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

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incarnyte
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Post by incarnyte »

Question concerning IR with Phanon Corp mod. Since Phanon uses the Race 1 slot will IR spawn response fleets for it or is IR just for the base races?
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Jack08
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Post by Jack08 »

incarnyte wrote:Question concerning IR with Phanon Corp mod. Since Phanon uses the Race 1 slot will IR spawn response fleets for it or is IR just for the base races?
IR will ignore Race1 and Race2 and only function on the base races.
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Sardaukar2488
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Post by Sardaukar2488 »

Bejla wrote:Thanks for the reply.
Yes, I could use that, but i think it would be better if dont have to cheat.
Its not so much a matter of cheating as it is fixing a game issue. For example in my game im missing about half the hotkey commands for XRM like jumpdrive deployment kits, OWP activation and that kind of thing. To get around that if i want to say buy an OWP, i will find a shipyard, buy it, deploy it in the TL like normal but because i cant activate it then i use the cheat scripts to destroy it and spawn in a "normal" OWP with exactly the same equipment in the same spot i deployed the inactive one.

My suggestion was for you to use it in much the same fashion, to solve a game issue, not actually "cheat".
Bejla
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Post by Bejla »

Yes, i know that problem with STO and XRM.
I have to use the same way as you to claim a sector. I buy it, i cheat it, i destroy it. It works, yes.

Anyway, if it is much harder for Jack to fix it, as if i have to cheat it, i use that cheat, no problem.
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Jack08
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Post by Jack08 »

Im not going to be able to look into fixing it yet, my computer's CPU is still out of commision (just got it back to the reseller for warranty return, waiting for confirmation...), so untill i can get my dev PC back online i cant do much.
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Bejla
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Post by Bejla »

No problem.
It is only a suggestion from me. Maybe something for 1.09 or 1.10
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TheCoolSideofthePillow
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Post by TheCoolSideofthePillow »

Do the player sector config options only apply to sectors taken over with the mod itself? I can't seem to change anything on the hub and player sector from the plot line; they are always -locked- and I can't select a ship to use as a defender.
azichan
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Post by azichan »

The Mod is quite good, it adds a lot of variety to the gameplay...GREAT ;)

But Xenon, Khaak and Pirates seems to be really buged! Pirates do nothing against invasions and they attack no other sectors, apart from do nothing in reclaiming their lost sectors. Also Xenon, they loose a sector after another and i saw no xenoninvasion after 12 hours of gameplay.

A hint to make the mod more interesting...
Maybe you could add a information, close before a invasion happens, like the xenoninvasion in x3 reunion "large xenon forces gathering in the outer parts of xy to attack the centre of the sector..". So player could choose to be part of the defense forces.

Maybe two or three types of invasions, lesser, medium and BIG invasions, also three types of counterforces random, so invasions would follow different mechanic and look not every time the same.

Protect all core sectors from invasions and some outer sectors, so that pirates or xenon wouldnt extinguish completly, also no player takeovers...it would be scary if a player would takeover argon prime or the mars O.o
Bejla
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Post by Bejla »

Maybe, I found a little Bug.
I earned a positive notority for Argons and Borons as i attcked the sector with the OTAS HQ.

OTAS are dead and my notory of the Split and Paranides goes down.
This should be goes in the other way, Argons and Borons down and Split and Paranids up.
Bejla
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Post by Bejla »

Got some more problems in that area.

I dont know the correct english names of that sektors, but it is Akeelas Lightfire, Montalaar, Aladnas Hill and Home of the Legend. I hope you know what i mean.
I have claimed that sectors from the Argons, but there are every day some new stations into that sectors from the Argons.

I think this is not correctly.
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jack775544
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Post by jack775544 »

Yes the sector names make enough sense (Akeela's Beacon, Montalaar, Aladna Hill and Legends Home).
This is a known bug as Jack08 has yet to make a job supression script to stop this. So in any captured sector Jobs ships will still spawn.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Bejla
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Post by Bejla »

Thanks for the reply.
Then i hope he could repair his PC quickly and create a nice fix for that.
Bejla
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Post by Bejla »

Hello.

Maybe, got some new bugs.

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I got this messages everytime if i change something on the taxes of new sectors, the first 22 or 23 works without problems. Thats are all Boron sectors that i have taken over.
Not sure whats going on here, as far as i see, the taxes still work.
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Jack08
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Post by Jack08 »

Its a glitch in the engine, in order to fix it i need to rewrite the entire empire overview script.
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TheCoolSideofthePillow
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Post by TheCoolSideofthePillow »

TheCoolSideofthePillow wrote:Do the player sector config options only apply to sectors taken over with the mod itself? I can't seem to change anything on the hub and player sector from the plot line; they are always -locked- and I can't select a ship to use as a defender.
I figured out partly what was wrong here. The options do indeed only work if I pay for sector take over (even ones I technically already own :evil: ). However, I am still not seeing anything appear when I try to set a sector defender. I have at least 1 of every type of ship in the sector I am trying to set up, and yet nothing appears in the list.

Are these defender options for SHIPS or for things like ORBITAL DEFENSE STATIONS and LASERTOWERS? :?
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Jack08
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Post by Jack08 »

Are these defender options for SHIPS or for things like ORBITAL DEFENSE STATIONS and LASERTOWERS?
... There Races ... And you have to have a very high rep with one of them.

Only player owned sectors with player owned stations will show up, it doesn't matter how they were captured.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Bejla
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Post by Bejla »

Jack08 wrote:Its a glitch in the engine, in order to fix it i need to rewrite the entire empire overview script.
Thanks.
Would you fix that, or is that to much work to fix it?
xio
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Post by xio »

what are the differences between this "improved races 2" and the other "improved races"?

for x3tc or xtc, should i install "improved races 2"?
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Cyborg11
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Post by Cyborg11 »

It seems that True Relations doesn't work for me in TC.
In my AP it worked. In both games I have the same mods and scripts installed.
XRM, Lucike's script collection and mini scripts, Improved Races, MARS.

True Relations is enabled and I got 6 % to the argon rang but the boron rang is still at 50 %.
Also I didn't get any message which said that the rang of the boron have been increased.
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jack775544
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Post by jack775544 »

xio wrote:what are the differences between this "improved races 2" and the other "improved races"?

for x3tc or xtc, should i install "improved races 2"?
Improved Races is the old version made by 7ate9tin11s and then updated by Jack08 and djrygar.
Improved Races 2.0 is the successor to the old IR and has been written from scratch. Beware IR 2.0 is currently not finished, however IR 1 is buggy.
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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