[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

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Madtrack
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Post by Madtrack »

ThisIsHarsh wrote:I've been toying with an idea that I would appreciate some input on...
Sure^^
[*]Allow you to call in forces for an invasion of enemy sectors.
That sounds like a good idea, especially since an human will always be better at picking off target than a computer, (especially when we have already softened up the sector's defenses)
[*]Allow your ships to resupply any missile/ammo type (according to ship's resupply settings) by docking at Military Bases. Requires you to 'spend' points... kills in exchange for missiles/ammo.
Would be very useful, but will probably need tweaking to maitain balance and the need for factories ect ...
[*]Allow you to call in reinforcements from other Military Bases, i.e. ones outside of the nearest Military Base's jurisdiction.
You mean assign other bases ships to a particular MB ? could be a godsend for those using IR and needing that extra punch in a particular area
[*]At this point, or somewhere near, would probably need to devote yourself to one specific race...
I definitely agree, see this topic (scroll down to the end) http://forum.egosoft.com/viewtopic.php? ... &start=225 for my thoughts on the subject
[*]Give limited control over notoriety with races, e.g. Neutral<->Border Access Only. Requires you to spend points.
You mean relations between races ? if so then yes, but with limitations, argon should never attack boron for instance, not sure what could be done here, as I think a race wouldn't start a war for you except if they already disliked the target ie argon<>paranid
[*]Allow you to call invasions on Border Access Only race's border sectors.
Keeping in mind what I said above, then yep
[*]Give more control over notoriety, e.g. Border Access Only<->Enemy.
Same here
[*]As ranks increase, reduce amount of points necessary to modify notoriety, or any other action requiring expenditure of points.
Makes sense the argon would definitely be more willing to help an Hero of the Federation than a Citizen
[*]Take control of military ships. Requires expenditure of points.
I'm not sold on this one, how exactly would it work out ?
[*]Ability to force abandon invasion/defence of a sector, to free up ships for use elsewhere.
Definite yes, also to keep the AI from starting an hopeless invasion
[*]Total control over notoriety. Still requires expenditure of points, though.[/list]
Not sure what you mean by that
Any ideas or comments most welcome on this. It's still very much a seed in my mind.

Whaddya all think?
I love your ideas, if you can work this out, this could become the lawful alternative to Pirate Guild (I saw you asked SK for permission to use his comms system, which would be awesome).

Another Idea would be a simple "Distress Signal", that would in essence say "Helloooooo Military Base I'm under attack here, how about you come over and help me ?" and if they like you enough they come

Keep up the good work, I hope you can pull this off :)
djrygar
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Post by djrygar »

Madtrack wrote: Another Idea would be a simple "Distress Signal", that would in essence say "Helloooooo Military Base I'm under attack here, how about you come over and help me ?" and if they like you enough they come
Actually in vanilla you can comm captain of military ship and ask for help. He will if rep is good enough
Madtrack
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Post by Madtrack »

djrygar wrote: Actually in vanilla you can comm captain of military ship and ask for help. He will if rep is good enough
I know, however it has never worked reliably for me (in fact I'm not sure it has ever worked at all :!: ). In theory you can also comm the MB for the same purpose.

Anyhow an improvement on this part would be most welcome
ThisIsHarsh
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Post by ThisIsHarsh »

Madtrack wrote:
ThisIsHarsh wrote:I've been toying with an idea that I would appreciate some input on...
Sure^^
Thanks a lot for the feedback.
Madtrack wrote:
[*]Allow your ships to resupply any missile/ammo type (according to ship's resupply settings) by docking at Military Bases. Requires you to 'spend' points... kills in exchange for missiles/ammo.
Would be very useful, but will probably need tweaking to maitain balance and the need for factories ect ...
The idea is you have to spend some (not many for simple resupply) of your points, slowing your rate of rank increase and reducing point pool for use with other abilities. You could of course sell your surplus and use this to make money. Balancing will be an issue, I admit.
Madtrack wrote:
[*]Allow you to call in reinforcements from other Military Bases, i.e. ones outside of the nearest Military Base's jurisdiction.
You mean assign other bases ships to a particular MB ? could be a godsend for those using IR and needing that extra punch in a particular area
I actually meant a less permanent reassignment, i.e. literally call them in just to defend/invade one sector, then they go back to their usual patrol... But I really like your idea. I think maybe a higher rank should give the player the ability to permanently reassign a ship to a different Military Base, whereas lower ranks just allow you to do 'one-off' emergency back-up call.
Madtrack wrote:
[*]At this point, or somewhere near, would probably need to devote yourself to one specific race...
I definitely agree, see this topic (scroll down to the end) http://forum.egosoft.com/viewtopic.php? ... &start=225 for my thoughts on the subject
When an NPC ship dies it runs the same routine as a Recon ship for spotting nearby enemies, thus potentially calling in a 'revenge' assault. It would be a simple matter to add the same thing to player ships for SIGNAL_ATTACKED or SIGNAL_DAMAGED, or indeed SIGNAL_KILLED. Good idea.
Madtrack wrote:
[*]Give limited control over notoriety with races, e.g. Neutral<->Border Access Only. Requires you to spend points.
You mean relations between races ? if so then yes, but with limitations, argon should never attack boron for instance, not sure what could be done here, as I think a race wouldn't start a war for you except if they already disliked the target ie argon<>paranid
The way I see it, gaining rep with the military also gains you some political power. So with a little political power you can sway e.g. Argon to hate Paranid, but not Argon to hate Boron. But with more and more political power you have more and more sway with the people/government.
Madtrack wrote:
[*]Take control of military ships. Requires expenditure of points.
I'm not sold on this one, how exactly would it work out ?
By this I mean literally give you the ship as if you capped it. Again, requires spending points. So an M1 would be impossible to claim until higher ranks and even then it would cost you considerably in terms of rep. Perhaps it would be worth limiting to only damaged ships. So the player is effectively buying battered military surplus.
Madtrack wrote:
[*]Total control over notoriety. Still requires expenditure of points, though.[/list]
Not sure what you mean by that
As I mentioned above, higher rank allows you more political sway. So at this point I was envisioning being able to turn e.g. Argon against Boron. Again, however, the amount of points required to do so would be prohibitive. Maybe a time limit on successive 'stages' of inciting hatred as well. E.g. Friend->Neutral ...wait 5 hours... Neutral->Border Access Only ...wait 10 hours... Border Access Only->Enemy
Madtrack wrote:
Any ideas or comments most welcome on this. It's still very much a seed in my mind.

Whaddya all think?
I love your ideas, if you can work this out, this could become the lawful alternative to Pirate Guild (I saw you asked SK for permission to use his comms system, which would be awesome).

Another Idea would be a simple "Distress Signal", that would in essence say "Helloooooo Military Base I'm under attack here, how about you come over and help me ?" and if they like you enough they come

Keep up the good work, I hope you can pull this off :)
I kinda covered distress signal with all that babbling about SIGNAL_ATTACKED etc, above. Interesting you can already comm for help, had no idea about that. Pretty sure I tried it in X3R and didn't see it. Cool idea, though from the sounds of it a bit hit and miss.

Indeed it would be good to integrate SK's comms system into this. I don't much fancy the idea of having to script my own version. Hopefully he'll be back on a biiit sooner than last time.
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Madtrack
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Post by Madtrack »

ThisIsHarsh wrote: As I mentioned above, higher rank allows you more political sway. So at this point I was envisioning being able to turn e.g. Argon against Boron. Again, however, the amount of points required to do so would be prohibitive. Maybe a time limit on successive 'stages' of inciting hatred as well. E.g. Friend->Neutral ...wait 5 hours... Neutral->Border Access Only ...wait 10 hours... Border Access Only->Enemy
The way I see it there are two ways you could go about it

You could do like in the latest version of improved races where you just set races relations at will, without cause or consequence (the meta-gaming way)

Or you could do what I would call the "Roleplay" way, where you try to stay true to the universe, and changes have causes/consequences (from what I understood, you're leaning towards this)

Now IF you want to do the second way, pretend that political power gains you influence and helps you sway the government towards hostile or peaceful action, there needs to be consequences also

For instance if I turned the closest allies of the Boron against them, I would expect their entire kingdom to turn red and that they would start to send their fleets against me (ie I can be the target of invasions)


I don't think there's a right or wrong way to approach this, it just depends on what you want to do (and as always it's up to the user to limit himself in those cases, if I would find such an option too powerful, I'm not forced to use it)

Good luck with this, I'll reinstall it as soon as I can squeeze in some gaming time :)
Limbo365
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Post by Limbo365 »

I downloaded this a while ago and now most military bases have loads of carriers with no fighters and there just sitting around!
I really like the idea of this script but its kind of annoying jumping in and finding 10 argon collossus' just sitting in the middle of Black Hole Sun! kinda kills the whole, "upgraded military" feel. The military would never allow that to happen!
"If there not doing something your not doing your job!"
The NCO's Creed! :lol:
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Quotes I like :-D
Klanthalas wrote:Who needs engineering when ya can just hit the control panel with a wrench
Gavrushka wrote:Huh, I'm no cheat, I'm not touching the infernal Springblossom I fly an unshielded Octopus with no upgrades and a damaged hull and when I want to take on a Xenon Q, I just hold my breath, roll down the window and throw pies at it..
ThisIsHarsh
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Post by ThisIsHarsh »

Limbo365 wrote:I downloaded this a while ago and now most military bases have loads of carriers with no fighters and there just sitting around!
I really like the idea of this script but its kind of annoying jumping in and finding 10 argon collossus' just sitting in the middle of Black Hole Sun! kinda kills the whole, "upgraded military" feel. The military would never allow that to happen!
"If there not doing something your not doing your job!"
The NCO's Creed! :lol:
Yeah this is an issue with the earlier versions. To fix:

- Install the latest version.
- Load up your game.
- Go into the config menu.
- Press 'uninstall'.
- Once that is finished, press 'install/update'.

There may then be a period where you see lots of ships streaming out of shipyards as the military rebuilds its forces.

Hope that helps.
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Litcube
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Post by Litcube »

Thrandisher wrote:
ThisIsHarsh wrote:=

Ya, im running/useing litcube's flatmap. I have a little bit of time that ill try a few things while i make coffee and try to wake up.
=
Just for verisimilitude's sake, Litcube's Flat Map doesn't actually modify the map, sectors, stations, or anything in the game save for the *display* of the sectors themselves when viewing the galaxy map. All it is is a scene modification.
Limbo365
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Post by Limbo365 »

ThisIsHarsh wrote:
Limbo365 wrote:I downloaded this a while ago and now most military bases have loads of carriers with no fighters and there just sitting around!
I really like the idea of this script but its kind of annoying jumping in and finding 10 argon collossus' just sitting in the middle of Black Hole Sun! kinda kills the whole, "upgraded military" feel. The military would never allow that to happen!
"If there not doing something your not doing your job!"
The NCO's Creed! :lol:
Yeah this is an issue with the earlier versions. To fix:

- Install the latest version.
- Load up your game.
- Go into the config menu.
- Press 'uninstall'.
- Once that is finished, press 'install/update'.

There may then be a period where you see lots of ships streaming out of shipyards as the military rebuilds its forces.

Hope that helps.
Thanks havnt had time to try it but will let u no wen i do!
Wanton Use of Nukes Blue Wing: Limbo
Quotes I like :-D
Klanthalas wrote:Who needs engineering when ya can just hit the control panel with a wrench
Gavrushka wrote:Huh, I'm no cheat, I'm not touching the infernal Springblossom I fly an unshielded Octopus with no upgrades and a damaged hull and when I want to take on a Xenon Q, I just hold my breath, roll down the window and throw pies at it..
LeBlaque
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Post by LeBlaque »

I apologize, as you can see this is my first post.

I am attempting to add your script as it appears interesting. I have been able to add other AL scripts, however, I am having difficulty adding yours. It is probably because I do not know much about the Script Editor (which I did, in fact, activate). I have d/l Cycrow's Community Plugin Configuration as well as his Plug-in Manager, using this to "activate" the .spk Community Plug-in configuration.

Unfortunately I cannot seem to activate the Community Plug-in which you recommend or your script which is a .MAN (?) file. Perhaps I'm not putting it in the right place (both script folder and TC main directory) or am obviously doing something else wrong. If you don't mind helping this NOOB (though I feel I'm pretty adept at following instructions) with a step-by-step it would be appreciated.

Yes, I've read through much of the website and am still an idiot...
ThisIsHarsh
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Post by ThisIsHarsh »

LeBlaque wrote:I apologize, as you can see this is my first post.

I am attempting to add your script as it appears interesting. I have been able to add other AL scripts, however, I am having difficulty adding yours. It is probably because I do not know much about the Script Editor (which I did, in fact, activate). I have d/l Cycrow's Community Plugin Configuration as well as his Plug-in Manager, using this to "activate" the .spk Community Plug-in configuration.

Unfortunately I cannot seem to activate the Community Plug-in which you recommend or your script which is a .MAN (?) file. Perhaps I'm not putting it in the right place (both script folder and TC main directory) or am obviously doing something else wrong. If you don't mind helping this NOOB (though I feel I'm pretty adept at following instructions) with a step-by-step it would be appreciated.

Yes, I've read through much of the website and am still an idiot...
Apologies for this. It's an ongoing problem with my web host, still need to sort it out.

You just need to rename the .MAN to .spk and it'll install fine.

Weird how this problem seems to be intermittent... I've tried downloading and get an spk, assumedly others do as well, but occasionally someone gets a MAN. Strange.
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Hexenhammer
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Post by Hexenhammer »

HalcyonSpirit wrote:I've seen this "no-name" thing before. It's due to a script/mod that used to spawn and control ships that no longer exists (or has improperly relinquished control of the ships, I guess). When it happened to me, it was when I had the "Pirate Patrols" mod installed, and then I just took it out when I realized I didn't like it. The ships it had spawned remained in the game (and behaved as they already had), but they had no names.

I'm guessing something got changed with this script in the update (file name change, code change, whatever) that caused its link with those ships to be broken. The script is fine (as long as it was coded properly, obviously!), but its probably spawned new ships to replace those that it has no record of (the no-names).
Hi, since 2.5 I got a lot of no-namers too all of a sudden:
http://img27.imageshack.us/gal.php?g=17099387.jpg
As far as I can tell, it only happens to Xenon and Terran ships! I don't have that Military Base Response MOD installed, but CMOD, military hud and SSBM, which might cause this issue... Do you know how to get rid of this? Do I have to live with it and destroy all no-names manually via script or is there a solution to bring their names back? Thanks and sorry for asking in this thread - but I couldn't find another thread to this topic.
ThisIsHarsh
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Post by ThisIsHarsh »

Hexenhammer wrote:
HalcyonSpirit wrote:I've seen this "no-name" thing before. It's due to a script/mod that used to spawn and control ships that no longer exists (or has improperly relinquished control of the ships, I guess). When it happened to me, it was when I had the "Pirate Patrols" mod installed, and then I just took it out when I realized I didn't like it. The ships it had spawned remained in the game (and behaved as they already had), but they had no names.

I'm guessing something got changed with this script in the update (file name change, code change, whatever) that caused its link with those ships to be broken. The script is fine (as long as it was coded properly, obviously!), but its probably spawned new ships to replace those that it has no record of (the no-names).
Hi, since 2.5 I got a lot of no-namers too all of a sudden:
http://img27.imageshack.us/gal.php?g=17099387.jpg
As far as I can tell, it only happens to Xenon and Terran ships! I don't have that Military Base Response MOD installed, but CMOD, military hud and SSBM, which might cause this issue... Do you know how to get rid of this? Do I have to live with it and destroy all no-names manually via script or is there a solution to bring their names back? Thanks and sorry for asking in this thread - but I couldn't find another thread to this topic.
OK, so you're saying that you get no-names and you don't have this plugin installed.

My best guess is that the 2.5 update reduced some jobs, which means blank shipnames, until those ships are destroyed and no longer respawn. So they will clear out themselves eventually. However, I haven't personally read of anyone else with this issue with 2.5 so...

SSBM could also be the culprit, perhaps some incompatibility with 2.5, and likely is, but I would ask in that thread. Either way, they will eventually disappear if you are just willing to wait.
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ThisIsHarsh
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Post by ThisIsHarsh »

NOTE: you will have to reinstall this plugin after the 2.5 update. The 2.5 update overwrites one of the necessary files in this plugin.
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gueganteng
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Post by gueganteng »

i love this script and been using it with IR.
the 1 thing it lacks is the sector takeover even-though the invasion mode is already there.

i use IR just for the race takeover, i do hope the future Mbase revamp has take-over option to compliment the invasion mode..

it will be the only script i will use :)

1 problem i found is that shipyards produce ships for other race. in my universe the argon, boron, teran is having a war with teladi,split and paranid but the shipyard in omricon lyree, legend's home keep producing teladi colossus, cerberus, centaur etc.. (never pirate/ Terran owned ships though) alot more wrong M1 then,M7,M6

they are god's though since when i view debugging info it has no m'base script on it. but i believe m'base is pushing god to create ships from other race's shipyard?

it happens when rearguard is on but goes crazy if i turned the rearguard off by setting the token regeneration and m base limit to 0..in crazy mode the shipyard would spawn 10 teladi Cerberus, colossus, centaur in an instant.

and kingdom's end shipyard producing argon shark, thrasher, ray same with argon prime producing argon ships for boron.

is there a ship spawning pool that God and m'base share?

it looks like that there is a limited amount of ships that a single race / shipyard can produce, and if the race/shipyard has reach that limit and God still need to spawn them (for what ever reason), God would spawn them from other shipyards.

or maybe notoriety and relation between races has something to do with race's shipyard spawning? because i dont see any Terran owned ships spawning those shipyards.

i use mbase with invasion on, IR, and unleashed.. but this happen even without the IR turned on.

thats all i got.. :lol:
ThisIsHarsh
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Post by ThisIsHarsh »

Yeah the shipyards producing ships of the wrong races issue has been pointed out a few times. I really don't know the rules for it. Indeed it is an engine issue. Except for Rearguard, all ships used by MBR are ones that already exist, i.e. spawned by GOD. So when they die they are respawned by GOD - MBR has no part in that. Like I say, I haven't yet figured out the rules regarding this.

You might be right that there is a certain quota per shipyard before allied shipyards are used instead (and it does seem to be allied, or at least neutral races, which makes some sense role-play wise) - so because of the more frequent deaths the quota is being filled more rapildly. Or it could have something to do with the last sector the ship was in before it died and was respawned at the nearest allied shipyard. I dunno.

As for sector takeover: this is something I'm definitely planning. However, I don't really want to tackle player sector takeover, I would much rather have races take over sectors and have the player have a key role in that, with appropriate rewards. For example, something more like 'governership' of a sector, in the name of your allied race, rather than outright ownership.
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MissingSea
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Post by MissingSea »

Downloaded this yesterday and I can definately say that it has made the X-universe much more dynamic, there is more traffic and a lot more fighting. The Xenon wiped out Black Hole Sun (it's only just being repopulated), while the Split and Paranid seem to be constantly raiding Heretics End (and getting their butts whupped), I was in there for over an hour and a constant stream of Split & Paranid capitals and fighters were attacking. Also since I have your NPC bail script installed I'm managing to pick myself quite a few Terran ships :) (even with only 10% bail probability).

But I have noticed that the Terrans seem to have a lot of drones spawning along with their carriers, both freight and (since I've never used them or seen) Keris drones (though it just says Terran Military drone) and occasionally recon drones, and on one occasion a Spitfyre (I've only just restarted the plot so no Alrin access yet :S )
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ThisIsHarsh
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Post by ThisIsHarsh »

MissingSea wrote:But I have noticed that the Terrans seem to have a lot of drones spawning along with their carriers, both freight and (since I've never used them or seen) Keris drones (though it just says Terran Military drone) and occasionally recon drones, and on one occasion a Spitfyre (I've only just restarted the plot so no Alrin access yet :S )
Glad you're liking it!...

...Grrrrrr! Damned drones! I keep adding new special cases to stop drones and special ships (e.g. #deca) from spawning. Hmm, just checked and the latest version does indeed check for Drone-class ships, with even a special case specifically for Recon Drones.

Thanks for pointing this out, I will investigate.
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MissingSea
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Post by MissingSea »

Not sure whether this is possible, but would you be able to make it so that the debris from stations that are destroyed during invasions disappears quicker than it currently does. As I mentioned the Xenon wiped out Blackhole Sun, but now that the Military Base has respawned, because if the debris from the original station it has shifted far off the ecliptic. The same is true of the Orbital Defence Stations in Heretics End and Asteroid Belt.
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ThisIsHarsh
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Post by ThisIsHarsh »

MissingSea wrote:Not sure whether this is possible, but would you be able to make it so that the debris from stations that are destroyed during invasions disappears quicker than it currently does. As I mentioned the Xenon wiped out Blackhole Sun, but now that the Military Base has respawned, because if the debris from the original station it has shifted far off the ecliptic. The same is true of the Orbital Defence Stations in Heretics End and Asteroid Belt.
Hmm, yeah I have noticed, especially in Xenon sectors, multiple military outpost wrecks that could become a problem for station placement. I don't know of any way of getting rid of these wrecks, but I'll ask if anyone knows.
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