[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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VIDAR1
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Post by VIDAR1 »

and how would be it translated if one of you everything with promt übersetzer? though this would not be German nicest, but I it would be already done hauptarbeit and rest I am able for you then also in the nice in German translated
Melquart
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Post by Melquart »

The Terran deca had a guardian tag. The Teladi Cerberus did not have any prefix. I ran the clean universe command and removed most of the problematic ships, however they started to make appearance again after a while.
djrygar
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Post by djrygar »

Melquart wrote:The Terran deca had a guardian tag. The Teladi Cerberus did not have any prefix. I ran the clean universe command and removed most of the problematic ships, however they started to make appearance again after a while.

then #deca was IR ship, second was probably regular or MBR's, thanks, this gives me info what particular script created it

are you using R11 ?


strange, there is protection to not allow spwan #deca as guardian.. ehh
Melquart
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Post by Melquart »

To my knowledge I am using the newest one (R11).

I will try to reinstall the script and come back with the results.
djrygar
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Post by djrygar »

and another question (actually for all people seeing strange combinations of race/ship) - are you using some ship mods (like ship rebalance mod, or any other)?

because I am starting to suspect that this may be reason behind spawning of such strange combos (meaning that there may be 2 different #deca but protection may see only one variation)

$deca is originally of terran origin (so it is marked as terran ship, not xenon), but perhaps there are other $decas?

There may be just one solid workaround - only allowing certain ship types to be created. So Argon will only get Collosus and Titan (but no boreas), Teladi only Condor and Phoenix and so on. No new ship designs from mods.

But it up to you to decide whats better, for me it does not matter (only $deca is really bug-like oddity for me)
ThisIsHarsh
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Post by ThisIsHarsh »

djrygar wrote:and another question (actually for all people seeing strange combinations of race/ship) - are you using some ship mods (like ship rebalance mod, or any other)?
That's a problem I ran into with MBR as well. I wanted to try out the Transcend mod, but since the tship file ordering is (potentially) different, the shiptypes referenced in the list of invalids would change to suit (the shiptype name you see in the editor is really just a reference to an index in the tship file).

The only way around is to create a separate list of invalid ships for any mod that changes the tships file. Not a trivial task.

djrygar wrote:There may be just one solid workaround - only allowing certain ship types to be created. So Argon will only get Collosus and Titan (but no boreas), Teladi only Condor and Phoenix and so on. No new ship designs from mods.
As you may gather from above, this would not, in general, solve the problem. If you only ever spawn Colossus, but the modified tships file changes the index of Colossus, then you will end up spawning a different ship.


The good news is that most ship mods only append to the the tships file and don't modify the existing entries, which means the indexes remain valid. But I, too, would be interested to hear what mods people are running which causes invalid ships to spawn, and therefore must modify the structure of tships.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

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paulwheeler
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Post by paulwheeler »

Well the Ship Rebalance Mod tships keeps the vanilla ordering and only appends new ships. In fact there are about fifteen placeholders in there before the new ships start just incase Egosoft add any new ships.

I quite like seeing an array of different ships spawn and it would be a shame to start limiting what ships can spawn. If you want to stop a particular ship from spawning then you can change its race setting in tships. I have done this to the Collosus Hauler to stop that from spawning in MBR and on request I have added an alternate tships to the SRM which sets all the added X2 ships to a race of none which will also hopefully stop them spawning if people wish.
djrygar
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Post by djrygar »

yep, I don't really like idea of narrowing choice of ships to spawn.
I can happily live with something like Split Tresher (let's say races try their foe's technology ;) ), but particularly $deca should be unique ship, and I actually would like to use it for Xenons as their 'special' ship that will make long range assaults/resource robbery missions.

I just run out of ideas why #deca still spawns despite preventing it.

Maybe its just some simple bug in code, but I cannot find any, everything is OK for me
Melquart
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Post by Melquart »

The only script I use which add some new ships to the game is the ATF shipyard. Do you think it might be the culprit?
djrygar
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Post by djrygar »

AFAIK it only sells ATF ships, so it does not have tships. Then it is not a reason

well, I'm just few hours in my new game, restarted with R11 from cratch, and I will observe.
as for now I am fixing response logic and recon drones behavior, If it prooves itself to be reliable I will launch R12 (along witch lowered sector prices - 390 mln)
djrygar
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Post by djrygar »

Melquart wrote:The Terran deca had a guardian tag
and one add question:

were you mean #deca ship (the giant cyllinder) or fighters (like #deca.defa)

if the second one - then there was no protection from that (I just added it - will be in R12)
Melquart
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Post by Melquart »

Fighters only so far.
djrygar
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Post by djrygar »

arghhh..
then problem solved i guess..
Mad_CatMk2
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Post by Mad_CatMk2 »

quick question: if I take over, say a Xenon sector, is the xenon station supposed to 'automagically' respawn?
I fly an OWP. What about you?
Dime3us
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Post by Dime3us »

This mod is compatible with the script Race Patrols?
http://forum.egosoft.com/viewtopic.php?t=224070
djrygar
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Post by djrygar »

IR R14 RC12 is out

- bugfix release (plenty of bugs fixed)
- assaults and response forces are fully functional again (something was broken in R11)
- sector ownership price slightly lowered (390mln)
- general balancing improved (balancing was done around SRM+CMOD+SSRM+MBR combo - thats what I use)
- nerfed recon drones a bit - they were too effective - khaak had no chance of making any serious invasion in R11 when set to easy
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mr.WHO
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Post by mr.WHO »

I've upgraded from the last official 7atesins release version to this one coz it sound interesting. However I noticed few things after 20-30 minutes of game:


1) I have no coloured names for the ships, they are enabled in settings, but not in the sector map. I really like those coloured names :(

2) Guardian ships names are strange, all of them have Guardian+race name, while they should have Guardian+race+ship type.

Additionally, right now, only M8 are used as guardians.

Edit: I noticed M7 guardian after some time, so I assume that shipyards "build" guardians from the smalles (M8) to the biggest (M7,M2,M1) ?

3) One of main reason why I upgraded from previous release was the rudiculous number of pirate response fighters in pirate sectors, but now I few across 4 or 5 pirate sectors and haven't seen any pirate response ships, not even drones. BTW does pirates finnally have cipship response force ??

edit: 60 minutes of play and I haven't spotted a single recon drone, neither friendly or foe.


4) It would be very handy if you could script Improoved races menu hot key. I'm tired of constant menu->gameplay-> Al life.
djrygar
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Post by djrygar »

I am systematically disabling colored names ;>
I hate them, and I want to use 'colored names' setting slot for something else (galaxy news), since I don't really know yet how to script menu system.

Although, if you really love it, you may copy text file (the one file from 't' directory) from previous versions (from 7ate's R14 RC2), I haven't added new texts yet, so it will be compatible.

You don't have to go to AL plugins - settings are accessible trough Cycrow's plugins config menu


Yes, guardians are built over time - huge ships take some time to build. If shipyard does not attack anyone, you will finally see 4 x M1/M2 ships 4 x M7 and maybe bombers.

EDIT

yes, there indeed was no ship name when colored names option was set to true ;) I just never enabled it
See? Colored names are just error-generator :D

You may re-download file, I fixed that


Guardian names go like
"Boron Guardian Tresher" - this is how it should look like in your game. If it does not - let me know (anybody else sees that?)

Nothing is determined - drones are released from Shipyards, EQ docks and Mil Bases. There are just 1 or 2 pirate shipyards, so it is not strange that you may not see them very often.
Pirates may use M1/M2 - but they may be attacked all the time by others, so they may not have time and resources to build them (remember - it takes time and resources to build them - if they loose many ships in responses they have hard time building huge fleet. Install Pirate Guild - they will help each other

have you seen any response fleets? If yes, recon drones are there (they are calling response, nothing else)

Have you performed 'clearing' operation before installing this one? I think you did, if guardians are being build from scratch. Then maybe 'density' of drones in universe is low yet.

EDIT

yes, there indeed was no ship name when colored names option was set to true ;) I just never enabled it
See? Colored names are just error-generator :D

You may re-download file, I fixed that
djrygar
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Post by djrygar »

ok, I'm withdrawing this release, back to 11

something is really messed here
yesterday I played and everything was ok, and suddently drones disappeared.
I must track down what happened
djrygar
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Post by djrygar »

OK, I foud reason for lack of recon drones - R12 re-uploaded and fixed


that was the most bizzare bug I found in IR yet. I don't even understand how or why it happen. This is just depressing ;(


to mr. WHO:
lack of pirate response must hae been caused by lack of drones.
Well spotted bug! ;) I probably wouldn't see that for next 2 days


EDIT
all people who downloaded RC12 should download RC12a and hit 'reinstall' after extracting

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