[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

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Jumee
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Post by Jumee »

is it normal for incursion response to spawn outside races sectors?

Xenon Sector next to Scale Plate Green at the moment has on overall ship count of 347 (checked with "sector destroy" menu from cheat script)

after Teladi response flooded the sector slaughtering everyone which in return spawned Xenon response and now there are too huge fleets slugging it out in there :twisted:

A pity I cant join in the fight :D my poor laptops not strong enough for that (its starts coughing when ship count exceeds 100-150)
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Jack08
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Post by Jack08 »

Jumee wrote:is it normal for incursion response to spawn outside races sectors?

Xenon Sector next to Scale Plate Green at the moment has on overall ship count of 347 (checked with "sector destroy" menu from cheat script)

after Teladi response flooded the sector slaughtering everyone which in return spawned Xenon response and now there are too huge fleets slugging it out in there :twisted:

A pity I cant join in the fight :D my poor laptops not strong enough for that (its starts coughing when ship count exceeds 100-150)
ROFL... i must have accidentally disabled the sector ownership check on responses... hahahaha... ill get that fixed ... hahhahah :lol:
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Jumee
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Post by Jumee »

Jack08 wrote: ROFL... i must have occidentally disabled the sector ownership check on responses... hahahaha... ill get that fixed ... hahhahah :lol:
dont get me wrong it is a fun "feature" - seeing 5 J's and 2 Z's (XRM specific xenon M2) with full fighter set that get spawned after the sector is invaded by 3 Condors with fighters 1 Pteranodon (M2) 2 Phoenixes and a bunch of Ospreys is quite an interesting thing
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Jack08
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Post by Jack08 »

Jumee wrote:
Jack08 wrote: ROFL... i must have occidentally disabled the sector ownership check on responses... hahahaha... ill get that fixed ... hahhahah :lol:
dont get me wrong it is a fun "feature" - seeing 5 J's and 2 Z's (XRM specific xenon M2) with full fighter set that get spawned after the sector is invaded by 3 Condors with fighters 1 Pteranodon (M2) 2 Phoenixes and a bunch of Ospreys is quite an interesting thing
What gets even more interesting is when the XTL carrier manager takes over, and sends intelligent fighter wings ... I love watching carrier battles, just don't get too close to a hostile one... :D


edit:
oooo... carrier manger that might be where the stray response ships that do nothing are coming from, they are about the only thing IR spawns without an IR flag... * goes and fixes that immediately... *, witch would explain why the universe cleaner doesn't remove them
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Jumee
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Post by Jumee »

Jack08 wrote:What gets even more interesting is when the XTL carrier manager takes over, and sends intelligent fighter wings
is that carrier manager an improved version of AP fleet logic? (I noticed that AP fleets try to group carrier fighters and send them after bombers and etc)
oooo... carrier manger that might be where the stray response ships that do nothing are coming from, they are about the only thing IR spawns without an IR flag... * goes and fixes that immediately... *, witch would explain why the universe cleaner doesn't remove them
ha ha funny how an unrelated conversation can lead to "revelations" like this :D
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Jack08
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Post by Jack08 »

is that carrier manager an improved version of AP fleet logic? (I noticed that AP fleets try to group carrier fighters and send them after bombers and etc)
The Carrier logic was written for XTL, before AP was released... I wrote my own AI fleet system for XTL; so i kinda wasted half my time :D but it does seem to function better then stock AP's does (the XTL fleet system isn't used in IR, only the carrier manager)

The actual response and assault scripts in IR will stay in formation until they reach engagement range (It similar concepts to the XTL fleet system, just not as advanced), witch makes for some really impressive cinematic moments when they begin combat, watching the fighters break off and fly in almost perfect formation before blasting there target to hell :D

Watching carriers launch fighters at targets based on threat level is fun to watch too, in stock game they just launched everything they had at one target, with the carrier manager they actually send out appropriate numbers of ships against nearby targets, allowing them to engage a fleet of fighters, or a single M1 with the same degree of effectiveness (i spent way to long on these logic scripts..... lol)
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rusky
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Post by rusky »

Hey, just wanted to pop in and say thanks for this awesome script, it really does make the universe feel much more alive !

One thing though that bothers me, is that when the fights get really epic I'm most or less forced to jump out of a sector due to crap FPS (and my machine is not bad at all but when you get 30+ capital ships and over 100 fighters duking it out in the same sector, fps goes to unplayable levels :( )

So, I was wondering if it would be possible for a "Light-weight" option to be created for IR, nothing too complicated, just making it so invasion / response fleets never get larger than 2-3 capitals and 30 ish fighters.
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Jack08
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Post by Jack08 »

rusky wrote:Hey, just wanted to pop in and say thanks for this awesome script, it really does make the universe feel much more alive !

One thing though that bothers me, is that when the fights get really epic I'm most or less forced to jump out of a sector due to crap FPS (and my machine is not bad at all but when you get 30+ capital ships and over 100 fighters duking it out in the same sector, fps goes to unplayable levels :( )

So, I was wondering if it would be possible for a "Light-weight" option to be created for IR, nothing too complicated, just making it so invasion / response fleets never get larger than 2-3 capitals and 30 ish fighters.
If you enable "Low-CPU" Mode it should cut the fighter count in half, ill add a new LowCPU option in the next release that will also cut the entire fleet size in half (optional of course)

Are you using vanilla weapon effects? they are really bad for Performance with something like IR installed ;) If you are, and are running TC, Lookup "Combat Mod 4" or CMOD4 for short, we (XTL) will be releasing our own effect pack when we get time witch will be available in this thread too :)
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rusky
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Post by rusky »

Ah, I'll try Low CPU mode then, thanks :)

I use it with XRM at the moment which includes the CMOD4 effects so I guess it could be worse :D
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Jack08
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Post by Jack08 »

IR2.0 does go rather insane in the XRM universe (Nothing the game cant handle but!, insane good not insane bad:D)

(click to enlarge)
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:lol:
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Post by jack775544 »

Jumee wrote: Xenon Sector next to Scale Plate Green at the moment has on overall ship count of 347 (checked with "sector destroy" menu from cheat script)
Has anyone else noticed that the Xenon sector in question is Xenon Sector 347? Scary :lol:
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Jumee
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Post by Jumee »

jack775544 wrote:
Jumee wrote: Xenon Sector next to Scale Plate Green at the moment has on overall ship count of 347 (checked with "sector destroy" menu from cheat script)
Has anyone else noticed that the Xenon sector in question is Xenon Sector 347? Scary :lol:

:lol: :lol: :lol: ha ha ha that is quite a coincidence :D is IR smarter than we think?? :D *conspiracy*
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jack775544
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Post by jack775544 »

Jumee wrote:IR smarter than we think?? :D *conspiracy*
I think IR is smarter tan the internet :wink: .

EDIT: Does that mean that XS598 has 598 ships in it or XC023 has 23 ships :) .
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
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Jack08
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Post by Jack08 »

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kelmenwong
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Post by kelmenwong »

regards my ctd, i didn't try the clean universe.

i reload the game, jump in the circle of labor sector when the terran force is in it.
during the battle, the argon response force spawned 2nd round, massive number, freaking lag
it happen also other races are doing battle somewhere else

i fly out to a station out from the firefight, focus in taking down a station, when the other races war are concluded, the game slowly back to playable stage
then i move in to engage

everytime i finished off the response fleet, while the terran will try to finish off the station, subsequent response force will spawned
this keep happening on 4th time the response fleet spawned.
luckily i got a save after the 2nd response fleet cleared up.
i load from that save, jump out, about 1-3 minutes later, the OOS war concluded with Terran taking that sector over.

looks like the sector takeover will be slow/ruin by in-sector engagement.
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Jack08
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Post by Jack08 »

looks like the sector takeover will be slow/ruin by in-sector engagement.
That is the entire point of a response fleet, to try to stop the enemy from taking the sector... lol

As to the CTD, i cant help you unless you tell me if your running any mods & scripts your running
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MeSlayer
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Post by MeSlayer »

For some reason my game started getting very laggy/choppy, so I'm cleaning out scripts one by one to see which was causing it.

Using your clean universe functions is cleaning out various factions shipyards, and the pirate one was at 156,000. This is ships we are talking about, right? Thats a whole lot!

Not sure what would have caused those crazy types of numbers (or at least compared to the main races which were in the single thousands), maybe the NPC bailing mod running along with improved races and Albion prelude produced some ridiculous ship numbers?

Anyway, just thought it might help future versions to maybe see if there is some way to cap the upper limit of ships spawned
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Jack08
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Post by Jack08 »

MeSlayer wrote:For some reason my game started getting very laggy/choppy, so I'm cleaning out scripts one by one to see which was causing it.

Using your clean universe functions is cleaning out various factions shipyards, and the pirate one was at 156,000. This is ships we are talking about, right? Thats a whole lot!

Not sure what would have caused those crazy types of numbers (or at least compared to the main races which were in the single thousands), maybe the NPC bailing mod running along with improved races and Albion prelude produced some ridiculous ship numbers?

Anyway, just thought it might help future versions to maybe see if there is some way to cap the upper limit of ships spawned
I still don't know what's causing this, ive yet to be able to reproduce it, but at least the universe cleaner is capable of fixing it.
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A5PECT
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Post by A5PECT »

Bug.

It seems that while I have True Relations enabled I gain pirate notoriety when I kill pirate ships in pirate space.

Edit: Okay, it's actually even more confusing than that. When I set "show notoriety changes" to on, I can see IR increasing my pirate reputation every time I kill pirate ships in Hatikvah's Faith, along with the resulting loss of reputation with the other races. However, when I check my player stats it shows my pirate relations at -5, no matter how much reputation IR says I gained.
Last edited by A5PECT on Sat, 7. Apr 12, 03:35, edited 1 time in total.
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Jack08
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Post by Jack08 »

KloHunt3r wrote:Bug.

It seems that while I have True Relations enabled I gain pirate notoriety when I kill pirate ships in pirate space.
lol, makes sence in a silly sort of way, have you ever played close attention to the pirate guy when you kill a pirate?... They seem to love it when you kill pirates and hate it when you kill anyone else... And this is the vanilla game! rofl

Not entirely sure if the TR glitch is despite or because of this.
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