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

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kolimbo
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Post by kolimbo »

Stupid question, but how do you collect taxes from stations built in your sector? The 'empire management' tab only allows me to set whether or not I want to pay taxes on my stations built in an allied space but not the other way around.
skeelime
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Post by skeelime »

kolimbo wrote:Stupid question, but how do you collect taxes from stations built in your sector? The 'empire management' tab only allows me to set whether or not I want to pay taxes on my stations built in an allied space but not the other way around.
You have to build at least one station before you can interface with the other non player stations built in the sector. I just want to know if you take your own stations does it come out of the credits that you have assigned to that particular station.
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Jack08
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Post by Jack08 »

skeelime wrote:
kolimbo wrote:Stupid question, but how do you collect taxes from stations built in your sector? The 'empire management' tab only allows me to set whether or not I want to pay taxes on my stations built in an allied space but not the other way around.
You have to build at least one station before you can interface with the other non player stations built in the sector. I just want to know if you take your own stations does it come out of the credits that you have assigned to that particular station.
No, the credits come from.. the factory "workers" :D
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kolimbo
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Post by kolimbo »

Is it just me? or does this mod makes Pirates really aggressive?

I've lost like 4 Freighters in the past 2 hour or so and this is killing my business empire . I don't mind if they snipe a few of my UTs, but the CAGs and CLSers loss makes my factories grind to a halt.

Stooped pirates.
skeelime
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Post by skeelime »

Thanks for the response. Any way to disable the war sectors so that they are just like normal sectors in AP? I want to take over those sectors.
darkvip3r
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nub question

Post by darkvip3r »

sorry this is completely noobie. well i am new to this, But how do i activate this mod? i mean how do i get to the menu. because i am at a los
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jack775544
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Re: nub question

Post by jack775544 »

darkvip3r wrote:sorry this is completely noobie. well i am new to this, But how do i activate this mod? i mean how do i get to the menu. because i am at a los
Make sure it is turned on in the AL menu and then assign it a hotkey.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
kolimbo
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Post by kolimbo »

Heh, I think I found a glitch.

I just took over one of Goner's sectors (Harmony of Perpetuity) and I took the appropriate drop in goner rep. Then I left it running for a few minutes and I saw my Argon rep take a nose dive. I went from the Hero of federation straight down to Nemesis (or whatever the -9 rank is) in the span of a bout 15 mins.

Ah, nevermind. Apparently Argon now treats me as hostile (despite being 'Hero of the federation') and just sent a massive response force against one of my Xenon Is... which promptly tore them apart.
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Jack08
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Post by Jack08 »

kolimbo wrote:Heh, I think I found a glitch.

I just took over one of Goner's sectors (Harmony of Perpetuity) and I took the appropriate drop in goner rep. Then I left it running for a few minutes and I saw my Argon rep take a nose dive. I went from the Hero of federation straight down to Nemesis (or whatever the -9 rank is) in the span of a bout 15 mins.

Ah, nevermind. Apparently Argon now treats me as hostile (despite being 'Hero of the federation') and just sent a massive response force against one of my Xenon Is... which promptly tore them apart.
Do you have true relations enabled? - the argon respond violently to people attacking the Goner, as you have seen. lol
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kolimbo
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Post by kolimbo »

Heh, learned my lesson.

Had to go back on several hours of gameplay to fix this.

Note to self: Argon's squarely got Goner's back.


Another question: Is it possible to eliminate the automatic spawning of local defenses in enemy sectors post-capture?

I took over weaver's tempest and senator's badlands but I'm having trouble holding it due to the endless spawning of akumas/shuri + 20 odd fighters.

They make mincemeat of even a fully kitted out battle-fleet if given enough iterations.

After what I've done to their economy, they shouldn't be _able_ to field so many ships. :/

but then again, I guess it might not be a good thing to totally eradicate an entire species either.
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jack775544
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Post by jack775544 »

Jobs is responsible for those spawns, which cannot be affected easily by scripts.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
dispostableatheist
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Post by dispostableatheist »

kolimbo wrote: I took over weaver's tempest and senator's badlands but I'm having trouble holding it due to the endless spawning of akumas/shuri + 20 odd fighters.
I'm not running IR2.0 yet, but I had similiar problems in XRM: AP with PirateGGuild 3 and Yaki Armanda. They'd send waves and waves and waves of M3's, M4's and M5's.

What I did was build 2 self-sustaining Drone MK1 and Drone MK2 complexes. Each complex with 40x Drone MK1/2 factories. Cost me about 900 mil. to construct and a while to get it running.

Now I'm producing 1000-something Drone MK1 and 200ish sometihng Drone MK2. And I've got a M2 assigned to these complexes so it can continuously refill.

Trust me....1000 Drone MK1 will absolutely decimate anything. Xenon I's don't stand a chance. Let's not talk about Drone MK2.

If you're straped for cash, go with MK1 and lesser Drone Factories. My opinion? Self-Sustaining Drone Factories are the way to go.
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Jack08
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Post by Jack08 »

dispostableatheist wrote:
kolimbo wrote: I took over weaver's tempest and senator's badlands but I'm having trouble holding it due to the endless spawning of akumas/shuri + 20 odd fighters.
I'm not running IR2.0 yet, but I had similiar problems in XRM: AP with PirateGGuild 3 and Yaki Armanda. They'd send waves and waves and waves of M3's, M4's and M5's.

What I did was build 2 self-sustaining Drone MK1 and Drone MK2 complexes. Each complex with 40x Drone MK1/2 factories. Cost me about 900 mil. to construct and a while to get it running.

Now I'm producing 1000-something Drone MK1 and 200ish sometihng Drone MK2. And I've got a M2 assigned to these complexes so it can continuously refill.

Trust me....1000 Drone MK1 will absolutely decimate anything. Xenon I's don't stand a chance. Let's not talk about Drone MK2.

If you're straped for cash, go with MK1 and lesser Drone Factories. My opinion? Self-Sustaining Drone Factories are the way to go.
Sounds like your using DDN, and if your not you should be! :D
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dispostableatheist
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Post by dispostableatheist »

No, I'm not. I'm doing it manually for now.

Loading my M2 via Tender up with couple thousand drones and jumping in hot sectors to drop them off and give them the command to "attack all enemies".

I might use DDN down the road, but I prefer to do it manually for now. Otherwise the game becomes TOO automated for my taste.

That being said. Like I said, I'm playing XRM: AP and I'm really intrigued to use IR2.0. Question is, should I? Does IR2.0 complements XRM's + AP's fleet response? Does it conflict? Is it better?
tandy45
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Post by tandy45 »

Hello i've just finished installing the star wars chornicles community mod v2.0 and having tried to ppost on their thread and finding i can't. I were wondering if i were to install this aswell would it be compatible with it? I'm guessing it should be but I were hoping to clarify before installing this mod too. Many thanks
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Jack08
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Post by Jack08 »

dispostableatheist wrote:Question is, should I? Does IR2.0 complements XRM's + AP's fleet response? Does it conflict? Is it better?
XRM has no fleet response of its own, it runs RRF which is built into AP - and no IR does not conflict with RRF, and most people say that they work well together... I haven't tested it myself because i disabled RRF in my vanilla game :D
tandy45 wrote:Hello i've just finished installing the star wars chornicles community mod v2.0 and having tried to ppost on their thread and finding i can't. I were wondering if i were to install this aswell would it be compatible with it? I'm guessing it should be but I were hoping to clarify before installing this mod too. Many thanks
I have no idea, the only way for you to know would be to try it and find out
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Falcrack
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Post by Falcrack »

Just curious, what are the rules of IR 2.0 governing the rate at which ships are spawned? Is an assault fleet spawned all at once in a sector with a shipyard, or do they accumulate slowly over time until they reach the critical mass needed to mount an assault? Are they always generated in sectors with shipyards?

Next, in XRM you can see the status of assault fleets. If I were to install IR 2.0 on top of XRM, would there then be potentially 2 different sets of assault fleets being generated, one type being generated by XRM and one from IR 2.0, independent of each other?
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Jack08
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Post by Jack08 »

Falcrack wrote:Just curious, what are the rules of IR 2.0 governing the rate at which ships are spawned? Is an assault fleet spawned all at once in a sector with a shipyard, or do they accumulate slowly over time until they reach the critical mass needed to mount an assault? Are they always generated in sectors with shipyards?

Next, in XRM you can see the status of assault fleets. If I were to install IR 2.0 on top of XRM, would there then be potentially 2 different sets of assault fleets being generated, one type being generated by XRM and one from IR 2.0, independent of each other?
IR is on a timer, based on random values - and the fleet is created at the end of it. While this is different from IR15.x the core governing factor, be it tokens or time, remains somewhat the same as tokens were a time limited currency.


"Assault Fleet" is just a name, the game does not know or care about what a ship has been told to do, it just does as its told. I highly doubt anything in XRM will pick up IR's ships and list them in a menu, as i said ships are ships, fleets don't technically exist... IR has its own status info (Alliance Tactical Network) - Tho, as i have said time and time again, asking me about XRM is a waste of time i do not play it.
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Falcrack
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Post by Falcrack »

Jack08 wrote:Tho, as i have said time and time again, asking me about XRM is a waste of time i do not play it.
I'm only playing XRM right now because I am still waiting for XTL to come out :P

It's not my first choice of a mod, the underlying economic shortcomings of the original X3 game with the GoD engine still exist, but at least XRM promises that the AP war can be won given enough of an effort, which gives me a long range goal to work towards.

I'm sorry I have zero coding skills, otherwise I would help you out with it!
TouchMyNipple
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Post by TouchMyNipple »

Confirm that if IR fleet goes in for a fight the conflict is listed in XRM ATN menu. At least in my setup. Sometimes also works for relation-based conflicts (i have paranid fighting argon and boron fighting split). Though it's not that effective. You could as well also see most fighting areas by observing highest bounty
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