FYI Serial Kicked is taking a break from X3 modding, so PG might be on hold for...a while

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Where do you find the settings to make them friends or relations? I don't see that anywhere in my menu, all i see is how to set invasions and stuff like that on and off.Scoob wrote:Hi ThisIsHarsh,
I started a new game with 2.15 and XRM 1.11 the other day...all is going well, default settings bar relations:
Argon - Boron - Friends
Argon - Paranid - Grudge
Boron - Split - hate
Paranid - Boron - Grudge.
However, once again, the Boron and Argon are fighting whenever their ships are together. It's worst in Getsu Fune, so maybe crossfire there but would expect them to kiss and make up really!
Cheers,
On 1) I've found in my games that no matter how high you set the Pirate guild settings, even on extremely strong, if you have MBRR installed and have the option set to enable races to "take over" pirate sectors, then THEY WILL take over pirate sectors. - Usually in rapid order - The pirates simply don't have the hardware to stop 2 or 3 (ive seen 3 M2s invading before) destroyers from other races.Marvelous3175 wrote:I have a few questions:
1.) What is a good difficult setting for the Pirate Guild if i want to use it together with MBRR ? MBRR is activated in my game for a few minutes and the raceses are overrunning the pirate sectors.
2.) Is anyone using MBRR together with Litcube's Revelation ?
I'm testing it right now but it would be nice if anyone who knows about problems with these two plugins could tell me. Thanks
Ok I knew about the menu and opening the options, but I guess I missed the one that says "show relations", i will check that out.Scoob wrote:
Cascinova: Check out the options in the MBRR Plugin Menu...you bind a key to it, press said key, select MBRR and LOADS of options appear. Remember, they are collapsed by default so you need to expand them. Plus you need to explicitly select the option to show relations. Not at Gaming PC so cannot check exact names of options at the moment.
Scoob.
I am currently tweaking ship logic so that ships (big and fighter ships) can break off an attack if a more optimal target is found. I will incorporate a check to break off attacks on allies.Scoob wrote:However, once again, the Boron and Argon are fighting whenever their ships are together. It's worst in Getsu Fune, so maybe crossfire there but would expect them to kiss and make up really!
This is literally something I was working on last night. You are right that the outposts are autonomous, but the rearguard tokens are shared. This is mostly for performance reasons. I try to create implicit intelligence, rather than explicit. By this I mean that intelligent threat response should arise spontaneously (low-CPU swarm intelligence), rather than being analytical (high-CPU number crunching).paulwheeler wrote:Is it possible to allow military outposts to take resources from existing invasions to help defend under threat sectors?
At the moment, I am seeing the Boron going off and invading pirate sector after pirate sector, while one of their own sectors is overrun with Xenon on the other side of the map (eventually the Argon came to their aid and took out the Xenon).
Is this because the outposts are autonomous so don't pool resources against major threats, or is it because once an invasion starts it can't be aborted should another threat comes along? If they are autonomous this could be a problem as the rear guard tokens are per race. So if a particular outpost uses up all the tokens for an invasion, when another outpost over the other side of the universe detects a threat, it'll have no means of spawning defence once its jobs resources are destroyed.
I really feel as though defending existing territory should be a priority over invading other sectors, even it means one outpost commandeering resources from another.
Scoob wrote:Hi,
Here's an idea...something I've been pondering for a while...
Most races hate the pirates and the Yaki, so they attack them given the opportunity. However, if a Kha'ak or Xenon invasion begins shouldn't the the Race and the Yaki/Pirates really join forces against the "hates everyone" common foe?
It sometimes seems odd that a Kha'ak Xenon invasion can go largely ignored if there are already far less hostile Pirate/Yaki attackers present.
The same might be true for (as in my game) the Split attacking the Boron. If two such fleets get jumped by a Xenon fleet might they not join forces...at least until the common enemy are defeated? Also, a successful combined fleet opertation against the Xenon for example might lead to a bit of a cease-fire between two otherwise waring races. Something to be reported by the Galactic News Network methinks
This might fit in nicely with your target re-priortisation you mentioned.
Just a thought
Scoob.
Its this that makes your script stand out as one of the best for me. Simplicity (or not making things unnecessarily complicated) is the mark of a good script in my opinion.ThisIsHarsh wrote:I try to create implicit intelligence, rather than explicit. By this I mean that intelligent threat response should arise spontaneously (low-CPU swarm intelligence), rather than being analytical (high-CPU number crunching).
The correct option is "show/enable reputation modifiers" in the config menue.Cascinova wrote:Ok I knew about the menu and opening the options, but I guess I missed the one that says "show relations", i will check that out.Scoob wrote:
Cascinova: Check out the options in the MBRR Plugin Menu...you bind a key to it, press said key, select MBRR and LOADS of options appear. Remember, they are collapsed by default so you need to expand them. Plus you need to explicitly select the option to show relations. Not at Gaming PC so cannot check exact names of options at the moment.
Scoob.
thanks!
Yeah this has been suggested. I like to leave pirates to Pirate Guild, but if he's not updating, then I will think about how to do it.Cascinova wrote:Just a Suggestion, I don't know if it has already been mentioned. But what about having it be possible for Pirates to "take over" other sectors. I have seen pirate invasions but that might be due to "Pirate Guild". However, having Pirates and Yaki be able to "take over" other sectors would be cool, or even just the ability for them to be able to take back their previously owned sectors would be nice.
I don't think that this would be logical. For example: What is the connection between a Boron sector opressed by a Split General and the Pirates. Why would they join the pirates? They should be happy to rejoin the Boron nation.ThisIsHarsh wrote:Yeah this has been suggested. I like to leave pirates to Pirate Guild, but if he's not updating, then I will think about how to do it.Cascinova wrote:Just a Suggestion, I don't know if it has already been mentioned. But what about having it be possible for Pirates to "take over" other sectors. I have seen pirate invasions but that might be due to "Pirate Guild". However, having Pirates and Yaki be able to "take over" other sectors would be cool, or even just the ability for them to be able to take back their previously owned sectors would be nice.
One idea would be that any conquered sector where the General is killed becomes a Pirate sector (old owners dead, new owners cannot keep the peace). Naturally this would be optional. What do you guys think?
Hmm. This is a problem I had in previous versions, but have rigorously tried to sort it out, and thought I had since there have been no reports of this problem in recent versions. One thing you could try is disable Rearguard ships in the menu. Also, disable invasions - it sounds like lots of battles are going on and ships are dieing and being respawned.MegaBurn wrote:Any known issues with excessive ship spawning?
I'm doing an endurance test with about 90 scripts and XRM 1.11, so far the only major problem is thousands of ships spawning from various shipyards, flying to sectors with military bases, and just idling in a cloud. Disabling MBRR via the uninstall menu option stops this behavior. If there are any reports of problems like this that would help with troubleshooting it.
I was thinking more as in the sector descends into anarchy, out of control of any race, and thus marked as Pirate sector. In theory, there is no Pirate 'race', pirates are all individuals (or members of a guild).Marvelous3175 wrote:I don't think that this would be logical. For example: What is the connection between a Boron sector opressed by a Split General and the Pirates. Why would they join the pirates? They should be happy to rejoin the Boron nation.ThisIsHarsh wrote:One idea would be that any conquered sector where the General is killed becomes a Pirate sector (old owners dead, new owners cannot keep the peace). Naturally this would be optional. What do you guys think?
I never thought of just using Pirate Guild's built-in feature to donate ships and money, really good idea that, I will experiment with it.Marvelous3175 wrote:I think yes you should give the pirates a (small) army to (re)take sectors, but they should do it less often than the other (normal) races. Their main purpose is to raid civil traiders not to fight a war. But they are pirates they can fight dirty. They could use mines, towers and a lot of bombers to protect their territory.
If you want the Pirate Guild to do the main job you could donate them ships and money like the player is able to (if that's pssible). The problem is, the people woh don't use Pirate Guild wouldn't have that and from what i have seen in the game the Pirate Guild is not protecting whole sectors.