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

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mr.WHO
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Post by mr.WHO »

I never installed MBRR(unless it came with official Egosoft patch and I didn't noticed?) and I noticed first jam with the last 7atesins release, way before 2.6.

Might it be that IR create so much additional ships that, indirectly, some vannila ones become brainless or act strange?
djrygar
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Post by djrygar »

no, if there is too many ships, so script engine is overloaded, they just stop and dont move at all. (you can see that happening sometimes during battles)

what you see is fleet trying to go trough gate, but because they are big ships, they are constantly avoid each other (collision avoidance)

and I can bet those ships are homebased to some Military Outpost, aren't they?
(btw IR only creates fighters for Outposts, and only if you enable 'fighter response' in options)
djrygar
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Post by djrygar »

mr.WHO wrote:I never installed MBRR(unless it came with official Egosoft patch and I didn't noticed?) and I noticed first jam with the last 7atesins release, way before 2.6.

Might it be that IR create so much additional ships that, indirectly, some vannila ones become brainless or act strange?
do you use IR's jobs file?
that may be the reason, it was originally designed for 'sector size mod' so it has more military patrols etc
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mr.WHO
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Post by mr.WHO »

djrygar wrote: and I can bet those ships are homebased to some Military Outpost, aren't they?
(btw IR only creates fighters for Outposts, and only if you enable 'fighter response' in options)
This could be true for military ships, but the corporate and racial TMs are also affected and they don't have homebase.

do you use IR's jobs file?
Dunno, (unless it's installed with IR and I don't know about it) rather not.
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xaddr
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how to disable script/mod Improved races

Post by xaddr »

i recently installed improvedRaces R14.
Now, they seems to work fine, but im not ready to use them yet. I was looking for a easy way just to disable it. I dont see the option anywhere.
If i start new game it is already running, and i want clean vanilla. There is option to clean universe, not sure what it does.

I could read whole topic about the mod but it seems very long and i gave up after i saw most are posts about bugs and comments about what it does. Not even sure if i could find information im looking for.

Last time i was using scripts was in x2 and it was really simple to turn it on and off. Now, this option isnt there. If i click on <<yes>> wanting it to change to <<no>> its not working that way, just opens script menu and there isnt option to turn it off.
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mr.WHO
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Post by mr.WHO »

There should be an uninstall option in IR main menu that clear the universe from all IR ships and revert sector ownership to vannilla owners.

Anyway it's strange coz when you start the new game the script is active, but does nothing as you have to configure it's setting before you start it (manually).
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xaddr
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Post by xaddr »

mr.WHO wrote:There should be an uninstall option in IR main menu that clear the universe from all IR ships and revert sector ownership to vannilla owners.

Anyway it's strange coz when you start the new game the script is active, but does nothing as you have to configure it's setting before you start it (manually).
yes there is clear universe command. But i see script is active even after that. Are u sure it wont do anything when u start fresh game?

And how do u remove it? Reinstalling game is last option for me.

edit LV
merged [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]
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mr.WHO
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Post by mr.WHO »

Are u sure it wont do anything when u start fresh game?
I'm pretty sure it does nothing at start, you have to switch in on manually.
It's show as active script, but it's just like Television on "stand by" mode, it's active but you can't watch movie until you switch it on.
Saheike
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Improved Races etc pp

Post by Saheike »

I made a SPK-File for myself of it and install and deinstall it with the pluginmanager lite from Cycrow, so I can be sure that all is unistalled and clean.

:oops:
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...
djrygar
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Post by djrygar »

mr.WHO wrote:Hello,
some time back, I mentioned a problem with Gate traffic jams (everything smaller than TM could fly thruog the gate, byt anything TM or bigger - including my autopilot ships couldn't). In that time I wasn't sure it's the IR fault, but now I have.

seems you were right

I finally encountered something like you described. Ships were IR created (they disappeared when I performed cleaning). And they had no function decripttion (guardian/assault etc).

I will look for bug that causes that, this is probably something I made wrong.
It may take me few days to find reason, so for now only advice is to kill them with Cycrows cheat ('destroy sector' menu).

Argh.. And I hoped everything is super-fine now ;( and even started working on improving fight missions (from addons)...


On bright side of things.. I improved ship creator, now ships are produced in nearest shipyard, so only 'legal' designs are used (I am using SRM so I have plenty od MK1 versions of ships in my game - now MK1's will be guarding only in those special shipyards when you add them to universe)
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mr.WHO
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Post by mr.WHO »

I will look for bug that causes that, this is probably something I made wrong.
It might not be your fault as I first encountered them in the last 7atesins release. Anyway I mainly noticed this bug with TMs class (I don't know if IR spawn any TMs in the first place?).
even started working on improving fight missions (from addons).
I'm not sure if it's too much, but is it possible to have a bit more divesity in fight missions foes? I mean I never saw any M3+, neither M6M and (this one I'm not sure) M4+. I asked this question to XTC mod team and they said it's not hardcoded and it's pure script job.
djrygar
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Post by djrygar »

missions I work on do not spawn ANY enemy.

Have you used 'real defence mission'? (they are called "Khaak Incursion" and "Xenon Incurion" when you see mission briefing)
They allow to kill IR ships, so you fight with khaak/xenon invasions caused by IR

next ones will be to liberate system of the Khaak/Xenon/Pirates, kill pirates that ALREADY fly somewhere, not spawned next to gate 2 sectors further.
This will give opportunity to, for example, take a mission to kill PG Mob Boss, destroy Pirate Guild base or Khaak station, or destroy Argon military patrol that entered Paranid space etc.

But main point is - do not spawn enemies for missions, just use already existing ones. SO you actually interact with universe and it responds (and PG likes to respond, those bastards are not forgiving ones - they actually seek for revenge, that is so fantastic to finally see that your actions have consequences in X3)
Gyver162
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Post by Gyver162 »

hi, nice work but I have one simple question:
I've set Improved Khaak to easy and disabled sector takeover:
http://img214.imageshack.us/img214/5531 ... n00011.png

But I've jumped it to paranid sektor and this is what I saw:
http://img571.imageshack.us/img571/2449 ... n00010.png

This is.... it's good when there is 3 or 2 destroyers but more the 6?? on easy level... huh.

Other settings:
http://img443.imageshack.us/img443/3547 ... n00012.png

For this game/engine and no multicore support its too mutch... :P

PS I used ones Rapid Improvment
Retiredman
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Post by Retiredman »

Wow.. That should not have happened.

You have a real bug problem..


:roll:
djrygar
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Post by djrygar »

1 thing:
remember - "no fighters" means more destroyers/carriers

2 thing:
2-3 Khaak destroyers is something you get from vanilla game. There is no point in using Improved Races if you want occasional 2 destroyers or similar force - game will spawn such thing for you even without script (only thing is that you need to have high fight rank, and not finishing OFF plot - as the ONLY reward from finishing OFF is stopping Khaak invasions, it does set Khaak aggression to 0)

3 thing:
2-3 destroyer is a joke ;)
I see you have both response options enabled (capship and fighter), that means they would kill 2-3 destroyer invasion before you will notice it happened

//'niszczyciel' looks funny ;> how did they translated 'carrier' ?
djrygar
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Post by djrygar »

mr.WHO wrote:
I will look for bug that causes that, this is probably something I made wrong.
It might not be your fault as I first encountered them in the last 7atesins release. Anyway I mainly noticed this bug with TMs class (I don't know if IR spawn any TMs in the first place?).
even if it did not spawned TMs, now it does.
I found what those gropu of big ships were. They were assault ships that were waiting for attack signal from their shipyard. But Due to some neverending loop in never came.Shipyards were producing more and more ships, and they were waiting, hogging systems more and more.

I managed to fix that and suddently about 7 attacks started in differrent parts of universe.

Seems actually invasions were not working at all (I mean offensive invasions on new targets - counterstrike attack to liberate systems taken by xenon and Khaak were working fine). I checked original 7ate's release and it was like that from beginning. Probably he never finished this code.

This is quite exciting, as with True Relations enabled player may easily become target for attack from enemy race (not only xenon and khaak), if he becomes sector owner. In next release I will also implement quick preemptive attacks in border areas (quick ride into enemy territory to destroy few targets without overtaking sector) - this will be another threat to player

This part is working good now, but something is wrong with guardians, I must check it first before releasing RC15
HalcyonSpirit
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Post by HalcyonSpirit »

That. Will. Be. Awesome.

Especially now that I'm getting to the point in my game where such attacks would be so very relevant to my interests... in both good AND bad ways.

EDIT: With invasions set to be working better, I wonder if it'd be possible to call for assistance from one of the main races if you were friends with them and your sector was being invaded by another race. That'd be cool to implement. Naturally, it'd have to also be possible that the friendly race would tell you to go bugger off. :P
djrygar
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Post by djrygar »

*duplicate
Last edited by djrygar on Wed, 2. Jun 10, 09:33, edited 1 time in total.
djrygar
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Post by djrygar »

that may be possible

when I was changing code for drones, by mistake I allowed them to enter enemy territory

it ended in many 'response' attacks in hostile areas, and plenty of factories destroyed

So I can allow drones to enter friendly territory (provided that it is adjacent to races territory) and they may call for response in the same way as they do in they own territory.
Easily I may lower strenght of such response if it is not performed on race's own territory, but may be some help for player if he is on really good terms with race (it could be logical if for example Argon help a guy who is Hero of the Federation)

It may be restricted to really good allies (so you need top notoriety with given race and they will help)


Calling for help would be harder, as it needs some interaction (dialogs) via ECS, so it is quite a lot of work (as I dont even know how to use ECS in my script)

But if you have money - there is another solution - Station Security Services (another script from 7ate) basically an AI hired guns. They ask sizeable amounts of cash for their duty, but are quite good

Once I even went bankrupt because of them ;)
Xenons raided The Hub shortly after I claimed it, and I had only 50 mln in cash, and 2 x Boreas plus my personal M6

After 2 days of fighting I won, but hired guys took all cash I had :D
fortunatelly I managed to deploy 20 lasertowers around hub earlier, if not for those LTs i would loose (well, hub is indestructible, so I wouldnt, but I pretended it is destructible)
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mr.WHO
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Post by mr.WHO »

Seems actually invasions were not working at all (I mean offensive invasions on new targets - counterstrike attack to liberate systems taken by xenon and Khaak were working fine). I checked original 7ate's release and it was like that from beginning. Probably he never finished this code.
I presume that the code was completely broken? coz I never activated "hot war" settings so there was no offensive strikes exept ATF attack.

Preemptive strikes (or simply raids) would be interesting addition.

Anyway I'm glad you nailed that nasty bug, it caused me to restart the gameplay so I hate it much.

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