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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

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.
Scoob
Posts: 11188
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

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.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

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.
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. :p
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.
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).

You might also want to try rapid improvement.
User avatar
cakeonslaught
Posts: 28
Joined: Wed, 27. Jul 11, 02:35
x3ap

Kha'ak Invasions

Post by cakeonslaught »

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.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

Level 5 kha'ak swarm is where destroyers show up I think, unless it's broken.

No worries, the Teladi will take care of it. You'll start worrying when you see hundreds of them. :fg:
User avatar
cakeonslaught
Posts: 28
Joined: Wed, 27. Jul 11, 02:35
x3ap

Post by cakeonslaught »

i was thinking it had something to do with the capital ship response feature, because it spawned a kha'ak station.

Anyway, it definitely told me level 1 kha'ak swarm.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

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?
User avatar
cakeonslaught
Posts: 28
Joined: Wed, 27. Jul 11, 02:35
x3ap

Post by cakeonslaught »

This swarm spawned on hard, but i figured i would turn it down to normal if this is going to happen all the time...
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

Nah, bump it up a notch. Try insane, it's fun. ;)
User avatar
cakeonslaught
Posts: 28
Joined: Wed, 27. Jul 11, 02:35
x3ap

Post by cakeonslaught »

Losing is fun! :wink:
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

Rather, hit and run is in order if your fleet is small. You can easily get out in time with a M2 after blowing the station.

With bigger fleets at your hand though, the battle will be possible to win. Positioning is very important due to their jumpdrives.
Angel.
Posts: 10
Joined: Sun, 2. Aug 09, 05:05

Questions about Improved Races

Post by Angel. »

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."
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Re: Questions about Improved Races

Post by joelR »

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.
First rule: post in the appropriate thread.

To answer your question, you need to disable the economic booster option.
Angel.
Posts: 10
Joined: Sun, 2. Aug 09, 05:05

Post by Angel. »

Well, I thought I was posting in the correct area.

Thank you.
...There is a time for love, and a time for hate; a time for peace, and a time for war."
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Angel. wrote:Well, I thought I was posting in the correct area.

Thank you.
Got the area right :P Just missed the target.

Not a big deal. It just keeps the forum clear.
Angel.
Posts: 10
Joined: Sun, 2. Aug 09, 05:05

Post by Angel. »

Ah gotcha. I'm used to forums where the moderators kill the threads after a hundred or so posts.
...There is a time for love, and a time for hate; a time for peace, and a time for war."
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Angel. wrote:Ah gotcha. I'm used to forums where the moderators kill the threads after a hundred or so posts.
Like the Bethesda forums? That would be nice. Some of these threads have 300 pages. Try finding information in that mess!

No one will ban you for asking a question like that....well, as long as LV isnt on!
Angel.
Posts: 10
Joined: Sun, 2. Aug 09, 05:05

Post by Angel. »

(off-topic) Oh yeah lol. I haven't been over there in a couple of years though; it's been three years since I even played any of their titles, let alone touch their modding stuff.
...There is a time for love, and a time for hate; a time for peace, and a time for war."
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12182
Joined: Fri, 21. May 04, 17:15
x4

Re: Questions about Improved Races

Post by Ketraar »

Angel. wrote:which I found out it was 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]?

Merged this time.

MFG

Ketraar
Image
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

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.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”