RRF (Race Response Fleets with Race Wars) 2.2 21/9/10

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LV
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Post by LV »

lyndonguitar wrote: Is there any way I could just have the sector takeover
no
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Peanutcat
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Post by Peanutcat »

LV The quality of the demonstration video isn't really all that great, If you want I could make an HD video or trailer that could show the mod.
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LV
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Post by LV »

fill your boots :)
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Scoob
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Post by Scoob »

Hi LV,

I'm hoping you can advise me regarding the RRF scripts in AP. I understand these are heavily based on your original work?

I've used the NPC Bailing Addon mod for years, however it always seemed to have a problem with RRF back when it was a stand alone script. If I used one of the alternatives, such as Military Base Response Revamp or Improved Races, I'd see large ships such as M7's, M2's and M1's bail in line with the chance to bail settings. However with RRF installed, I'd often see the astronauts from a large ship bail, but never the ship.

Moving to today, AP 2.5.2 + XRM v1.27 - I see smaller ships bail just fine, however any larger ship under the control of the RRF scripts disappears directly after an NPC Bail event. My scripting skills are very rusty, but I popped some diagnostic stuff (dumping to the player log) so I could trap situations and see when a ship had tried to bail, dumped its load of astronauts, then proceed to disappear.

I see there are scripts in there to handle when the player captures an RRF ship using Marines, but I wonder what happens when an RRF ship goes neutral after a bail. I did try manually running the bail command on RRF ships (pilot eject from ship) and this seemed to work fine, which confused me more to be honest.

To summarise: Big ships of M7 class and above that are controlled by the RRF scripts DO attempt to bail based on the NPC Bailing Settings. However the ship then disappears, instantly. I.e. You'd be looking at a ship remotely, next moment there's no ship, but a bunch of astronauts.

Not a big deal, I find that there's sometimes the odd big ship that's not controlled by RRF which bails just fine - very very rare though as most ships get aquired by RRF. I was just wondering if you had any idea what might cause this behaviour?

Thanks for you time.

Scoob.
sawas83
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Post by sawas83 »

Hi... I was just wondering if it works with AP ... cus it says " Warning using this script with AP will cause your game to die " but in downloads section i see X3AP files...
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Yacek
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Post by Yacek »

sawas83 wrote:Hi... I was just wondering if it works with AP ... cus it says " Warning using this script with AP will cause your game to die " but in downloads section i see X3AP files...
This script is already in the AP. He is responsible for the war Argon-Terran.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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sawas83
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Post by sawas83 »

Yacek wrote:
sawas83 wrote:Hi... I was just wondering if it works with AP ... cus it says " Warning using this script with AP will cause your game to die " but in downloads section i see X3AP files...
This script is already in the AP. He is responsible for the war Argon-Terran.
ok :-/ did not know that.... so how about settings menu for RRF invasions and etc.?
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LV
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Post by LV »

sorry for the delayed response scoob but in my defense i was in tenerife when you posted and very very intoxicated :)

anyhow, i THINK i may have at some point put code in to destroy captured rrf ships using the bail but i'm nowhere near 100% on it

as far as the other posts.....

i did not create the ap war scripts i just ported a much cut down version of rrf into it, as far as more al options, no, i'm no longer supporting the TC rrf script i'm afraid

however as i have been playing the xrm mod and have left myself with not much to kill i'm currently re-writing an invasion/sector takeover to add a little spice back so AP may soon have that back (not in the vaniila of course)
celludriel
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Post by celludriel »

It's been a while since a reply happend to this thread so I hope the creator still reads this.

I tried the this script without any other scripts and I'm getting following behavior when starting a game as humble merchant.

I enable all settings of the plugin and then fly around a bit, after a while the assassination interface pops up. However if I press the close button, some kind of infinite loop is going on since I can't close the window. It seems to close and immediatly reopen in an infinite loop.

I'll try this evening without the assassination stuff, although that seems to be one of the more coolest things to the script.
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Edna
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Post by Edna »

Thanks for your great Plugin, Lord Vader!

Actually I play it in TC with other nice goodies like SCS, PiratStarts and Shiploot. Too bad I have a nasty situation when playing a Bankrupt Assassin or Pirate Prowler-Start: Whenever I capture a ship or leave mine, a horrible Terran Mjolnir spawns out of nowhere and attacks, until my new captured ship or me and my just left ship are gone. If someone counterstrikes, a badass terran fleet appears. (Perfect stuff for a creepypasta! ;D)

I already read on page 64 and 65 it has to do with bad notority with those terran/AFT-dudes, changing the notority to a positive value would do it. But isn't there another way to get rid of this bug? (It only appears to be related to ATF or Terrans, why not the other races?)

Too bad I have no skills in scripting own solutions and fixes, so I have to ask here. :D
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Torpor
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Post by Torpor »

i have a question:
i like your plugin. but i hate the usage of p2p-jumping. if i want to modify the plugin - what am i to chance in which file?
i want the rrf to jump to gates and attack the enemys from there...^^
i thin it fits better to the lore of the x-universe if they dont use khaak-technology...
Wir sind ***Modified***. Ergeben Sie sich.
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LV
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Post by LV »

As i'm around at the moment.


this advise is based on memory from a long time ago in a galaxy......................

find the rrf scripts in the engine and look for any ending in jump, jump please god and look at the code and the linked scripts

you may find there is a jump to gate commented out in the code already but skim the first few pages of this thread and see how much pain the jump logic was causing (inc CTD's and about 70hrs of my hunting the issue)
LV's TC Scripts
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
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Torpor
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Post by Torpor »

LV wrote:As i'm around at the moment.


this advise is based on memory from a long time ago in a galaxy......................

find the rrf scripts in the engine and look for any ending in jump, jump please god and look at the code and the linked scripts

you may find there is a jump to gate commented out in the code already but skim the first few pages of this thread and see how much pain the jump logic was causing (inc CTD's and about 70hrs of my hunting the issue)
okay, thats too much for my skills. thought it would be easy to let the rff ships just use the jump to position command, and after arriving at the destination sector use the attack-command, or something similar to this...

then i will have to cope with a lore-unfriendly overuse of the p2p-jumpdrive - and with rff ships killing my mission targets ;D
also it would be a great scene, imagine: the pirates of the pirate guild 3-script attack a TL. the rff jumps to the nearest gate to protect the TL, heading for the pirates. the rff ist just 10 klicks away, as the pirates finish their job and jump away. would be highly random if the pirates finish their job first or the rff is fast enough. atm its like: ~10 fighters attack a TL - RFF materialisizes near them and vaporizes the whole buch - booring^^

with gate jumping the rff would protect the sectors but pirates have a chance to do theri work and go home safe. khaak-invasions and xenon-attacks would coause some damge - but they would be stopped. no brainless-military like vanilla, but no overpowered hightech-p2p-stuff like in your script^^
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P
Geckomeister
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Post by Geckomeister »

Hi guys, where is the RRF download?

The link takes me to another page full of other scripts besides the RRF.
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Gecks
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DrBullwinkle
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Post by DrBullwinkle »

Are you playing TC or AP?

RRF is built into AP.

The RRF distribution for TC is on the google code site.
Geckomeister
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Post by Geckomeister »

Dr B....do you own this whole forum :)
Your everywhere man! ;)

I am trying to use it with TC, but on the actual link it takes me to a folder (google code?), but there is no file I can see called RRF or Race Response Fleet in the description.
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DrBullwinkle
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Post by DrBullwinkle »

I don't own it, no. :)

But I do have a good collection of bookmarks, and I am one of the few people left who actually answer questions. A couple of years ago there were many more.

On the google code site, search "Current downloads" for "rrf". You probably want RRF 2.2 (either .spk or .zip).
Lukespacewalker
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Post by Lukespacewalker »

I like it, still playing the game 2017, and your scripts only gives it more gamplay, thanks for that.
Lukespacewalker
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Post by Lukespacewalker »

Still playing this awsome game and your scripts only gives it a better gameplay, thanks alot.

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