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

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djrygar
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Post by djrygar »

X2X_Freakazoid wrote: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?
this has been fixed in last version of IR / IRCE (mentioned sector has been re-added to protectedsector list)
rest of khaak sectors is still IR-enabled (lets be honest, vanilla OFF mission is way, way too easy :p )


as for oversized ATF... I think I know whats happening, will be fixed in next iteration
A5PECT
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Post by A5PECT »

What kind of forces did you give the pirates?

In my game they sort of got steamrolled by the main races. I'm two days in and they own half the sectors they did at the start of the game. Plus, they haven't made any attempts to take their sectors back.
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Jack08
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Post by Jack08 »

KloHunt3r wrote:What kind of forces did you give the pirates?

In my game they sort of got steamrolled by the main races. I'm two days in and they own half the sectors they did at the start of the game. Plus, they haven't made any attempts to take their sectors back.
The pirates are somewhat a hit and miss, XTL will improve them greatly, but until then not much can be done within IR about pirates
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A5PECT
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Post by A5PECT »

Do they operate the same way as the main races?

I was thinking it might help to give them two or three more Anarchy Ports so they could have some more fleets running around. I found the two they have in the vanilla game get destroyed fairly quickly.
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Osiris454
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Post by Osiris454 »

The Pirates do try to take those sectors back, It's just that they get destroyed on the way there. They launch their attacks from "LooManckStrat's Legacy" and head into "Ceo's Doubt". Most of the time they are destroyed there while sometimes they get annihilated a little further down the road like "Great Trench". They launch some impressive forces too. One time it was about 7 Carrack's, 2 Cerberus', 3 Phoenix's, and 2 Pateranodon's.
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Post by A5PECT »

Osiris454 wrote:The Pirates do try to take those sectors back, It's just that they get destroyed on the way there. They launch their attacks from "LooManckStrat's Legacy" and head into "Ceo's Doubt".
Yeah, because of the Anarchy Ports and the fleets they deploy.

The thing about my game is, both the Anarchy Port in Loo's and the one in Hatikvah's were destroyed almost simultaneously. Hatikvah's Faith was conquered by the Argon very early in the game, and the Paranid are attacking along Mi Ton's Refuge to take Loomanckstrat's, provided the Teladi don't move on it first.

My pirates are petty much dead in the water.
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Drewgamer
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Post by Drewgamer »

The same thing happens with my pirates every game :( Which is actually quite disappointing because sometimes I prefer to have someone to attack than one of the major races (and lets face it, Khaak and Xenon are only fun to destroy for so long).
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powerguy
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Post by powerguy »

Not sure if I'm best to ask this here on in the standard IR thread, but is there a limit on the number of Khaak ships (notably capital ships) which can jump in to sector? Basically I jumped back to the beginnings of my Chip Complex in Savage Spur to find a couple of Khaak stations + 2 Destroyers hidden in the outer parts of the sector. I managed to kill one station with missiles, killed one of the Destroyers (eventually, much running involved) and got the other station down to about 10% hull before I ran out of missiles had to jump out. I swapped to my Cobra since it had shields up and missiles to kill the station and Destroyer faster. I jumped back in and then just watched my game completely lock up as endless waves of Khaak Destroyers and Corvettes repeatedly point jumped to my factory/complex. I think it got to something like 30+ Destroyers and 50+ Convettes with at least the same again still in point jump trace form (which meant there was effectively hundreds of M5s around as well) before everything died. I couldn't even jump out or get a screenshot because everything just crashed.

I know IR makes the Khaak stronger and I've been very happy with it so far, but I'm thinking that this is somehow related to the endless spawning issue which I thought had already been fixed? Was there anything I did (or might have done) which could have triggered such a massive response otherwise?
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Jack08
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Post by Jack08 »

People with pirate troubles should re run the re installer

I added a pirate validator to IR last revision that ensures they have at least 1 shipyard - that should give them at least a chance



@powerguy, ill look into it but kha'ak have always had this issue
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A5PECT
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Post by A5PECT »

Jack08 wrote:People with pirate troubles should re run the re installer

I added a pirate validator to IR last revision that ensures they have at least 1 shipyard - that should give them at least a chance
Will they spawn in the same spots/predetermined locations? Loomanckstrat's is bereft of an Anarchy Port at the moment, but the sector is still pirate-owned. Will it respawn there?

Also, what if the pirates lose Loo's (haw haw)? Will they get another shipyard in another sector?
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Jack08
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Post by Jack08 »

KloHunt3r wrote:
Jack08 wrote:People with pirate troubles should re run the re installer

I added a pirate validator to IR last revision that ensures they have at least 1 shipyard - that should give them at least a chance
Will they spawn in the same spots/predetermined locations? Loomanckstrat's is bereft of an Anarchy Port at the moment, but the sector is still pirate-owned. Will it respawn there?

Also, what if the pirates lose Loo's (haw haw)? Will they get another shipyard in another sector?
Just run the re installer - let it do its job, it would be incredibly stupid of me to write a script that spawns objects in a static location and put it in a script that changes the universe dynamically :roll:

Anarchy Ports are only military bases... I changed IRCE a while ago to treat Pirate Bases as military bases too
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garrry34
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Post by garrry34 »

is they any possibility for the ATF to be made race 2 and have them run as a seperate entity to the terrans, for example if the atf went out to swat the xenon and over took their sector it would be ATF intead of Terran?
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Jack08
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Post by Jack08 »

garrry34 wrote:is they any possibility for the ATF to be made race 2 and have them run as a seperate entity to the terrans, for example if the atf went out to swat the xenon and over took their sector it would be ATF intead of Terran?
the ATF already are a unique race, but IR links them together in hotwar to avoid glitches
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A5PECT
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Post by A5PECT »

Jack08 wrote:Just run the re installer - let it do its job, it would be incredibly stupid of me to write a script that spawns objects in a static location and put it in a script that changes the universe dynamically :roll:

Anarchy Ports are only military bases... I changed IRCE a while ago to treat Pirate Bases as military bases too
Oh.

So AP's are just military bases? I thought I read somewhere that IR treated them like shipyards. So then there are actual pirate shipyards around the universe? I haven't run into one yet; I'll keep looking.
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Drewgamer
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Post by Drewgamer »

Ok, so I've played through the Terran and Operation Final Fury plots (usually doing the Terran Defender start) several times now. After my most recent play-through, I noticed that Terran space was looking quite empty and wondered to myself, "what the heck is going on here". I noticed several times that Split Task Forces were attacking Terran stations.

Is this due to IR:CE? Or possibly the new Jobs file for SRM? Or is this the dreaded work of GoD and I just happened to be associating it with the attacking Split forces? I have all the Sector Takeover options as well as "Improved Khaak, Xenon, Pirate, ect" OFF in IR:CE if that helps at all

Is there any way to prevent this (if it is indeed GoD) or make it so they don't get owned so quickly (if it is the work of invasion fleets)? I like to play my games where the Terrans are the "superior" race in the galaxy and they slowly work toward conquering the other sectors (through my actions of course :P).

Sorry if this isn't the right place to post this, but seeing the Split invasion forces made me think that IR:CE could be the possible culprit (no offense!).

Thanks,
Hektos
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LarryBurstyn
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Post by LarryBurstyn »

Okay, been trying to assign ships to respond to attacks or set them up as Sector defenders. The thing says I need to set up defenders on the sector menu. It lets me choose defender button but then says NONE and will not let me change it -- it does not say locked.
navetta
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Post by navetta »

Hektos wrote:Ok, so I've played through the Terran and Operation Final Fury plots (usually doing the Terran Defender start) several times now. After my most recent play-through, I noticed that Terran space was looking quite empty and wondered to myself, "what the heck is going on here". I noticed several times that Split Task Forces were attacking Terran stations.

Is this due to IR:CE? Or possibly the new Jobs file for SRM? Or is this the dreaded work of GoD and I just happened to be associating it with the attacking Split forces? I have all the Sector Takeover options as well as "Improved Khaak, Xenon, Pirate, ect" OFF in IR:CE if that helps at all

Is there any way to prevent this (if it is indeed GoD) or make it so they don't get owned so quickly (if it is the work of invasion fleets)? I like to play my games where the Terrans are the "superior" race in the galaxy and they slowly work toward conquering the other sectors (through my actions of course :P).

Sorry if this isn't the right place to post this, but seeing the Split invasion forces made me think that IR:CE could be the possible culprit (no offense!).

Thanks,
Hektos
i think it may be related to SRM jobs. i installed the v4 and in my game all military ships are gone (and pretty much all civilians as well). the only military ships left are the ones spawned by IR. the game feels really empty now but also runs really smooth.
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Jack08
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Post by Jack08 »

Hektos wrote:Ok, so I've played through the Terran and Operation Final Fury plots (usually doing the Terran Defender start) several times now. After my most recent play-through, I noticed that Terran space was looking quite empty and wondered to myself, "what the heck is going on here". I noticed several times that Split Task Forces were attacking Terran stations.

Is this due to IR:CE? Or possibly the new Jobs file for SRM? Or is this the dreaded work of GoD and I just happened to be associating it with the attacking Split forces? I have all the Sector Takeover options as well as "Improved Khaak, Xenon, Pirate, ect" OFF in IR:CE if that helps at all

Is there any way to prevent this (if it is indeed GoD) or make it so they don't get owned so quickly (if it is the work of invasion fleets)? I like to play my games where the Terrans are the "superior" race in the galaxy and they slowly work toward conquering the other sectors (through my actions of course :P).

Sorry if this isn't the right place to post this, but seeing the Split invasion forces made me think that IR:CE could be the possible culprit (no offense!).

Thanks,
Hektos
Im not sure what your reporting here... everything seems normal

Yes, Taskforces come from IR... And no theres no way to control there targets besides from the IRCore
LarryBurstyn wrote:Okay, been trying to assign ships to respond to attacks or set them up as Sector defenders. The thing says I need to set up defenders on the sector menu. It lets me choose defender button but then says NONE and will not let me change it -- it does not say locked.
Where is that station?
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Drewgamer
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Post by Drewgamer »

Jack08 wrote:Im not sure what your reporting here... everything seems normal

Yes, Taskforces come from IR... And no theres no way to control there targets besides from the IRCore...
Perhaps I should have been more clear.

Why is my Terran Space turning into a ghost town? Is it the work of GoD and the Split Taskforce just happens to be there (in which case, I guess I'm screwed either way)? Or have the Split been the culprit of everything being destroyed? If the latter is the case, how can I stop that from happening? I have sector takeover, hotwar, ect turned off...I was under the impression that that would stop the races from killing eachother.

Also, since I have your attention, how do I change race relations or is that not a feature? I seem to be unable to find it >_<

Thanks,
Hektos
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Jack08
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Post by Jack08 »

IR Doesnt remove ships from the universe it only adds them... so yeah id look at the jobs file for the ghost town issue
Also, since I have your attention, how do I change race relations or is that not a feature? I seem to be unable to find it >_<
Activate the Hotwar editor under Universe Options :)
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