[script/mod] ImprovedRaces R15.31 (24.04.2012)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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djrygar
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Post by djrygar »

shhh... dont tell that anyone. in fact, thats bug (I was sure I deleted it before uploading.. to many things at once). They should not leave stations, until they are destroyed. You may re-download RC9, i fixed this

what do you mean by "changes towards vanilla spawnings of Xenon? "
I dont understand this sentence


4 Q is nothing. I am just observing Xenon invasion in Family Ryk - 20*K, and plenty of smaller ships


Xenons will come as long, as you let them. The best tactics is to kill them at beginning, when its still easy, to close gate. When they have invaders in target system, they will throw everything they've got. When you kill all Xenon ships coming trough the gate, it will stop invasion. They will chose another way

also, if you re-download, please report about ATF/OFF ship names. this part of code is so twisted I have real trouble fixing it. But at least SOME names should be good now. Do you have 'coloured names" enabled or disabled?
djrygar
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Post by djrygar »

*duplicate
Last edited by djrygar on Sun, 28. Mar 10, 10:49, edited 1 time in total.
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mr.WHO
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Post by mr.WHO »

- sector claim fee slightly increased (550mln)
Tell me it's typo, 550 mln for a sector??!!
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Yacek
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Post by Yacek »

mr.WHO wrote: Tell me it's typo, 550 mln for a sector??!!
So much for cost of acquisition of Avarice X3R sector. For me it's a good price, after all, buy the sector.
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mr.WHO
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Post by mr.WHO »

550mln for sector BUY is OK, but for sector CLAIM - it's madness!.
djrygar
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Post by djrygar »

no, no typo

10 mln was an exploitable feature.

For example: early in the game you 'buy' The Hub for 10 mln, and it gives you about 2,5 mln each hour. No factory or trader will make such money or has such high return of investment rate. It was completly imbalanced and now is more in line with rest of the game.

Also 550 is more in line with how it was in Reunion. It is something you should use much later in the game, which is good, because we have plenty of features for early game, not much for later.

seriously, 10 mln is price of poor corvette. Or tech factory

Making hard decisions is something that X3 lacks a bit, and it is also imminent feature of GAME. Game = making choices. So you choice there will be, shell out some serious money and get regular income that will help with feeding you codea pilots and buy stuff for them. Or maybe its better to buy 2 destroyers? Also, I can tell you now, there are rumours that Xenon invasions are more and more dangerous. They are learning where to find precious resources they need to build themselves. Silicon or Ore rich sectors, or sectors with big factories filled hundreds of thousands energy cells is real honey for Xenons... So inhabitants of such systems want someone with military and economic potential to secure their lives. They pay taxes to feel safe. Poor wanna-be tycoon who cannot pay few hundreds millions to be legal overseer of sector is not who they want as a ruler ;D


also, it will give me opportunity to grant sector control as valuable prize for liberating few sectors or killing khaak stations in missions
Last edited by djrygar on Sun, 28. Mar 10, 12:35, edited 2 times in total.
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mr.WHO
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Post by mr.WHO »

But I still think that for 550mln you should be able to buy whole sector, not takeover empty (razed) sector that you claim after big battle. C'mon, I don't want to pay a cost of 5xM2 to take sector that will return it's cost (not including battle losses and cost of future defence) after what?... 220 hours ?! 30-40 mln should be OK but everything higher is not worth of bothering :(.
djrygar
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Post by djrygar »

thats because you connect 150 fabs into one complex ;)


place ED, HQ, few tech factories there and your investment will give you huge profits much sooner

for example I get 8 mln per hour now just from few factories, HQ, and ED and military base that Splits built in my sector
djrygar
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Post by djrygar »

on side note

I need one or few volunteers that will write series of articles for Galaxy News Service, that will say about invasions, takeovers and such, at least in few variants. More articles you are able to write the better it will be. Best would be to have at least one set per race. I am Polish myself, so I dont feel english too well, it should be written by native english speaker who knows how to stylize such text in different manners.

so articles for Teladi would be in 'war is profitable' manner, something aggressive for bloodthirsty Split, religious b**s for Paranids, maybe cynical for Argon..
of course you will be credited here ;)

generally I would like to disable usual notifications, they are not really immersion-building feature, and use News for that.

Also, articles about how to deal with Xenons, Invasions, collecting taxes and other things connected with IR, that will be kind od tutorial for other players, but presented in nice, immersive way inside game
Last edited by djrygar on Sun, 28. Mar 10, 12:38, edited 1 time in total.
djrygar
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Post by djrygar »

also, doees anyone know how to extract information about sector population via script? I cannot find proper command for that.

It would be nice to scale price of sector (and also taxes) as dependent of sector population, so uninhabited sectors would be cheap, but not really profitable (just small taxes from fabs) and resourceful/sunny sector would be expensive
Lord Dakier
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Post by Lord Dakier »

mr.WHO wrote:550mln for sector BUY is OK, but for sector CLAIM - it's madness!.
http://www.youtube.com/watch?v=m6i-NuBF ... re=related - Lol!

Yeah maybe buying a sector is deffinately worth it but, Claiming a sector for yourself I think should be no more than 100m that should cover however Trading station, AI stations to be placed and maybe a well kitted M6 for sector defence.

EDIT - What I ment is that Xenon are spawning like they do in vanilla. I understand them wanting their sector back but 1 ship spawning after another gets destroyed is just plain annoying. Xenon just keep jumping in like they do in vanilla when you try and hold down their sector. I presumed Improved Races got rid of their vanilla like spawn and instead added the counterattacks and invasions. This sector will never really be safe if I have Q's spawning every 2 minutes.
Nephtys
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Post by Nephtys »

is the link for download broken or something?
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Lord Dakier
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Post by Lord Dakier »

Nephtys wrote:is the link for download broken or something?
It's either corrupt or my Winrar can't open it.
djrygar
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Post by djrygar »

file is ok. use 7zip or newer winrar (just checked download&extract win winrar 3.9). was packed with official 7zip
Lord Dakier
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Post by Lord Dakier »

djryger what about these continuos Xenon spawns?

EDIT - Just downloaded latest winrar still hasn't worked. You sure it's not corrupt, can you download it with anything other than 7zip.
djrygar
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Post by djrygar »

i re-downloaded online version, and checked again.
(excat versions of programs I am using are WinRar 3.90 beta 4 (x64) and 7-zip 9.11 beta)

to be completly sure use original 7zip, http://www.7-zip.org/download.html
(it better that winrar anyway - file packed with rar is 100 kb bigger)

unpacked flawlessly using both programs. So I'm sure file is ok, probably your downloads are not complete

exact file size is 341 498 bytes

please download again, check sizes. if it will be still wrong, I'll prepare rar
djryger what about these continuos Xenon spawns?
what do you mean?
Lord Dakier
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Post by Lord Dakier »

You know when you try and hold a xenon sector in vanilla but the enemy just keeps jumping in well, thats what I'm experiencing. The enemy just does not want to stop jumping in.
djrygar
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Post by djrygar »

if you are talking about invasion (when they come from xenon sector to commonwealth space) thats Xenon Genocide AI from IR.

if about random respawns inside sector that belongs to xenons - thats X3 jobs work.
have you installed additional files I provided (optional pack)?
Last edited by djrygar on Mon, 29. Mar 10, 05:58, edited 1 time in total.
Lord Dakier
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Post by Lord Dakier »

djrygar wrote:if you are talking about invasion (when they come from xenon sector to commonwealth space) that Xenon Genocide AI from IR.

if about random respawns inside sector that belongs to xenons - thats X3 jobs work.
have you installed additional files I provided (optional pack)?
Ahh no I didn't... I guess that changes it?

EDIT - Your original download works now for Winrar :D
Exitialis101
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Re: [script/mod] ImprovedRaces R14 RC10 (28.03.2010)

Post by Exitialis101 »

djrygar wrote:
In addition, I include optional pack of 4 files:
- Real Defence Mission by Mysterial
- Real Defence Mission by Mysterial - Khaak 'edition'
- Missile Rebalance Mod by Imperium3, with slightly modified Khaak missiles for performance upgrade (no swarm missiles)
- Modified jobs file with changed Xenon spawn rates
Missile properties has been changed? Is it compatible with Cmod3?

Also I have been playing R13 and the AI is pretty weird, when for example the Paranid decide to invade an Argon sector they travel all the way just fine but when they get to the sector just before the targeted sector they just sit around and hunt down traders and never enters the targeted sector. Has this been fixed in your version?

Also the Xenon is a bit slow on taking over sectors I have them on Hard and they just seem to invade the same sectors over and over without claiming them. Has this also been fixed?
Note this is all on R13.

The blockade bombers, is there a way to disable them? Maybe make it optional, I would rather like it if there were a blockade m7 with fighters or an blockade m6 with fighters.

Oh and the Xenon spawn rates are changed? How much? Will I actually be able to take a "Vanilla" Xenon sector and hold it without to much casualties?

Thanks.
Last edited by Exitialis101 on Mon, 29. Mar 10, 12:22, edited 1 time in total.
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