[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

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antonio banderoz
Posts: 2
Joined: Wed, 9. Mar 11, 16:26

Post by antonio banderoz »

Great script, fills game with lot of fun :)

But there is one bug wich drives me crazy.
I set up wars between races, so they build they assault and defense fleets, its ok. But one of split's military outpost is located in khaak sector 841. I did not mind it seriously, but i've noticed, that split sectors is taken one by one, and they do very poor defence. So i jumped in khaak sector 841 and found there over 10 capital ships, that should be in others sectors and do they duties. They have jumpride and batteries, but seems to be they cant use jumpdrive cuz there is no gates :( What way it can be fixed?

sorry for my english ;)

[ external image ]

PS. i've completed anti-khaak missions so i discovered those khaak sectors.
Last edited by antonio banderoz on Wed, 9. Mar 11, 19:55, edited 1 time in total.
HogMaster
Posts: 74
Joined: Sun, 2. May 10, 00:01

Post by HogMaster »

If you have the cheat plugins you should be able to manually transport/warp those ships to a different sector.

However I do not know what the AI does with the ships after that, if it gives them new commands or they stuck on an endless patrol fo that sector.
antonio banderoz
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Joined: Wed, 9. Mar 11, 16:26

Post by antonio banderoz »

HogMaster wrote:If you have the cheat plugins you should be able to manually transport/warp those ships to a different sector.

However I do not know what the AI does with the ships after that, if it gives them new commands or they stuck on an endless patrol fo that sector.
Thanks dude. I try not to cheat at all, so i even dondt read all those posts with cheat offers. Cycrow cheats helped to wrap all those ships in another sector, wipe military outpost and bulid another one in split sector. Seems to be AI recognized he has a new outpost :)

== updated ==
Does any1 have an idea how to make AI to rebuild their sectors faster? Lot of sectors are comletely empty, there is no buildings and one General on the patrol.
HogMaster
Posts: 74
Joined: Sun, 2. May 10, 00:01

Post by HogMaster »

Yea some questions based on that:


Is there a way to make Factions rebuild their sectors faster?


Do factions rebuilt/respawn stations in a sector captured by someone else, including the player?




In my game the Xenon managed to wipe out the whole of the Black Hole Sun sector with 2 Xenon P's and a Xenon P{Q}... what ever that is.... They even destroyed the Argon military base/outpost. They were left as wrecks, but I have yet to return to that sector, and I'd flown throught twice but the stations were still dead.

In Grand Exchange I had to fly around a Xenon J which was in the process of blowing everything up... I HAD to use the cheats to (create) 3 Teladi M7s and a bunch of M4 fighters under Teladi control to destroy the J as it as about to blow up the station I need to complete that plot mission.
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Khaakbuster
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Post by Khaakbuster »

You could speed up the process yourself by doing build missions. Look for them in adjacent sectors.

I already had to do this for Midnight Star, Wastelands, Nathan's Voyage, Black Hole Sun, Treasure Chest and Omicron Lyrae because some random Terran Osaka or Xenon fleet was blowing up everything in there.
After that I rearranged the gates in my Xenon Hub... ;)
zone22
Posts: 55
Joined: Fri, 4. Aug 06, 05:24
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Post by zone22 »

Nice mod, Will it play nice with frontier wars?

By the way, I cant play the plot. I have stated a new game and the first encounter with the enemy is bugged. The enemy ships flicker 3 or 4 times then vanish. Then the plot moves on with out me doing any thing. I remove the script and every thing is normal.
HogMaster
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Post by HogMaster »

Not sure, but I think you have to turn sector invasions off and leave all other settings at default until AFTER you have done the plots. Then activate and see what happens.
zone22
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Post by zone22 »

"turn sector invasions off" had no affect nor did disabling frontier wars. So what else... srm or mars?
JrK
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Joined: Wed, 20. May 09, 17:01
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Post by JrK »

Disable "sector takeover" and "invasions".
God is in the rain.
zone22
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Post by zone22 »

JrK wrote:Disable "sector takeover" and "invasions".
Nope :(

I will look in to SRM Jobs v3.6a and see if thats a problem. Other wise i am out of ideas.
zone22
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Post by zone22 »

I found the problem. MARS Fire Control (v4.98 ) What I did was reinstall the game than add Military Base Response Revamp(It work fine by its self). Then I add (not including dependencies) one mod or script and tested the first mission.

Here is the bug.
By the way, I cant play the plot. I have stated a new game and the first encounter with the enemy is bugged. The enemy ships flicker 3 or 4 times then vanish. Then the plot moves on with out me doing any thing. I remove the script (MARS or MBRR) and every thing is normal.
I messed around and worked it out. After installing MBRR, restart all the MARS scrips in its confi menu. That really makes a lot of sense. A brick must have hit me in the head.
supahfly
Posts: 405
Joined: Thu, 3. Jun 10, 08:03

Post by supahfly »

So, I wonder if this mod's dead? No updates for such a long time, and author is nowhere to be seen?
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Shuulo
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Post by Shuulo »

Nice plugin! one question: will races takeover sectors spawned by Random Sector Management script?
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Inras
Posts: 322
Joined: Fri, 5. Mar 04, 19:41
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Post by Inras »

There is a Problem with final fury. The Split Military Base in Kha'ak Sector 841 spawn split ships until sektor is full with M1 and M2. The complete Splitmilitair is buggy.
Bany
Posts: 155
Joined: Fri, 3. Jul 09, 12:12

Post by Bany »

BTW if Xenons wipe out Terracorp HQ, will that station respawn in time or there is no way? Im still dont remeber about those respawn stations ideology. BTW Xenons now hase core system just one secor from Terracorps. :/
Requiemfang
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Post by Requiemfang »

Inras wrote:There is a Problem with final fury. The Split Military Base in Kha'ak Sector 841 spawn split ships until sektor is full with M1 and M2. The complete Splitmilitair is buggy.
Until that's fixed, during the course of trying to reach the OOF rank of Captain use the cheat script to destroy the station after the mission is done, including any Split ships in the sector. I did this during the course of the missions and didn't have issues.
Snowtiger2.0
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Joined: Fri, 24. Jun 05, 23:00
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Post by Snowtiger2.0 »

As i understand from the introductory post, this mod will respond to aggression of xenon and khaak invaders?

In what manner? i have a Khaak Carrier in the Vault and a couple Xenon Biggies in Getsu Fune, and some other sector i forgot has another Xenon armada.

I've yet to see a response to these; how will that respond manifest itself? and in what timeframe?

Jumpdrives?
Is a fleet, god forbid, going to travel across half the galaxy using their normal engines?
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
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Post by ThisIsHarsh »

Hello all, I'm back and want to fix up this plugin's several niggles.

Before I post an updated version, can anyone suggest other bugs and annoyances you have come across?

1. I have fixed the Kha'ak 841 issue (is a bug with built-in script command 'find nearest outpost').

2. I am currently looking into the problem of non-border sectors being invaded, despite the "Invade only bordering sectors" option being selected. I am yet to reproduce this, but I'm trying. EDIT: I believe this is now fixed.

3. Also looking into the issue of Terrans not fighting back against the Split and Paranid, although I don't think there is any way around that except to manually set the race relations via the config menu so that Terrans hate the Split/Paranid.



@Snowtiger2.0: enemies will only be attacked if they are: discovered by a scout; or attack a capital ship; or attack a station. Even then, defence forces will only be sent in if sufficient ships are available (not busy elsewhere). Jumpdrive will indeed be used, except for takeover ships (Generals), which must travel the long way.
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.
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joelR
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Joined: Mon, 9. Jul 07, 23:33
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Post by joelR »

ThisIsHarsh wrote:Hello all, I'm back and want to fix up this plugin's several niggles.

Before I post an updated version, can anyone suggest other bugs and annoyances you have come across?

1. I have fixed the Kha'ak 841 issue (is a bug with built-in script command 'find nearest outpost').

2. I am currently looking into the problem of non-border sectors being invaded, despite the "Invade only bordering sectors" option being selected. I am yet to reproduce this, but I'm trying. EDIT: I believe this is now fixed.

3. Also looking into the issue of Terrans not fighting back against the Split and Paranid, although I don't think there is any way around that except to manually set the race relations via the config menu so that Terrans hate the Split/Paranid.



@Snowtiger2.0: enemies will only be attacked if they are: discovered by a scout; or attack a capital ship; or attack a station. Even then, defence forces will only be sent in if sufficient ships are available (not busy elsewhere). Jumpdrive will indeed be used, except for takeover ships (Generals), which must travel the long way.
Holy crap!! Welcome back ThisIsHarsh!

And youre even going to work on MBRR again. Its like an early christmas.

I'll let you know if I can think of anything that comes up. I know paulwheeler created a script for XRM to delete the base placed there so its good to know that youre fixing it. I know alot of folks are using MBRR now since XRM was released (its a reccomended script) so you might find some suggestions there for fixes or issues. At least until folks start seeing movement in this thread again.
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TrixX
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Post by TrixX »

Welcome back mate :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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