[script/mod] ImprovedRaces R15.31 (24.04.2012)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hi,
There is an option to prevent GOD spawning ships in sectors that are no longer owned by the Xenon, or the prior owner in general - I assume this is working.
Regarding the Xenon...in prior versions they've taken over the NE sectors in my games too, since starting in 15.28 and continuing in 15.29 they've not taken a single sector...nor have I seen any fleets with anything larger than the odd M6 enter a race sector. Weird.
Cheers,
Scoob.
There is an option to prevent GOD spawning ships in sectors that are no longer owned by the Xenon, or the prior owner in general - I assume this is working.
Regarding the Xenon...in prior versions they've taken over the NE sectors in my games too, since starting in 15.28 and continuing in 15.29 they've not taken a single sector...nor have I seen any fleets with anything larger than the odd M6 enter a race sector. Weird.
Cheers,
Scoob.
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Ey! What about bringing back all the Kha'ak ships splitting as an option? Might want to boost O.F.F counterstrikes at that point though.djrygar wrote:in last version, Khaak have been upgraded. They are returning to their former glory, before I started butchering them. Beware, "Insane" options may be really insane now.
and as you see... xenons are much better at taking over now.

Interesting. Might want to try a universe clean, then do a complete reinstall of IR (I mean, remove the scripts from the game itself, disable and uninstall from plugin manager).Scoob wrote:Hi,
There is an option to prevent GOD spawning ships in sectors that are no longer owned by the Xenon, or the prior owner in general - I assume this is working.
Regarding the Xenon...in prior versions they've taken over the NE sectors in my games too, since starting in 15.28 and continuing in 15.29 they've not taken a single sector...nor have I seen any fleets with anything larger than the odd M6 enter a race sector. Weird.
Cheers,
Scoob.
You might also want to try rapid improvement.
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Kha'ak Invasions
I recently received a message notifying me that a level 1 kha'ak swarm was invading profit share. My HQ is set up in seizewell, so i naturally went to help out with what i thought was the easiest possible invasion to repel. It seemed quite easy at first, but to my horror the swarm has increased in size to include over 30 Kha'ak destroyers(i counted) and the teladi have yet to respond after their 2 destroyers were, well, destroyed. Is this intended or what?
When the swarm was spawned the Improved Kha'ak were set to hard, but i changed it to normal while the invasion was in progress. IR is the only thing I've installed that should affect enemy spawns, other than that mod that's supposed to reduce the number of ships in the universe.
When the swarm was spawned the Improved Kha'ak were set to hard, but i changed it to normal while the invasion was in progress. IR is the only thing I've installed that should affect enemy spawns, other than that mod that's supposed to reduce the number of ships in the universe.
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I've figured the capital ship response comes whenever the station is actually attacked, or when several big ships enter the sector. That's what I experienced at least. The response force should not come before the sector has been taken over though. When the station is destroyed all hell can break loose, regardless if the sector is Kha'ak ownership or not.
I've lost some M7s to that kind of heavy fire.
When I think of it, what setting do you have Improved Kha'ak on?
I've lost some M7s to that kind of heavy fire.
When I think of it, what setting do you have Improved Kha'ak on?
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Questions about Improved Races
Ok, so I posted earlier today about a station that appeared in President's End, and was wondering if it was vanilla TC that was building stations or if it was Improved Races, which I found out it was Improved Races. Well, the thing is, it's building stations all over the place. Like it is placing silicon mines and ore mines all over the place. My question is, is there anyway to turn this part of the mod off? I really do not like it doing this (it's like its hijacking my game), and am considering discontinuing use of the mod because of it.
...There is a time for love, and a time for hate; a time for peace, and a time for war."
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Re: Questions about Improved Races
First rule: post in the appropriate thread.Angel. wrote:Ok, so I posted earlier today about a station that appeared in President's End, and was wondering if it was vanilla TC that was building stations or if it was Improved Races, which I found out it was Improved Races. Well, the thing is, it's building stations all over the place. Like it is placing silicon mines and ore mines all over the place. My question is, is there anyway to turn this part of the mod off? I really do not like it doing this (it's like its hijacking my game), and am considering discontinuing use of the mod because of it.
To answer your question, you need to disable the economic booster option.
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Like the Bethesda forums? That would be nice. Some of these threads have 300 pages. Try finding information in that mess!Angel. wrote:Ah gotcha. I'm used to forums where the moderators kill the threads after a hundred or so posts.
No one will ban you for asking a question like that....well, as long as LV isnt on!
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Re: Questions about Improved Races
Then why not post directly in the Script's topic as it says in the [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]?Angel. wrote:which I found out it was Improved Races.
Merged this time.
MFG
Ketraar

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geez, people, do you ever read what are you enabling? It is clearly stated, that this function builds factories, even more, in last versions I considerably increased number of factores that are allowed to be built.
And despite many people dont like this function, I see for the first time working X economy, which is something I wanted.
And despite many people dont like this function, I see for the first time working X economy, which is something I wanted.