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

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Breetie
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Post by Breetie »

ttl wrote:------------------------
Versnio 1.4 out 4/12/08

changes:

-Added safety check that should destroy patrol ships if they get yanked out of the sector they are created in, by some other scripts. The logic doesn't support this, and might cause issues, upto hanging the game, appearently.

- Biggest response fleets no longer have fighters with them, just destoyers, to keep max number of ships in hand.

- Response now limited to 15+ destroyers (plus escorts) max. per (core) sector.

- Ships now carry more equipment, and fire more missiles. Missile frigates and bombers now carry their proper missiles, but apparently their default logic doesn't fire them properly.

- Some waits added to the backup calling logic, to hopefully counter lockup possibilities.
The bit about adding the safety check, is that to prevent deleting of captured ships, or is this still an outstanding issue?
"There has been an alarming increase in the things you know nothing about." --fortune
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ttl
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Post by ttl »

Removal of player captured Patrol ships will be fixed in next version.
amirite
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Post by amirite »

Forgive the double-post but now that the 1.3 patch is on Steam I'm getting antsy :P

Were there any updates made to the jobs file in 1.3? If so, the mod file for this is going to have to be updated, isn't it?
-TEVE
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ttl
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Post by ttl »

This is true, amirite. I will check this for the next version, also. The jobs file in the mod as it is here now, should work ok with X3TC v. 1.3, too, however. I doubt they did a complete overhaul, even if they have changed something. As of yet, I don't even know if the 1.3 update of X3TC has a new jobs file at all, but will check.
amirite
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Post by amirite »

OK thanks. I figured it might work okay. There's a jobs file in 05.dat, I dunno if there was one in 1.2.1, but I would guess more changes were made. It would just be nice to have those, y'know? :)
-TEVE
slickdrac
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Post by slickdrac »

I just tried to do this mod, renamed it to 07 and 07 because I had a 06 already, the other one wasn't anything to do with patrols tho ( I don't remember off my head which one it was ) but when I do the null script, it doesn't change anything to null.

I have
Sector Takeover
npc bailing
cheat package
EST
salvage claim software
community plugin config

Also, I did this on a fresh start
amirite
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Post by amirite »

That script removes the null ships. So it seems to be working as expected?
-TEVE
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ttl
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Post by ttl »

If you make a fresh start using the modified jobs, then there is no extra military ships that need to be removed. The kill.name script is used to remove ships, whose jobs got removed by the mod in an _existing_ savegame. If you restart, these jobs will never start.
slickdrac
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Post by slickdrac »

Yeah, sorry about the dumb question, I woke up this morning and realized that. :oops:
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supakillaii
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Post by supakillaii »

.spk version? And why are the downloads as .pdf? :3
adecoy
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Post by adecoy »

supakillaii wrote:.spk version? And why are the downloads as .pdf? :3
(Rename the file to racepatrols_140.rar)
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supakillaii
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Post by supakillaii »

Oh, sorry, must have skipped that part :3
But why is it like that (no offence)?

Edit1: So I only download the one that is below the 1st one? From the 2nd link? And rename it to .spk?
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ttl
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Post by ttl »

supakillai:
Please read the installation instructions over carefully one more time, and you will find the answer. There's two parts to this:

1) script that add the new patrol ships
2) mod that removes most of existing military ships

If you can't figure it out, please read the instructions two more times. If you still can't figure it out, send me a PM on these forums, and I'll walk you through it.
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ttl
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Post by ttl »

Updated, 1.41, 15/12/08. Changelog in OP.

EDIT: Changed DLing, and included the mod with a cut-down X3TC 1.3 Jobs file (still unsure if this is infact different from 1.21 but now it's done).

I'm considering writing specific scripts for missile ships (M8 & M7M) to use. The problem is, this could easily turn missile ships into virtually non-stoppable engines of destruction (See, e.g. Race Response Bombers by LV. And I have old X3R scripts doing the same more effectively and economically by shooting proper missiles based on what the target is, instead of spamming everything with typhoons. It's just ridiculously powerful. In X3R you can pretty much enter a Xenon sector with a M6 loaded full with missiles, and press a button to clean the sector. It's hilarious the first time, but, meh.)

Also, it might be more worthwhile to turn to programming Xenon and Khaak invasions based on similar logic. I.e. you have to strike them at their turf, or they come to take the battle to yours. Suggestions welcome ...
kipstafoo
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Post by kipstafoo »

Glad you're still working on this ttl!

One comment I have. I've found that if the lead ship gets nuked, the rest of the ships "loose their will to fight". ;) I.e., they kinda stumble around once you cut the head of the serpent off.

Any thoughts on building in logic to "elect" a new leader for the patrol and re-assign the rest of the patrol to the leader?
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ttl
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Post by ttl »

Kipstafoo:
Here's the logic:
If the leader dies, the followers call in a heavier assault, and fight 'till the bitter end with "attackallenemies". If the heavier assault is successful, any surviving followers without a leader are removed with the heavier assault. If there is no heavier assault anymore, but the "stragglers" are victorious anyway, the military considers the system "lost". The poor stragglers then stay on "attackallenemies", until they get killed, or the sector gets another wave of patrols and assaults in, i.e. the military tries to "re-take" it. This happens periodically at the time the races get reinforcements.

If that's not how you see it work, I should look into it.

While choosing a new leader when the old one dies among the followers is technically possible, it unnecessarily complicates matters. The new leader should really be the one of the incoming assault. But if the followers are under fire already, they have overridden their commands with the standard "return fire" logic anyways. And if the leader died, the followers most likely are under fire. Then giving the retreat order to join the incoming heavier assault doesn't work.

Thanks for the interest 8)
Nadrek
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Post by Nadrek »

Query: How "unstoppable" are missile boats against the Missile Defense Mosquito? What about MARS enabled ships?

What's the different IS vs OOS on this? I assume quite large, but missile boats in-sector make a lot of sense.
Kadatherion
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Post by Kadatherion »

I've some issues with the latest version 1.41: when a race patrol calls me for help, all i get is a blank message with a readtext 7901 error. Maybe you forgot to add the text file in the spk?
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ttl
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Post by ttl »

Kadatherion: Uh, very likely, at least that sounds like it. Will check, thanks for reporting.

Nadrek: Not sure. Suppose you can test it simply: Fire 50 typhoons at a MARS / mosquito ship. It's almost impossible to intercept those typhoons, if not for anything else but for the fact that 500 objects whirling at the target cause enough lag for turrets to not fire properly and mosquitos to not track properly.
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ttl
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Post by ttl »

T file added, new version up.

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