[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

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ThisIsHarsh
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Post by ThisIsHarsh »

Please re-download if downloaded already (again... whoops, sorry guys).

Marvelous3175 wrote:
ThisIsHarsh wrote:Please re-download if downloaded already. For some reason I forgot to include all the Xenon scripts! Thanks to Marvelous3175 for pointing me to that.
Sorry to say that, but it's still not working for me :(
(I don't know but the new spk-file seemed as big as the old one?)

edit: something else:
Is it intended that the script spawns company headquarters?
I have a second Strong Arms HQ in (Split owned) Xenon Sector 472
Doh! I thought I had transferred the new package to the host, but obviously something went wrong.

Hmm, it could be normal. It's probably that the split version of a Military Outpost is also the same as Strong Arms HQ. This could also be an issue with other races that have race-specific 'outposts'. I will have to check. I would probably keep the station type, but change the name. ... EDIT: scratch that. I search for racial military outposts, I never spawn them, except for Xenon. My brain has been really off target these last few days.
Last edited by ThisIsHarsh on Sat, 29. Oct 11, 06:15, edited 2 times in total.
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Marvelous3175
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Post by Marvelous3175 »

Now it's working!
Thank you!
Scoob
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Post by Scoob »

Hi,

Not seen the Boron vs. Argon issue in the most recent version, which is cool, however I do have some thoughts on the whole Anarchy thing when a General dies...

I like the idea, though I just had Split Fire revert to Pirate control despite the Military Base, Trading Station and a couple of factories there, all Argon controlled. Plus there were still some heavy assets in the sector.

I was wondering, if when reverting to pirate control (Anarchy) maybe the stations could switch alligence to the Pirate Factotion too...simulating the governing officials being overthrown. Possibly any owned assets of said stations would become Pirate too - re-enforcing the sector in effect. After all, Split Fire maybe considered its self a Free Independant sector who just ousted it's oppressors...

Interaction with Pirate Guild could in effect give value (of stations etc.) to the guild, making the sector that much harder to recapture.

One final thing, most of the time two or even three races choose to invade the same sector at once - meaning the owner is likely doomed! I think one at a time per-sector might be best unless two rivals (Boron and Split for example, though based on in-game relation settings) both go for the same sector each to prevent the other getting it...three-way battle FTW :)

Lol, I could likely continue this train of thought, but I'll stop rambling now...hope the idea makes sense.

Btw: loving the Epic battles with Pirate Guild stiring things up too!

Scoob.
MegaBurn
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Post by MegaBurn »

More testing with v2.15 still resulted in excessive ship spawning, though with rearguard and invasions disabled, it took much longer to emerge. I think a conflict with another script or maybe "hiccups" from heavier intermittent scripts firing is causing it. Performance wise its like a memory leak, or literally a "ship spawn leak", slowly building up until the game becomes unplayable. Uninstall/install-upgrade cycles still fix it though, suggesting maybe this could be built in as part of a sort of hourly housekeeping routine to audit ships then remove any excess.

Upgrading to v2.16 now, will continue testing, then try disabling suspect scripts one at a time, starting with RRF.
"Only the dead have seen the end of war." -Plato
ThisIsHarsh
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Post by ThisIsHarsh »

Scoob wrote:I was wondering, if when reverting to pirate control (Anarchy) maybe the stations could switch alligence to the Pirate Factotion too...simulating the governing officials being overthrown. Possibly any owned assets of said stations would become Pirate too - re-enforcing the sector in effect. After all, Split Fire maybe considered its self a Free Independant sector who just ousted it's oppressors...
Hmm, yeah, how to handle stations is something I need to think of. It's easy enough to add a menu option to configure what happens to them once a General dies.

Scoob wrote:One final thing, most of the time two or even three races choose to invade the same sector at once - meaning the owner is likely doomed! I think one at a time per-sector might be best unless two rivals (Boron and Split for example, though based on in-game relation settings) both go for the same sector each to prevent the other getting it...three-way battle FTW :)
If a race captures a sector that used to be long to their ally, then it will go back to their ally, not themselves. This way an allied Argon-Boron fleet trying to recapture a Boron sector will work fine. I personally don't see a problem with three-way battles to capture a sector (in which case if two allies clear the sector, then the first General to claim it wins, and the allied General goes away).

Scoob wrote:Btw: loving the Epic battles with Pirate Guild stiring things up too!.
Have you experienced the enhanced pirate guild in this version? Do you think it is well balanced?

MegaBurn wrote:Upgrading to v2.16 now, will continue testing, then try disabling suspect scripts one at a time, starting with RRF.
Ah. RRF could cause issues, potentially. What it sounds like is that a script (possibly RRF) is assigning a military outpost as homebase to ships that it spawns (which MBR then takes over). If you assign a homebase to a NPC ship, then as long as that homebase exists GOD will respawn the ship. But the offending plugin also detects the ship has been destroyed and respawns the ship, so one spawned ship becomes two (one by GOD, one by the plugin), and so on, leading to a cascade of ship spamming. I had a problem with this in earlier versions of MBR, but since several versions ago this has been fixed.
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lich83
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Post by lich83 »

It is great, but what about player sector claiming? There was some ifnormation, that maybe it will be implmented, it is still planned?
Just want to play game, making my own empire:)
Karmaticdamage
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Post by Karmaticdamage »

I've tried the latest verison mod with vanilla and with xrm. In both when I turn off invasions in the menu they continue to happen as reported by the XTended Galactic New System. Is this a bug or are some invasions intended to still happen?
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dreis
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Post by dreis »

Karmaticdamage wrote:I've tried the latest verison mod with vanilla and with xrm. In both when I turn off invasions in the menu they continue to happen as reported by the XTended Galactic New System. Is this a bug or are some invasions intended to still happen?
I had the same problem in here.

Is there an option to switch off invasions and takeovers without having to go through all menus?

I mean, I see that there are two, what seems like, global menu settings:
Invasion Race Settings -Enabled
Sector Takeover Race Settings - Enabled

Both of them have all races and an On/Off Switch.

I tried to disable both options but I keep getting invasions, at a very lower rate, I admit, but they are still in there.

Also, I don't know if there is a way to know which are the "default" settings for the race relations.
I want to change them, but it would be nice to know what the default relations are.

Thanks!
ThisIsHarsh
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Post by ThisIsHarsh »

lich83 wrote:It is great, but what about player sector claiming? There was some ifnormation, that maybe it will be implmented, it is still planned?
Just want to play game, making my own empire:)
I still plan to do this, but it is quite a big task. I wanted to fix/tweak what is already there before embarking on a big project like that. However, for the time being you could use Trickmov's STO.

dreis wrote:
Karmaticdamage wrote:I've tried the latest verison mod with vanilla and with xrm. In both when I turn off invasions in the menu they continue to happen as reported by the XTended Galactic New System. Is this a bug or are some invasions intended to still happen?
I had the same problem in here.

Is there an option to switch off invasions and takeovers without having to go through all menus?

I mean, I see that there are two, what seems like, global menu settings:
Invasion Race Settings -Enabled
Sector Takeover Race Settings - Enabled

Both of them have all races and an On/Off Switch.

I tried to disable both options but I keep getting invasions, at a very lower rate, I admit, but they are still in there.
This is weird. What are the relation settings between the two races involved in the invasion? Are they just flagging some pirate/xenon/kh'aak/yaki/whatever ships as enemies, or is it the race's ships?

dreis wrote:Also, I don't know if there is a way to know which are the "default" settings for the race relations.
I want to change them, but it would be nice to know what the default relations are.

Thanks!
Hmm, from memory they are all either Grudge or Friend (typical alliances, Argon-Boron, Split-Paranid), except for Teladi, who is Neutral, and Terran, which is wierd, mostly Grudge I think, but Split and Paranid Hate the Terran (even though the Terran don't hate them - the only example of non-symmetric relations).

The easiest way to know for certain, is to load up the first screen of the script editor and turn on "Additional information". Then when you look at a NPC ship's info, it will also list the notoriety settings for the race of that ship.
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lich83
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Post by lich83 »

ThisIsHarsh wrote:
lich83 wrote:It is great, but what about player sector claiming? There was some ifnormation, that maybe it will be implmented, it is still planned?
Just want to play game, making my own empire:)
I still plan to do this, but it is quite a big task. I wanted to fix/tweak what is already there before embarking on a big project like that. However, for the time being you could use Trickmov's STO.

Thank you, but will the enemie general attack my sectors and try to reclaim them same as the ai sectors?
ThisIsHarsh
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Post by ThisIsHarsh »

lich83 wrote:
ThisIsHarsh wrote:
lich83 wrote:It is great, but what about player sector claiming? There was some ifnormation, that maybe it will be implmented, it is still planned?
Just want to play game, making my own empire:)
I still plan to do this, but it is quite a big task. I wanted to fix/tweak what is already there before embarking on a big project like that. However, for the time being you could use Trickmov's STO.
Thank you, but will the enemie general attack my sectors and try to reclaim them same as the ai sectors?
If you are an enemy of a race, then yes, so watch yourself.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
lich83
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Post by lich83 »

ThisIsHarsh wrote:
lich83 wrote:
ThisIsHarsh wrote:
lich83 wrote:It is great, but what about player sector claiming? There was some ifnormation, that maybe it will be implmented, it is still planned?
Just want to play game, making my own empire:)
I still plan to do this, but it is quite a big task. I wanted to fix/tweak what is already there before embarking on a big project like that. However, for the time being you could use Trickmov's STO.
Thank you, but will the enemie general attack my sectors and try to reclaim them same as the ai sectors?
If you are an enemy of a race, then yes, so watch yourself.
That is great, it is all I need:) Thank you very much
Karmaticdamage
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Post by Karmaticdamage »

I have relations set to default. All of the races still invade pirate sectors, Paranid and split invade terran if I have invasions turned off while also having invade only border sectors turned off.
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dreis
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Post by dreis »

ThisIsHarsh wrote:
dreis wrote:
Karmaticdamage wrote:I've tried the latest verison mod with vanilla and with xrm. In both when I turn off invasions in the menu they continue to happen as reported by the XTended Galactic New System. Is this a bug or are some invasions intended to still happen?
I had the same problem in here.

Is there an option to switch off invasions and takeovers without having to go through all menus?

I mean, I see that there are two, what seems like, global menu settings:
Invasion Race Settings -Enabled
Sector Takeover Race Settings - Enabled

Both of them have all races and an On/Off Switch.

I tried to disable both options but I keep getting invasions, at a very lower rate, I admit, but they are still in there.
This is weird. What are the relation settings between the two races involved in the invasion? Are they just flagging some pirate/xenon/kh'aak/yaki/whatever ships as enemies, or is it the race's ships?
I tried to set everything to Off, and was getting the occasional race invading pirate sectors.

In my current game the pirates sectors are set to OFF for everybody and even so some races are still trying to invade them.

Everything else seems to be working fine, I think.
Nemesis_87
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Post by Nemesis_87 »

that may be due to standard vanilla invading
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dreis
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Post by dreis »

Nemesis_87 wrote:that may be due to standard vanilla invading
Is the Vanilla Invading sending messages to the Galactic News?

If so, then it might be..

I'll try to start a new game and see how it goes.
Nemesis_87
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Post by Nemesis_87 »

well, the galactic news thing dont require MBRR so it must report with the standard invasions
MegaBurn
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Post by MegaBurn »

Did some more testing but now I'm having stability problems. Only changes were upgraded to MBRR v2.16 set to invasions and rearguard disabled, upgraded to XRM 1.11b plus a few Tships tweaks to Terran/ATF M1/M2 missile assignments, and RRF AL disabled (not uninstalled). The game crashes after a few hours if left unattended, no obvious cause indicated in logs, new game start had same result, oddly it doesn't crash while playing. Will start over with a clean script/mod install in a couple days, waiting on XRM 1.12 part 1 download via 26.4kbps dialup (~38hrs).

Also asked LV about a RRF update last week, won't happen anytime soon, he's busy (also suggested some MBRR inspired improvements). If RRF is the cause, removing it is troubling, aside from having used it since X3-R, it covers some gameplay-driven race-race relations features not available elsewhere - free prisoners/slaves, donations, assassinations, and diplomatic incidents. Changing race relations via a settings menu just isn't the same as playing as an agent of change. STO is arguably better for sector claiming though.
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paulwheeler
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Post by paulwheeler »

A couple of issues with the latest release:

I also seem to be experiencing invasions continuing after they are turned off. I tried turning invasions off last night. As soon as I did, I got and kept getting a flurry of invasion messages.

I'm wondering if its due to existing invasions not finishing properly (the ships still remain) once you turn the option off and so the invasion message for the same invasion keeps popping up.

Once you turn invasions off, shouldn't the ships involved be moved back to home territory (or the sector they came from)?

One thing I have noticed about invasions - with sector takeover switched off, a race seems to keep trying to invade the same sectors so you end up with a build up of ships in that sector. If two races' invade the same pirate sector you end up with a build up of both races forces who then proceed to just sit there looking at each other.

Perhaps limit invasions to only one per sector and once the invasion is officially over any remaining military ships make their way back to their own territory (do they already do this?)

Out of interest, how long does an invasion go on for? Is it until all invasion ships are destroyed or is there a time limit?

Also, I still think invasions should be abandoned if the race in question is taking a beating in a race owned sector - or just allow outposts to appropriate resources from active invasions. I'm still getting the Boron ignoring a Xenon fleet in their sectors while they are busy invading pirate sectors.


Another issue: Escorts still seem to not be jumping with the lead ship. So the lead ship jumps instantly to the target sector and the escorts just follow using the standard gates. This usually means you have a load of lost escort ships wondering around the universe.


Oh and I'm getting that weird number issue in the menu instead of race names. It doesn't appear to affect the functionality - its just cosmetic.

Other than that the new release seems to be working great. :wink:
Last edited by paulwheeler on Wed, 2. Nov 11, 12:10, edited 2 times in total.
Scoob
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Post by Scoob »

Hi,

I too noticed that invasions don't end once disabled, however is it easy to miss a setting I'll admit. Saying that however I think that certain settings sometimes don't always hold when you change several things at once...still trying to confirm that though.

Last night I enabled Invasions of Pirate sectors, but not take-overs. Invasions began and things got a little messy so I turned them back off. I expected the existing invading ships to remain until killed...potentially quite a while considering the in-sector assets from FOUR races attempting to take the sector at the time. F.Y.I. Sector was Hatikvas Faith and the invaders were: Argon, Boron, Paranid and Split - this was despite having "Neighbouring Sectors only" set to ON - I guess the Boron were helping their Argon Allies there?

Anyway, I kept getting invasion messages in Pirate sectors for quite some time (hour+ real time) after disabling them, though they did eventually slow..

One final thing... MBRR seems largely incapable of seeing stations that are outside of the normal gate area or are off the edge of the map needing a zoomed-out view to see. I wonder if scouts maybe need to see Ships (as in sensor range) but can maybe "ping" all stations when they invade or plan to invade? I find that a lot of the time a take-over never happens as Stations off the beaten path are missed.

Loving the script, it certainly spices things up! :)

Cheers,

Scoob.

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