well that certainly got rid of the khaak destroyers, great :D however RRF ship numbers are still very low (at least very few are apparent in sector maps, although the report claims all races are at 150%+), and the threat level is 16! Before when i was playing on balanced it was from 31-33 ALL the time. Perhaps both those numbers will go up with time..
russbo
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Post by russbo »

Just wanted to say that I've been using this latest version of RRF, and it's been working superlatively.

Very professional, well thought out piece of work. Works great with XTM.

Thanks for putting this together!
Anubitus
Posts: 693
Joined: Fri, 21. Jan 05, 00:44
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Post by Anubitus »

i have a weird problem.. i been using this script befor and i love it, but now i wanted to upgrade to the latest version of the script, i downloaded it and tried to install it (after uninstalling the older version and starting a new game) but it just doenst get installed..
i doubleclick on the file, te instaler askes me the right folder in iwch it is to be installed, and after i click ok, the installer just opens and the script isnt installed.. anyone else having this problem?
i tried toredownload it, downloaded the ful package and tried that, but that wont installr either.. :(

friendly greetings

AnU
Buck_Rogers
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Post by Buck_Rogers »

Did you try using the "install script" button in the installer? rather than clicking the file?
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Anubitus
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Post by Anubitus »

yes i did, i get just the same, a rly quick bar pups up for a fraction of a second, but when i look for the script in the list, it isnt there (or in the game either for that matter, i looked but i didnt find anything..) :(
older versions install with no problem..
Buck_Rogers
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Post by Buck_Rogers »

What version of the installer do you have?
Buck Rogers

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Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Anubitus
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Post by Anubitus »

i have version 1.71 atm..

EDIT: thanks for reminding me.. downloaded the last version and now it works fine, thanks mate :D
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Algoran
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Post by Algoran »

A problem I still have! Updating to v1.7a did stop demented khaak M2 spawning, but its made the universe even less threatening than before.

I really want to arrange it so RRF ships are fighting an even or even losing battle against khaak and xenon and general baddies. But now, changing between balanced mode and hostile mode makes no difference, BOTH have a threat level of 16%! Which is very low, why wont it go any higher? On old v1.7 the threat level was stuck at 33% on balanced mode.

As a side note, i seem to recall in a previous game (probably with RRF v1.7) that i had theat level of about 98%, which i havnt seen since.

Also, 1.7a seems to have removed all the terran RRF ships, there is not a one to be seen :(

Any help as to whats going on? Bad install or something? Although i have uninstalled and reinstalled several times, in the course of testing it. I just want RRF to have a challenge :twisted:
Legionnaire
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Post by Legionnaire »

@ Algoran

sorry i have no idea whats goin on with RRF i stopped using it after it took 'claimed' Argon one a few times in plot games and brought my games to a shuddering halt.

you mentioned Terran RRF's i presume your using XTM,have you got the enable terrans in non-plot games al switch on? also have you checked the Forums there to see if theres a more uptodate RRF,

Also if your just looking for things to get nastier in your universe try this

Improved Khaak its still being tweaked i believe, but reading the later posts on the thread. it seems to be capable of being really nasty.. :twisted:

Legionnaire
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Algoran
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Post by Algoran »

Woah that looks awesome, just the thing :D Thanks so much for the link! I have noticed how most khaak spawn miles away from anything, and as theyr so slow and aimless theyr pretty much rendered harmless. I would have changed their spawn positions if i had any idea how :p

RRF is actually one of my fav scripts, if i could get it working in a way im happy with anyway. Ive never had it take over argon one.. but, it has taken over plot related ships in the XTM plot (I am playing XTM) thus buggering things up a bit.

I have terrans switched on of course, used to have tyrs, odins so forth cruising around their sectors due to RRF, very cool. But now they gone! Just fighter patrols now.

BTW, is LV still watching this thread? :p

BTW2, Legionnaire your 'location' made me laugh out loud, nice :D
Avlar123
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Post by Avlar123 »

I just installed most of these scripts, including the race response script. I then killed some pirates in Light of Heart and capped their ships. As soon as I capped one, the stations he was attacking went red to me and a rapid response ranger came in and started chasing me.

1) I don't know how to reset the stations
2) How to stop the RRR from killing me
3) Why does the RRR ignore my shields (he's not using a mass driver is he?)
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narn
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Post by narn »

It sounds like v1.7 was kick ass does any one have a copy? I don't really know if I want to put 1.7a on. Maby someone is willing to explain to me why I would want to update to 1.7a from my current verson of 1.5a.
Legionnaire
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Post by Legionnaire »

@ Avlar123

1 if theres a pirate base within 3 sectors you can try docking there (just beware of the anomolous material found when you leave, ie save before docking) and seeing if theres a bbs message for hacking it back to friendly or you could try this script

http://forum.egosoft.com/viewtopic.php?t=195784

2 have you tried apologising? comming ship and saying weapons fire was in error'

3 yes the RRR are armed with MD's

@narn

theres a bug in 1.7 in that it would spawn a khaak destroyer every second or so, certainly far too fast to cope with, hence 1.7a

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Tenlar Scarflame
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Post by Tenlar Scarflame »

I've run into a minor clash between RRF and the Bail Signal Extension...

Say there's pirate running amuck in one or another race's sectors. They get tangled with the local RRF forces, but I cause them to bail (not regular bail, Bail Signal Extension bail). The RRF forces will disengage the ship until I take control of it- suddenly they'll leap on it again. I've lost a fair bit of reputation and salvage this way. :shock: This will also happen with Khaak and Xenon... not sure if it happens race vs. race.
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Jakesnake5
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Post by Jakesnake5 »

The ship retains agro from it's last attackers for quite awhile. Plus, it probably has its FoF set to Foe FOR those attackers.

This happens even with 'normal' bails (found out in DDRS mod near the Pirate base).
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Algoran
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Post by Algoran »

Legionnaire wrote: @narn

theres a bug in 1.7 in that it would spawn a khaak destroyer every second or so, certainly far too fast to cope with, hence 1.7a

Legionnaire
That only happens in hostile mode though, balanced mode works fine. I do have a copy of 1.7 if anyone wants.

And, 1.7a apparantly has bung hostility levels! Hostility very low, and wont change, and where did my terran RRF ships go?? Waahh? :cry:
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Jakesnake5 wrote:The ship retains agro from it's last attackers for quite awhile. Plus, it probably has its FoF set to Foe FOR those attackers.

This happens even with 'normal' bails (found out in DDRS mod near the Pirate base).
Aaah. I'll doublecheck that. Interestingly, that didn't happen to me before I installed RRF...
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