[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]
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Hi,
I've been using this script for a while now and I'm really enjoying it. I have one small issue. Your script seems to treat pirate laser towers as enemy ships, even in Teladi sectors (who are supposed to be friendly with the pirates). This is an issue when using your script with the Pirate Guild script as the PG bases build laser towers around them which triggers wave after wave of MBRR military raids against PG bases, even in "friendly" sectors such as Teladi (I've even caught a Boron military patrol attacking a pirate base in a pirate sector).
Is there anything that can be done to stop the military from going after pirate bases in Teladi and pirate sectors? It does appear to be something to do with the way the script treats laser towers. Perhaps limiting military force activity to race owned sectors? So Boron military ships will only attack in Boron sectors unless they themselves are attacked.
This was also reported by the maker of the Pirate Guild script, Serial Kicked, in this post after he tried out MBRR:
http://forum.egosoft.com/viewtopic.php? ... 78#3118778
Thanks
I've been using this script for a while now and I'm really enjoying it. I have one small issue. Your script seems to treat pirate laser towers as enemy ships, even in Teladi sectors (who are supposed to be friendly with the pirates). This is an issue when using your script with the Pirate Guild script as the PG bases build laser towers around them which triggers wave after wave of MBRR military raids against PG bases, even in "friendly" sectors such as Teladi (I've even caught a Boron military patrol attacking a pirate base in a pirate sector).
Is there anything that can be done to stop the military from going after pirate bases in Teladi and pirate sectors? It does appear to be something to do with the way the script treats laser towers. Perhaps limiting military force activity to race owned sectors? So Boron military ships will only attack in Boron sectors unless they themselves are attacked.
This was also reported by the maker of the Pirate Guild script, Serial Kicked, in this post after he tried out MBRR:
http://forum.egosoft.com/viewtopic.php? ... 78#3118778
Thanks

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- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
First of all :
This is a damn good script. At least a challenge against mine.
Thanks for that.
'nuff said
First of all, a script advice. You sure use a hell lot of global variables. That's fine but you should really use one single array saved as a global variable instead . It would save CPU time, and you would have to put less code. Arrays are like pointers in real code:
if you do something like this
$toto = get global variable 'toto' ('toto' beeing an array here)
$toto[0] = True
you don't need to use the 'set global variable' after that to save changes. And you'll get all your setup much faster than if you were using a bunch of 'get global'.
Another, somewhat weird but working thing is the "mbase.createfighter" script with it's huge "IF" imbrication'o'death to check if the shiptype is valid *after* the ship's creation. Weird, usually your code is compact using skipif and intelligent loops, but here that's just.. weird (were you drunk ?!
)
Anyway, try something like this instead:
It will be much faster and less prone to errors.
I've yet to read the rest of the code, going tired right now, but will do later
The other thing that cause issues is that MB revamp has the bad habit to count lasertowers as potential threats. It's not a big deal but it lead to continuous waves of MB revamp ships against my poor pirate bases, even if the said pirate bases doesn't cause any harm. I think you should completely forget about the lasertower in the code. They are no threat OOS, it leads to the destruction of any pirate base that has some and it distract your fleets from more important matters.
Cheers,
SK.
This is a damn good script. At least a challenge against mine.
Thanks for that.
'nuff said

First of all, a script advice. You sure use a hell lot of global variables. That's fine but you should really use one single array saved as a global variable instead . It would save CPU time, and you would have to put less code. Arrays are like pointers in real code:
if you do something like this
$toto = get global variable 'toto' ('toto' beeing an array here)
$toto[0] = True
you don't need to use the 'set global variable' after that to save changes. And you'll get all your setup much faster than if you were using a bunch of 'get global'.
Another, somewhat weird but working thing is the "mbase.createfighter" script with it's huge "IF" imbrication'o'death to check if the shiptype is valid *after* the ship's creation. Weird, usually your code is compact using skipif and intelligent loops, but here that's just.. weird (were you drunk ?!

Anyway, try something like this instead:
Code: Select all
$not.wanted = Array: Alloc size = 0
Append "Keris" to array $not.wanted
Append "Drone Mk2" to array $not.wanted
...
$cnt = Size of array $not.wanted
$types = get all shiptypes from race = whatever, type = Fighter
while $cnt
dec $cnt
$select = $not.wanted[$cnt]
if find $select in array $types
$index = get index of $select in array $types, offset = -1
remove element from array $types at index $index
end
end
$cnt = Size of array $types
$cnt = random value from 0 to $cnt
$ship.type = $types[$cnt]
$toto = build ship: shiptype = $ship.type ....
....
I've yet to read the rest of the code, going tired right now, but will do later

The other thing that cause issues is that MB revamp has the bad habit to count lasertowers as potential threats. It's not a big deal but it lead to continuous waves of MB revamp ships against my poor pirate bases, even if the said pirate bases doesn't cause any harm. I think you should completely forget about the lasertower in the code. They are no threat OOS, it leads to the destruction of any pirate base that has some and it distract your fleets from more important matters.
Cheers,
SK.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
Thanks for the feedback guys.
The lasertower issue should be fixable by changing from 'Ship' to 'Moveable Ship'. Easy enough to sort out.
I did notice in a quick test I was doing the other day that the poor old PG gets it's ass handed to it by MBR (usually I disable MBR notifications about Pirates because I want to be PG's friend).
@Serial Kicked:
As for globals vs. array, in the past I've tried using an array, but it got (a) confusing remembering which number refers to which global; and (b) very difficult to make changes to the script structure, adding/removing variables, etc. However, I didn't consider the potential speed benefits, which is something I'm constantly having to do with this plugin. I'll definitely have a serious think about migrating as many globals as possible to an array structure.
As for createfighters: Unfortunately, I can't test the class of a ship until it's created, so I have to repeatedly create and destroy ships until I get a valid one.
As for the massive if-statement, that was another attempt at speed. The idea is that it will branch out early if it finds an invalid shiptype, rather than continuing on with the tests, as it would with a list of skip-if's. In reality it makes very little difference to execution speed, I suppose. Maybe I'll neaten it up somewhere down the line.
The lasertower issue should be fixable by changing from 'Ship' to 'Moveable Ship'. Easy enough to sort out.
I did notice in a quick test I was doing the other day that the poor old PG gets it's ass handed to it by MBR (usually I disable MBR notifications about Pirates because I want to be PG's friend).
@Serial Kicked:
As for globals vs. array, in the past I've tried using an array, but it got (a) confusing remembering which number refers to which global; and (b) very difficult to make changes to the script structure, adding/removing variables, etc. However, I didn't consider the potential speed benefits, which is something I'm constantly having to do with this plugin. I'll definitely have a serious think about migrating as many globals as possible to an array structure.
As for createfighters: Unfortunately, I can't test the class of a ship until it's created, so I have to repeatedly create and destroy ships until I get a valid one.
As for the massive if-statement, that was another attempt at speed. The idea is that it will branch out early if it finds an invalid shiptype, rather than continuing on with the tests, as it would with a list of skip-if's. In reality it makes very little difference to execution speed, I suppose. Maybe I'll neaten it up somewhere down the line.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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Yeah i had the same issue. Switching is painful and you will forgot something in your first release. But it's worth it in the long run. As for the "remembering" issue, write a "set default" script and print it. At least that's what i did.As for globals vs. array [cut] I didn't consider the potential speed benefits, which is something I'm constantly having to do with this plugin. I'll definitely have a serious think about migrating as many globals as possible to an array structure.
Are you sure you've read my code correctly ?As for createfighters: Unfortunately, I can't test the class of a ship until it's created, so I have to repeatedly create and destroy ships until I get a valid one.
What it does:
1. Get the array of ship types (like you do)
2. Remove the unwanted element first (unlike yours)
3. create ship according to the clean list
That's a situation i've done several times in my own scripts.It works fine.
Understand that I'm absolutly not trying to bash anything (i did yell against the bail plugin you made, but i apologized and it was because i was pissed 'cause of non related stuff). This is really a great script, and all i want is to give a hand. This said. Here, the method is flawed and your argument is not valid, you do not need to spawn the ship before testing if the type is correct, all you need is to remove the unwanted elements before spawning the ship. Try to copypasta the code i wrote, you'll see.
I can even post a corrected version of the initial script if you want me to.
// edit //
Too easyI did notice in a quick test I was doing the other day that the poor old PG gets it's ass handed to it by MBR (usually I disable MBR notifications about Pirates because I want to be PG's friend).

PG can handle MBR but it was used to trick RRF, not MBR.. yet

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Joined: Sun, 19. Oct 08, 18:46
A quick note: I notice a previous post of mine was split off with a number of others. I thought I should reiterate/expand.
I was and am (i.e. with a couple month break) working on an update to this plugin. It's pretty much ready for a release candidate. I've re-coded a lot of the AI logic to stop as many traffic jams and generally 'spread out' the military a bit, which should address the main concern people have pointed out. There are also a couple of other goodies TBA.
Admittedly I did misread your code at first. Given the fact of so many wrongly classed ships, I think your method is a better solution. It would mean a different "$not.wanted" array for any major mod, though - but that's unavoidable.
I was and am (i.e. with a couple month break) working on an update to this plugin. It's pretty much ready for a release candidate. I've re-coded a lot of the AI logic to stop as many traffic jams and generally 'spread out' the military a bit, which should address the main concern people have pointed out. There are also a couple of other goodies TBA.
The reason I spawn the ship first is so I can check class rather than type, just to save me some lines of code and to hopefully make it cross-mod compatible. That was my initial thought. As it turns out, there are a bunch of miss-classed ships in X3TC, meaning I had to add specific types as well as classes to the big if-clause.Serial Kicked wrote:Are you sure you've read my code correctly ?As for createfighters: Unfortunately, I can't test the class of a ship until it's created, so I have to repeatedly create and destroy ships until I get a valid one.
What it does:
1. Get the array of ship types (like you do)
2. Remove the unwanted element first (unlike yours)
3. create ship according to the clean list
That's a situation i've done several times in my own scripts.It works fine.
Understand that I'm absolutly not trying to bash anything (i did yell against the bail plugin you made, but i apologized and it was because i was pissed 'cause of non related stuff). This is really a great script, and all i want is to give a hand. This said. Here, the method is flawed and your argument is not valid, you do not need to spawn the ship before testing if the type is correct, all you need is to remove the unwanted elements before spawning the ship. Try to copypasta the code i wrote, you'll see.
I can even post a corrected version of the initial script if you want me to.
Admittedly I did misread your code at first. Given the fact of so many wrongly classed ships, I think your method is a better solution. It would mean a different "$not.wanted" array for any major mod, though - but that's unavoidable.
Let the battle commence!Serial Kicked wrote: // edit //Too easyI did notice in a quick test I was doing the other day that the poor old PG gets it's ass handed to it by MBR (usually I disable MBR notifications about Pirates because I want to be PG's friend).
PG can handle MBR but it was used to trick RRF, not MBR.. yet. I need to read your code to figure the best way to do this, though. So far, decoy attacks that jump back to base as soon as your alert is triggered is probably my best bet to protect the real attacks. The only really crippling thing that i can't deal with without obvious cheating is the "lasertower assault" against my younger bases.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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Surprisingly it works quite well with mods from the major teams. As they know how stuff works, they don't f*ck up the already existing ship types and usually place new ships in the correct class and build race sections.It would mean a different "$not.wanted" array for any major mod, though - but that's unavoidable
Let the battle commence!

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Every time I try to install this script I get an unhandled exception. Error log details as follows.
I'd like to use this so I hope someone knows whats causing it.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CPackages.OpenPackage(CPackages* , CyString* , Int32* , CProgressInfo* , Int32 )
at PluginManager.ManagerGui.InstallPackage(String file, Boolean straightAway, Boolean builtin, Boolean background)
at PluginManager.ManagerGui.InstallEvent(Object Sender, EventArgs E)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PluginManagerLite
Assembly Version: 1.0.3604.27014
Win32 Version:
CodeBase: file:///C:/Program%20Files/Egosoft/X%20Plugin%20Manager/PluginManagerLite.exe
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.4053
Win32 Version: 8.00.50727.4053
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.4053_x-ww_e6967989/msvcm80.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I'd like to use this so I hope someone knows whats causing it.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CPackages.OpenPackage(CPackages* , CyString* , Int32* , CProgressInfo* , Int32 )
at PluginManager.ManagerGui.InstallPackage(String file, Boolean straightAway, Boolean builtin, Boolean background)
at PluginManager.ManagerGui.InstallEvent(Object Sender, EventArgs E)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PluginManagerLite
Assembly Version: 1.0.3604.27014
Win32 Version:
CodeBase: file:///C:/Program%20Files/Egosoft/X%20Plugin%20Manager/PluginManagerLite.exe
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.4053
Win32 Version: 8.00.50727.4053
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.4053_x-ww_e6967989/msvcm80.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Humanity is a species with amnesia.
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How do I get all the enemies to back down a bit,
I need to know what settings I can putt to back them down,
They come in like swarms, and I don't have a chance to trade or build
because Im way too busy fighting trying to keep alive.
Also, I just started, so when they come in with M7's and motherships M1's
Its a bit hard to get passed this.
I need to make it half the amount at the least.
I would like to enjoy the game by building too.
not just fighting non stop.
Unless its another script doing this.?
Also, I need these (messages) that keep coming in to stop.
its clocking up my message box.
I have over 600+ messages and they keep coming.
Their should not be messages in the first place,
should be notices and thats it.
I need to know what settings I can putt to back them down,
They come in like swarms, and I don't have a chance to trade or build
because Im way too busy fighting trying to keep alive.
Also, I just started, so when they come in with M7's and motherships M1's
Its a bit hard to get passed this.
I need to make it half the amount at the least.
I would like to enjoy the game by building too.
not just fighting non stop.
Unless its another script doing this.?
Also, I need these (messages) that keep coming in to stop.
its clocking up my message box.
I have over 600+ messages and they keep coming.
Their should not be messages in the first place,
should be notices and thats it.
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- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Open the MBR interface and at the bottom in the Balancing/Difficulty/Advanced click on show.
Then scroll down to the Rearguard section. Here you can reduce tokens per military base and token regeneration amount. Also you can increase the regeneration time to tone things down a bit.
You will have to wait for the current patrols to be destroyed/dismantled, but after that things should even out a bit.
Personally I think the default settings are a bit too strong. I have reduced my military base tokens to 150 and set the regeneration amount to 50.
Of course when you start the game you are on friendly terms with all the races so I guess the moral is - don't annoy them too much or expect some payback! Go after pirates or Xenon instead.
As for the messages, this is also set in the main MBR interface. If you just want a popup at the bottom of the screen and no message or log entry, then in the Major Incursions section set everything to disabled except for subtitle. You can also tweak things in the advanced section to reduce the type of incursion you hear about (for example only ones in sectors you have property in).
Then scroll down to the Rearguard section. Here you can reduce tokens per military base and token regeneration amount. Also you can increase the regeneration time to tone things down a bit.
You will have to wait for the current patrols to be destroyed/dismantled, but after that things should even out a bit.
Personally I think the default settings are a bit too strong. I have reduced my military base tokens to 150 and set the regeneration amount to 50.
Of course when you start the game you are on friendly terms with all the races so I guess the moral is - don't annoy them too much or expect some payback! Go after pirates or Xenon instead.
As for the messages, this is also set in the main MBR interface. If you just want a popup at the bottom of the screen and no message or log entry, then in the Major Incursions section set everything to disabled except for subtitle. You can also tweak things in the advanced section to reduce the type of incursion you hear about (for example only ones in sectors you have property in).
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- Joined: Sun, 19. Oct 08, 18:46
Update v2.4
Many AI changes to hopefully address most people's issues. A while since I made the changes so can't remember details. Let me know if you still have issues.
First version of new scoring system, allowing you to score points with races for killing marked ships. Check OP for some details. As always, fully configurable through the menu.
NOTE: this plugin now requires JSON parser - this is used for the new menu system. It is now quite easy for me to add new options to the menu, so let me know if you think there is some aspect that requires some config option.
Note: if you have modified the default settings, you will need to change them again now there is a new menu system.
If anyone is having issues with the current version, best to "uninstall" via the menu, then "install/update" once it finishes. Otherwise just do an "install/update" and things should be hunkey dorey.
The next update, barring any bugfixing, will include:
- More use of the scoring system, including proper military ranks and goodies. I would appreciate any suggestions on what rewards you should get for advancing your rank.
- Integration with Serial Kicked's Extended Communication System, to replace the current message system.



Note: if you have modified the default settings, you will need to change them again now there is a new menu system.
If anyone is having issues with the current version, best to "uninstall" via the menu, then "install/update" once it finishes. Otherwise just do an "install/update" and things should be hunkey dorey.
The next update, barring any bugfixing, will include:
- More use of the scoring system, including proper military ranks and goodies. I would appreciate any suggestions on what rewards you should get for advancing your rank.
- Integration with Serial Kicked's Extended Communication System, to replace the current message system.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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- Joined: Thu, 16. Jul 09, 12:24
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- Posts: 562
- Joined: Wed, 2. May 07, 15:59
Thanks paulwheelerpaulwheeler wrote:Open the MBR interface and at the bottom in the Balancing/Difficulty/Advanced click on show.
Then scroll down to the Rearguard section. Here you can reduce tokens per military base and token regeneration amount. Also you can increase the regeneration time to tone things down a bit.
You will have to wait for the current patrols to be destroyed/dismantled, but after that things should even out a bit.
Personally I think the default settings are a bit too strong. I have reduced my military base tokens to 150 and set the regeneration amount to 50.
Of course when you start the game you are on friendly terms with all the races so I guess the moral is - don't annoy them too much or expect some payback! Go after pirates or Xenon instead.
As for the messages, this is also set in the main MBR interface. If you just want a popup at the bottom of the screen and no message or log entry, then in the Major Incursions section set everything to disabled except for subtitle. You can also tweak things in the advanced section to reduce the type of incursion you hear about (for example only ones in sectors you have property in).
hope it helps.
I also just updated to the newest version v2.4
And I agree, that the default settings are a bit too strong too.
The defaults should be set as minimal, then let the player tweak how strong they want it to go.
This way other players can just install and enjoy it without having
a swarm of enemies at them 24-7.
because I never get a chance to build,
and the ships I recently buy get blown away.
I try to buy transporters to make me money, so then I can buy a destroyer or something.
but every time I buy one, here comes the enemies and blows them away.
This mod/script could be great if it was just pulled back a little as a default.
Give me a chance to recoup from my previous arse kicking.
so I have a chance to lick my wounds and recover including my ships that where blown away.
I Am Currently Playing ( TRANSCEND-II )
I am a Asteroid Miner and I love to Mine - Brine, Nividium, Oil, Tellurium, Plutonium, Tridium, Metal, Tritanium and Gallium Crystals.
Proud owner of Protools|HD3 system.
I am a Asteroid Miner and I love to Mine - Brine, Nividium, Oil, Tellurium, Plutonium, Tridium, Metal, Tritanium and Gallium Crystals.
Proud owner of Protools|HD3 system.
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Hmm. To be honest, there probably isn't much need for the Rearguard ships. Can't actually remember the original reason I added them. But they remain useful for extra challenge, and in theory can be used to replace the vanilla military altogether - save some cpu cycles (since they are only called in when needed).
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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Wow, no idea how that text got deleted. It's not a problem, just a missing bit of 'install successful' text. Thanks for the heads-up.Requiemfang wrote:hmmm... noticed something... when I go to update the the military base plugin in the menu after I press the update I get a readtext at the bottom of the screen... could I have installed the package wrong? I installed that new JSON parser first and then installed the spk pack for the MBR
I've sorted this out now and added it to the current package. Re-download if it bothers you.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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Out of interest, when you say 'enemies', who do you mean exactly? Xenon? or are you enemies with one of the main races? Which ships are getting blown away, UTs?Robert Foster wrote:because I never get a chance to build,
and the ships I recently buy get blown away.
I try to buy transporters to make me money, so then I can buy a destroyer or something.
but every time I buy one, here comes the enemies and blows them away.
This mod/script could be great if it was just pulled back a little as a default.
Give me a chance to recoup from my previous arse kicking.
so I have a chance to lick my wounds and recover including my ships that where blown away.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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I only count Pirates, Xenons and Khaak as enemies.ThisIsHarsh wrote: Out of interest, when you say 'enemies', who do you mean exactly? Xenon? or are you enemies with one of the main races? Which ships are getting blown away, UTs?
I (always) try to keep friendly with all other races.

I don't know why, but I do

And if for some reason if I am enemies with like for example "Teladi or Boron"
I try to mend and try to fix it.
So, all my enemies are (only) Xenons, Pirates and Khaak.
I am still learning about Yaki's, and still wondering if they are enemies or friends.
but for the meantime, I remain friendly with them.
until they prove me wrong.
.
I Am Currently Playing ( TRANSCEND-II )
I am a Asteroid Miner and I love to Mine - Brine, Nividium, Oil, Tellurium, Plutonium, Tridium, Metal, Tritanium and Gallium Crystals.
Proud owner of Protools|HD3 system.
I am a Asteroid Miner and I love to Mine - Brine, Nividium, Oil, Tellurium, Plutonium, Tridium, Metal, Tritanium and Gallium Crystals.
Proud owner of Protools|HD3 system.
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Looking good, i'll give it a shot this weekend. Thanks for the change regarding the LTs and other stationary objects.

If you need any help or feature request, feel free to ask in its topic.
Cheers,
SK.
NiceIntegration with Serial Kicked's Extended Communication System, to replace the current message system.

If you need any help or feature request, feel free to ask in its topic.
Cheers,
SK.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station