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

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

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lettuceman44
Posts: 120
Joined: Sat, 3. Jan 09, 03:57
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Post by lettuceman44 »

Thanks for the replies guys.

And Wolfie, no offense taken man.
Joey1974
Posts: 33
Joined: Mon, 28. Mar 11, 10:43

Post by Joey1974 »

Hey Memia,

would you send me this AL-Plugin you wrote?

Greetz
Joey
memia
Posts: 54
Joined: Wed, 28. Jul 10, 22:19
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Post by memia »

Joey1974 wrote:Hey Memia,

would you send me this AL-Plugin you wrote?

Greetz
Joey
Hi Joey,
The script is downloadable from this location:

http://www.memiasx.com/index.php/downlo ... hip-killer
Note (21/11/12): Update to the URL to correct it.

Please note that it comes with no guarantees or warranty what-so-ever. Backup your save game before you use it just in case it breaks it!

Cheers,
M
Last edited by memia on Wed, 21. Nov 12, 13:13, edited 1 time in total.
A security system is only as strong as its weakest link
irR4tiOn4L
Posts: 663
Joined: Wed, 19. Oct 05, 14:07
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Post by irR4tiOn4L »

Just a quick question, with IR, how do fleets/races/ships use jumpdrives?

If i were to disable the jumpdrive/jumping entirely in my game - by either eliminating the ware/changing the jump scripts or otherwise preventing jumping - would IR fleets handle the change, albeit this time flying manually to their destinations? Or would they continue to jump or, worse, sit around idle?

Similarly, if i converted most gates to trans orbital accelerators, would IR ships adjust to the change, continue to jump into sectors or break entirely?

I know these are quite tricky questions but id like to convert the jumpdrive to a limited/player only ware with the Hub serving as the primary 'fast travel' means - by realigning gates to bring sectors closer together, with all the perils that brings.
Joey1974
Posts: 33
Joined: Mon, 28. Mar 11, 10:43

Post by Joey1974 »

@Memia

Thx a lot. Will give it a try :)
irR4tiOn4L
Posts: 663
Joined: Wed, 19. Oct 05, 14:07
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Post by irR4tiOn4L »

Memia, does your script only kill xenon spawning in xenon sectors that are now owned/controlled by someone else (captured) or in all xenon sectors?

I ask because ive modified my own jobs file to eliminate xenon spawning entirely and i notice that IR xenon are now crippled - they hardly generate their own ships at all. I think IR relies on spawned xenon ships quite a bit
djrygar
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Joined: Mon, 10. Aug 09, 02:09
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Post by djrygar »

it does not

and ships will continue to jump, they dont need jumpdrive
VoiceGS
Posts: 12
Joined: Sat, 6. Aug 11, 21:38
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Post by VoiceGS »

Hey

I was wondering if you could help me a bit. I've opened the plugin for IR and had a look in Open Empire Overview and Alliance Tactical Network and for some reason they are blank is there any chance you could help me here and let me know how races are added to these lists please?

Also does the IR plugin allow me to view how each race views me?

Thanks
memia
Posts: 54
Joined: Wed, 28. Jul 10, 22:19
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Post by memia »

irR4tiOn4L wrote:Memia, does your script only kill xenon spawning in xenon sectors that are now owned/controlled by someone else (captured) or in all xenon sectors?

I ask because ive modified my own jobs file to eliminate xenon spawning entirely and i notice that IR xenon are now crippled - they hardly generate their own ships at all. I think IR relies on spawned xenon ships quite a bit
Hi there,
My script only kills Xenon in sectors that were previously Xenon and are now owned by the player. It doesn't modify any Job file - basically it's an AL plugin that simply kills any spawning ships in Xenon sectors.

I'm not certain whether it would stop the Xenon from launching counter-attacks or any of the other usual functionality of ImprovedRaces, but what I can say is that in my game the Xenon in uncaptured sectors appear to function as expected - they invade other sectors and have huge numbers of ships!

I also have to point out that my script is not affiliated with, or endorsed by, ImprovedRaces at all.

Thanks
M
A security system is only as strong as its weakest link
irR4tiOn4L
Posts: 663
Joined: Wed, 19. Oct 05, 14:07
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Post by irR4tiOn4L »

memia wrote:
irR4tiOn4L wrote:Memia, does your script only kill xenon spawning in xenon sectors that are now owned/controlled by someone else (captured) or in all xenon sectors?

I ask because ive modified my own jobs file to eliminate xenon spawning entirely and i notice that IR xenon are now crippled - they hardly generate their own ships at all. I think IR relies on spawned xenon ships quite a bit
Hi there,
My script only kills Xenon in sectors that were previously Xenon and are now owned by the player. It doesn't modify any Job file - basically it's an AL plugin that simply kills any spawning ships in Xenon sectors.

I'm not certain whether it would stop the Xenon from launching counter-attacks or any of the other usual functionality of ImprovedRaces, but what I can say is that in my game the Xenon in uncaptured sectors appear to function as expected - they invade other sectors and have huge numbers of ships!

I also have to point out that my script is not affiliated with, or endorsed by, ImprovedRaces at all.

Thanks
M
Thats fine memia, the fact it only works in conquered sectors answers the effect it will have on improved races. Thanks a lot for making it available, it should help immensely when combined with IR.

Btw, is it possible to extend its functionality to all races so that their ships do not spawn in conquered sectors?
Maegfaer
Posts: 39
Joined: Mon, 11. Oct 10, 22:01
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Post by Maegfaer »

Scoob wrote:Hi again,

A bit of an update:

I managed to get the sector takeover request to trigger, I now own the sector.

I did however have to edit the script for it to work...I was trying to find out what condition was blocking the script from running properly. As a test I removed the following lines from Version 39 (15.29) of plugin.ir.player.takeovers:

Line 001 and 002 - checks for plugin.ir.player.takeover.locked

Line 080 and 081 - checks that %last.asked != $sector

Upon running a re-install this triggered the claim sector question right away. So, I can only assume that either the plugin thought I DIDN'T have player takeovers enabled when I did or, more likely, something was screwed up regarding the last.asked bit...really odd regardless.

Anyway, after I got the sector I saved, uninstalled/re-installed 15.29 via the plugin manager (to fix what I'd edited) and reloaded. Hopefully things are working as they should now.

Cheers,

Scoob.
I encountered the same problem, the fix is to change "skip if not" to "skip if" in the first line. This is for 15.29, not sure if it also works for others but people can try.
irR4tiOn4L
Posts: 663
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Post by irR4tiOn4L »

Maegfaer wrote:
I encountered the same problem, the fix is to change "skip if not" to "skip if" in the first line. This is for 15.29, not sure if it also works for others but people can try.
Im having the opposite problem - Id like to stop being offered my own sector (Twisted skies) - not least because its mine to begin with - because whenever i accept i get unwanted traffic from Terran MMBS constructors into a sector id rather keep clear of other races.

While rejecting the message seems to work, you can only dismiss it with 'ask me next time' - which can get rather old, fast.
Scoob
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Post by Scoob »

Hi,

You could dump your excess cash into a station account rather than your personal one, that way you'll not qualify to be asked... Should stop you being pestered at least, even if there is an underlying issue.

Cheers,

Scoob.
Maegfaer
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Post by Maegfaer »

Why not turn player sector takeover off in the menu?
Scoob
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Post by Scoob »

Maegfaer wrote:Why not turn player sector takeover off in the menu?
My understanding was that the issue is he keeps being asked about a sector that's already his, i.e. disabling player sector takeover might mean he loses it...

Btw: everyone who's reporting issues using the newer beta releases? They do have a couple of issues but generally seem more stable.

I still (despite starting another new game) don't see the Xenon invading anyone though - they haven't since games started with versions prior to 15.29 for me.

Also certain sectors just don't change ownership when races take over, despite there being no enemies of that race present - verified using the cheat scripts.

This is a complex script so it's hardly surprising there are issues here and there, we do appreciate your efforts djrygar! The universe is rather dull without it!

Cheers,

Scoob.
Maegfaer
Posts: 39
Joined: Mon, 11. Oct 10, 22:01
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Post by Maegfaer »

Scoob wrote:
Maegfaer wrote:Why not turn player sector takeover off in the menu?
My understanding was that the issue is he keeps being asked about a sector that's already his, i.e. disabling player sector takeover might mean he loses it...
Turning the feature off doesn't mean you lose already owned sectors, it will just stop asking.



Anyway, I just took over the Yaki sectors but the buggers keep spawning everywhere... Is there any way at all to remove Yaki spawns in those sectors? I don't care what I need to do. Seems like this job-filter is only meant to work for job-spawned ships and not vanilla spawns.

EDIT: Nvm, I just modified memia's Xenon kill script by changing Xenon to Yaki and it works! Thanks a lot for that script!



EDIT2: Bloody hell, the Argon keep building stations in my sectors! They are MY sectors and yet they do this without asking for permission. :evil: Is there any way to stop them from doing this without blowing them up? Oh wait no, the Paranid and Teladi also built several stations in my other sectors! This is ridiculous... I want to build complexes there and their stupid stations are in the way.
irR4tiOn4L
Posts: 663
Joined: Wed, 19. Oct 05, 14:07
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Post by irR4tiOn4L »

Well, apart from having to pay for my sector - which is really a non issue especially as i can use cheat scripts to fix that - the real reason i dont want to accept is because when i do the 'economic booster' seems to kick in and terran MMBS's start building in MY sector! I want to keep that particular sector clear and so i refuse to buy it - which leads to the issue of being unable to specify anything other than 'ask me next time i am in sector'

Dont get me wrong guys, its not a major issue by any stretch! Its just something i thought funny to bring up in light of issues here where people wouldnt get the sector takeover message.

Although, if the next release of IR added a 'dont ask me again for 5 visits' or 'dont ask again for x amount of time' I would welcome this
Maegfaer wrote: EDIT2: Bloody hell, the Argon keep building stations in my sectors! They are MY sectors and yet they do this without asking for permission. :evil: Is there any way to stop them from doing this without blowing them up? Oh wait no, the Paranid and Teladi also built several stations in my other sectors! This is ridiculous... I want to build complexes there and their stupid stations are in the way.
Yes there is! Dont take over the sector :D

Now you see my issue! Perhaps its not so much a sector takeover message issue as a 'cant specify building permission' issue.
Maegfaer
Posts: 39
Joined: Mon, 11. Oct 10, 22:01
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Post by Maegfaer »

I found out the plugin.ir.job.player.economy script is responsible for the AI building in your sectors. Turning it off should do the trick, I just gotta find out how since I really know zero about scripting in X3TC yet.

EDIT: Deleting the first line only from the script will cause it to stop it seems. I've been playing for many hours and the AI doesn't build in my sectors anymore.
Last edited by Maegfaer on Sun, 14. Aug 11, 19:37, edited 1 time in total.
Scoob
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Post by Scoob »

Hi,

Races building in your sectors needs to be an option along with tax really. So Tax - Yes/No, Get orf my laand - Yes/No...or something like that.

As Maegfaer suggests, this behaviour can be knobbled in the mean time...

Cheers,

Scoob.
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
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Post by Ragemaster9999 »

Hello,

QUick question, is claiming sectors working for anyone? I have cleared an entire sector of pirates in scionfire and while it says "you should be asked in a few minutes" I have waited around for an hour and nothing happens. I even tried claiming an unknown sector that is not apart of the expanded universe added by XRM, and still unable to claim, something seems to be preventing the claim script from happening in my game.

I have 30+ mil, a station (in my case a small orbital wep platform) but I never get the dialogue box, despite the menu saying "youll be asked in just a few minutes".

Any suggestions?

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