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

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Jack08
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Post by Jack08 »

seroto9 wrote:Having a problem: in sectors that have been taken over, NPCs do not stop building stations: so much so that the sectors get so crowded with trading ports and factories that it freezes my game if I enter the sector! (I think that's a graphic card problem as opposed to the mod).

I'd like to be able to stop this crazy building-frenzy happening. Obviously, when I first started to see it happen I disabled the Ecobooster in the IR menu, but it had no affect.

Is there anything I can do, beyond manually deleting all the stations using a cheat?

I'm playing AP using XRM, Pirate Guild and ADS. Great mod otherwise!
The Russians have reported this one too ( http://s48.radikal.ru/i122/1204/85/5fec8b851f6e.jpg )

Im looking into it, You can remove them iva cheat pack - ill have a patch out asap
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Jack08
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Post by Jack08 »

what does clean universe actually do. and im abit confused with the config menu, i know it has plot protection, but just wondering if theres any options that u guys would advise against turning on if your still in the beginning of the plot in a small ship
Plot protections inst all that reliable, i don't advice turning the assault system on until you've finished at least the terran plot; The universe cleaner removes all IR ships from the universe and resets all IR settings back to there default positions (off of the most part)
Also, if you change relations in the hot war editor. does this stick. or is it still subject to change of a race attacks a race that you set to friendly or nuetral
Race relations don't change on there own.
one other thing. is there a way to tell, like i know theres pilot info. which shows ur friendly/enemy with a percent and ranks, but for example, in the alliance tactical network, it shows argon attacking split fire.

so is there a way to like see if these wars going on between npc's are effecting my standings, or ranks etc. or does it only effect me if i get involved. because im friendly with split
Only your actions will effect your standings, your inaction will do nothing ;)
i kinda feel bad for the pirates to haha, already ive seen 3-4 sectors taken from the pirates by the paranid. i hope the bad races like pirates and kha'ark can fight back
Do the pirates have a shipyard in your game? if not this could be adversely effecting them
Well beyond the questions ( im sorry if im bothering you, your a great mod maker, its a great mod im just abit lost with a phew things)
no bother at all ;)
My Suggestions for the mod/plugin:

- Add a shortcut key/bind to the Alliance tactical network window

- It would be great if from the ANW if you could like, click the leader ship of the reported assault and go "warp to" or "join fleet" and join them in the attack or defense
Ill see what i can do :D
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gefer8
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Post by gefer8 »

Been running this for about 7 hours. The only sector takeovers by the races are pirate sectors, and even that only happened twice.

Well, screw them I guess, but should there be more action? I checked hot war editor just to make sure that split thinks the boron are a bad shade of green, but I still don't see many sector takeovers between the two.
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Jack08
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Post by Jack08 »

gefer8 wrote:Been running this for about 7 hours. The only sector takeovers by the races are pirate sectors, and even that only happened twice.

Well, screw them I guess, but should there be more action? I checked hot war editor just to make sure that split thinks the boron are a bad shade of green, but I still don't see many sector takeovers between the two.
Odd, how long into the game did you import a relations preset or manually set relations? An IR invasion takes around 1-2 hours to spawn
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gefer8
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Post by gefer8 »

At the beginning, I always put in AP default present, and it turns Boron and split against each other (As well as argon and paranid). I looked through my messages again and it seems that the pirate split fire was taken by the paranid, then by the argon. Could be possible invasion.

Edit: THEY WERE NOT KIDDING ABOUT REBUILDING PRESIDENTS END
Might be a relation to seroto's problem with many trading ports. Someone obviously has to many stocks.
Requiemfang
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Post by Requiemfang »

You turned on the economy thing didn't you? Isn't that like still bugged lol has a cascade effect of building way to many stations :lol:
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Jack08
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Post by Jack08 »

gefer8 wrote:At the beginning, I always put in AP default present, and it turns Boron and split against each other (As well as argon and paranid). I looked through my messages again and it seems that the pirate split fire was taken by the paranid, then by the argon. Could be possible invasion.

Edit: THEY WERE NOT KIDDING ABOUT REBUILDING PRESIDENTS END
Might be a relation to seroto's problem with many trading ports. Someone obviously has to many stocks.
Bahahahahahaha.... Yes, i have to get that fixed ! ... once i can figure out whats wrong with it...

looking into it right now.
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Jack08
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Post by Jack08 »

  • Version 1.07a *Emergency Hotfix*
  • The eco booster should no longer attempt to build approximately 100 of each station type in its build queue
My bad, i accidently deleted a break statement in a sanity while loop :shock:
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gefer8
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Post by gefer8 »

Is there anything this mod does when all the options are turned off?
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jack775544
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Post by jack775544 »

gefer8 wrote:Is there anything this mod does when all the options are turned off?
UMMM .... it adds an entry to the Artificial Life menu and a hotkey ;) .
But in all seriousness, no, it does nothing.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Larxyz
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Post by Larxyz »

hello :)
having problems with that this mod autoruns every setting on installation...
any idea what's causing this?
using the latest version.
thankful for any help:)
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Jack08
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Post by Jack08 »

Larxyz wrote:hello :)
having problems with that this mod autoruns every setting on installation...
any idea what's causing this?
using the latest version.
thankful for any help:)
No idea, have you tried manually turning them off?
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BlackRain
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Post by BlackRain »

Heyt Jack, using IR 2.0. I remember in older version there used to be a script that stopped ships from spawning in sectors that were taken over. Was that removed>> I took over a Xenon sector which is not near any other Xenon sectors and fleets keep spawning in. I also took over a Pirate Sector and the same thing is happening there, a fleet will just spawn in the middle of the sector. Very annoying heh. What can I do about that>
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Jack08
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Post by Jack08 »

BlackRain wrote:Heyt Jack, using IR 2.0. I remember in older version there used to be a script that stopped ships from spawning in sectors that were taken over. Was that removed>> I took over a Xenon sector which is not near any other Xenon sectors and fleets keep spawning in. I also took over a Pirate Sector and the same thing is happening there, a fleet will just spawn in the middle of the sector. Very annoying heh. What can I do about that>
Ill look into writing some sort of Job Spawn suppression system, i have a few ideas on how to do it, just haven't had time to test them..

But no IR1 didn't have one, it only had that for the Kha'ak constantly spawning next to the player ship, which didn't always work :D
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BlackRain
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Post by BlackRain »

Ah I see, I thought it was in IR, maybe it was Sector Take over script than. I hope you can find time to create that because i think it is realistic, especially since I am using the advanced universe with XRM and ships can't jump with gates only with jump beacons so for an enemy fleet to appear in my sector is really killing the point for me haha. I appreciate it.
Rizkerd
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Post by Rizkerd »

Exactly the same feeling as black.

Using xrm + ir + pirates and a few other essentials....its annoying to cap a sector and put all the effort in then when you move your fleet off they just spawn another one....make the game pointless as you end up with fleets sitting about defending spawn points..

If they came from actual bases and jumpdrived in then it would not be a problem but as there is no way to stop it and no way to reduce the effect it makes the whole idea behind the 'only jumpgate' game pointless.

There are alot of people who would love to see it finally suppressed!

Keep up the good work your an amazing modder like paul in xrm

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Larxyz
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Post by Larxyz »

nvm :)
me being an idiot,
had the first installation of IR 2.0 that i didnt uninstall, just removed.
* :headbang:
will just start over instead.
thanks anway =)
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Jack08
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Post by Jack08 »

Larxyz wrote:nvm :)
me being an idiot,
had the first installation of IR 2.0 that i didnt uninstall, just removed.
* :headbang:
will just start over instead.
thanks anway =)
Huh?... you don't have to uninstall the script to update it
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TouchMyNipple
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Post by TouchMyNipple »

about the XRM ship spwaning:
could that be fixed with a sector owner check befoe the script spawns any ship? If the check returns not the same race as fleet-owner > cycle ti the next sector in que. or smth like that. Maybe as well a compaitability (did i spell that one right?) patch or something.
Haste-whip TrixX!
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Jack08
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Post by Jack08 »

TouchMyNipple wrote:about the XRM ship spwaning:
could that be fixed with a sector owner check befoe the script spawns any ship? If the check returns not the same race as fleet-owner > cycle ti the next sector in que. or smth like that. Maybe as well a compaitability (did i spell that one right?) patch or something.
IR doesn't intentionally spawn response fleets in hostile sectors, its a glitch im working on fixing...

But that's not what the previous posts were talking about, there talking about the Jobs Engine re-spawning jobs in a taken over sector.
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