[SCRIPT] Improved Races: Chaos Edition v1.09 (25th June)

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Jack08
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Post by Jack08 »

garrry34 wrote:with regards to the dynamic colouring, Im wondering that myself, I think its the plugin.ir.victory script but I have no scripting experience to know where to slap it...

...anybody have a clue on this...
Gravitycontrol wrote:Hey there. I have a little question. I started to use http://forum.egosoft.com/viewtopic.php?t=293486 this little sector colour changer. It says to add

Code: Select all

$null = null
START $null->call script 'plugin.dynamic.colored.sector.names' : sector=$sector
to the sector take over script. May i ask where i have to add these lines? Because i would love to see the colours dynamicly(is it written this way?)
:D
Support for this mod is not planned, nor can i say where to add the code - because editing plugin.ir.victory is a massive mistake (the script is a mess and ive tried editing it before - however i compleatly broke IR last time)

Ive given this warning out before so i think ill refresh it:

Be Extremely Wary about editing any IR core files - IR is incredibly unstable and its a miracle it is still working as well as it is

Example:
I tried to add a notification script to plugin.ir.victory for XTL, it was a simple one line script call addition
That one line edition stopped victory from functioning completely

I Internally test each revision of IR for about a week before i release it to prevent releasing any of the nasty side effects to everyone else - thats how bad it can be sometimes
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garrry34
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Post by garrry34 »

I know what you mean, just looking through the script I was like ahhhh, so slapping it at the end isn't going to cover it then, lol
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Jack08
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Post by Jack08 »

garrry34 wrote:I know what you mean, just looking through the script I was like ahhhh, so slapping it at the end isn't going to cover it then, lol
Victory has return calls almost every 5 lines, so no - it almost never reaches the end of the script

edit:
Don't worry, a better more advanced version of a tactical map will be included in XTL if not at release then soon after

[Teaser]
It may even be able to use your computers second screen! :o
[/Teaser]
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Gravitycontrol
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Post by Gravitycontrol »

ok. To bad it really would have been a great addition : ( thanks for the answer anyway.
navetta
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Post by navetta »

do capital ship responses only happen in vanilla sectors?
i have installed Revelation by Litcube, which generates some race owned sectors and when they are invaded by the xenon, no capital ship is spawned to defend the sector.

another thing is the messages you receive about task forces. when using Revelation, you get a message when a sector is about to be invaded, that way you can help clear the sector. would it be possible to implement something like this in IR, for example a message like "sector X is being invaded by race Y"
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Jack08
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Post by Jack08 »

navetta wrote: do capital ship responses only happen in vanilla sectors?
i have installed Revelation by Litcube, which generates some race owned sectors and when they are invaded by the xenon, no capital ship is spawned to defend the sector.
Capital Responses come from Racial Shipyards, if a Racial Shipyard is not in range, No Capital Ship Responses will be spawned
navetta wrote: another thing is the messages you receive about task forces. when using Revelation, you get a message when a sector is about to be invaded, that way you can help clear the sector. would it be possible to implement something like this in IR, for example a message like "sector X is being invaded by race Y"
Please see the OP - Subsystem Tutorials - Specifically Alliance Tactical network :roll:
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Inras
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Post by Inras »

Hello Jack08
Three Questions:

I've used the AL-Plugin Military Base response revamp. Unfortunately, the developer "ThisIsHarsh" is missing. Now i search for a alternative.
This plugin have had a bug in the KHA'AK Sektor with the Split Military Outpost. There spawn ships in masses and kill the game performance. Have you considered this sector?

I play X3:TC 3.1 with SRM (Plugins and Jobs), CMOD4, Tortuga, Pirate Guild 3 (with ADS/ECS), FCC, Bounce, MARS, NPC Bailing addon, other little Scripts and Scripts from Lucike.
The Sector "Grand Exchange" in german "Profitabler Handel" have a big problem with the Xenon. Will the military defend this Sektor effectively with your Script or does it become even bad? How is your experience with it till present?

Any conflicts known with any of my installed stuff?

I hope my english is good enough :D
Last edited by Inras on Sat, 4. Jun 11, 15:41, edited 1 time in total.
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Jack08
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Post by Jack08 »

X2X_Freakazoid, While IR does attempt to protect the plot as much as possible, it is an unavoidable fact that it will eventually mess it up

As such, I recommend not activating the Xenon IR features until after the Terran Plot, and not activation the Kha'ak Feature until after the OFF Plot

This way you shouldn't run into any issues - hopefully.
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Inras
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Post by Inras »

Thanks for your answer but...

What should i see when i've installed IR:CE ingame? How i can configure it? I've installed the libaries and improved Races but i can't find options ingame. No Hotkey, no AL-Plugin and no plugin configuration entry.

Have I forgotten something?
A5PECT
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Post by A5PECT »

I seem to repeatedly receive messages simply saying "Out of launch" in my log. I don't notice anything peculiar happening with in the rest of game, and IR seems to work fine. It's just odd and it's starting to fill up my message log.

I'm assuming it has something to do with IR, though I am also running SRM/CMOD, Salvage Commands and NPC's, Cycrow's Salvage Claim Software, and the NPC Bailing Addon.
X2X_Freakazoid wrote:Thanks for your answer but...

What should i see when i've installed IR:CE ingame? How i can configure it? I've installed the libaries and improved Races but i can't find options ingame. No Hotkey, no AL-Plugin and no plugin configuration entry.

Have I forgotten something?
1) Make sure you enabled the script editor.

2) The options menu can be accessed through the "IR Comm System" hotkey or the Community Plugin Configuration menu.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Jack08
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Post by Jack08 »

X2X_Freakazoid wrote:Thanks for your answer but...

What should i see when i've installed IR:CE ingame? How i can configure it? I've installed the libaries and improved Races but i can't find options ingame. No Hotkey, no AL-Plugin and no plugin configuration entry.

Have I forgotten something?
Please follow the installation instructions carefully... as you seem to have missed step 4
I seem to repeatedly receive messages simply saying "Out of launch" in my log. I don't notice anything peculiar happening with in the rest of game, and IR seems to work fine. It's just odd and it's starting to fill up my message log.
I have no idea whats causing this, i defiantly didn't add any log calls with out of launch as the message... rofl
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A5PECT
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Post by A5PECT »

Alright, I'll go ask Paul in the SRM thread.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Jack08
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Post by Jack08 »

KloHunt3r wrote:Alright, I'll go ask Paul in the SRM thread.
Perhaps post in the normal IR thread, i didn't add the log message but djrygar may have
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A5PECT
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Post by A5PECT »

I just asked Paul and he told me SRM and CMOD don't use the player's message log, only subtitles.

I'm off to djrygar's. :roll:
Admitting you have a problem is the first step in figuring out how to make it worse.
Osiris454
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Post by Osiris454 »

I had a few ideas for IR:CE.

1. The buddy system. If and allied race is being attacked by their enemy and they have no remaining defending forces, they can call in support from one of their allies.

Example: Split invade 'Queen's Space' and all the Boron response ships and blockade ships are destroyed. They then send out an emergency signal to the Argon (Ally) for assistance. The Argon will in turn send out a relief force to deal with the Split aggressors.


2. Section 8. In times on constant war some people are better equipped to handle the situation than others. Those that fall off the deep end have gone "Section 8" (It's a military term for 'crazy' basically). This happens rarely but when it does it will be with an M6 or larger ship. Sometimes it's just a single M6 and sometimes it will be an M1 with a full hanger of fighters. :twisted:

You will get a message from on allied race that one of their military ships has gone 'Section 8' and they urgently request your assistance to find him/her. You will then be given the ship's last known sector location with the actual ship being up to 3 jumps away from that position. The 'Section 8' ship is hostile to everything, even their own race and allies. Local police forces and a small task force (MP. Military Police) sent out by the owning race will try to destroy the ship, but there will be no 'Response' or 'Blockade' ships sent out, denying that this is anything but a training exercise to the public. If you are successful in destroying the ship there will be a large cash payment, and a good rep boost. If not then you will be verbally scolded for not being fast enough but otherwise loose nothing. If the ship bails then that count's as 'destroyed' and the mission was a success. If you are an enemy of a race that has a 'Section 8' ship, then that race's ally may drop a hint as to what is going on, but they will not give as much information as an ally would. Destroying a enemy's 'Section 8' ship will warrant a large rep boost with that race or faction but otherwise there will be no money involved, not wanting to admit that their enemy helped them with a problem.







Bugs: ;)

1. The Split control Hatikvah's faith and the Argon have sent in an Assault force to the sector. No shots are being fired and the assault force has been there for hours. They are neutral to each other.

2. The massive ATF assults and the disappearing entries have been taken care of for now by just switching the ATF section of the Enhanced Xenon off.

3. If the assault leader is destroyed or bails, the assault entry will remove itself, but the remaining assault forces with continue with their objective.
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Jack08
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Post by Jack08 »

Idea's 1 & 2:
IR isnt designed to allow racial assistance, The only way i can see this even being possible is if IR was rewritten from scratch (witch... may be on the to do list sometime in the future)

Your Second idea, while interesting, wouldn't work with IR's current state, the ship will almost always trigger a response from even its own race and killed
1. The Split control Hatikvah's faith and the Argon have sent in an Assault force to the sector. No shots are being fired and the assault force has been there for hours. They are neutral to each other.
... No idea - but i have my hands full with XTL scripting at the moment
The massive ATF assults and the disappearing entries have been taken care of for now by just switching the ATF section of the Enhanced Xenon off.


I don't think this was a bug to begin with - What your describing is behavior not even possible for IR - normally
3. If the assault leader is destroyed or bails, the assault entry will remove itself, but the remaining assault forces with continue with their objective.
Not a bug - its a feature :P
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Jack08
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Post by Jack08 »

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Gravitycontrol
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Post by Gravitycontrol »

Jack08 wrote:http://i.imgur.com/SnH8u.png

:o
:o
RUN AWAY!
May i ask what hud it is? ^^ it looks awesome
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Jack08
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Post by Jack08 »

Gravitycontrol wrote:
Jack08 wrote:http://i.imgur.com/SnH8u.png

:o
:o
RUN AWAY!
May i ask what hud it is? ^^ it looks awesome


XTL Phase 1 HuD
http://forum.egosoft.com/viewtopic.php? ... 80#3607180
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Osiris454
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Post by Osiris454 »

Jack08 wrote:http://i.imgur.com/SnH8u.png

:o
:o
RUN AWAY!
I do believe you've stirred up the the hornets nest.

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