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

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Aragon Speed
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Post by Aragon Speed »

Just a quick question, is this universe independent? In other words if I dropped this into a game that uses a custom universe, will it still work OK, or is it written specifically for the vanilla universe?
ThisIsHarsh
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Post by ThisIsHarsh »

Aragon Speed wrote:Just a quick question, is this universe independent? In other words if I dropped this into a game that uses a custom universe, will it still work OK, or is it written specifically for the vanilla universe?
Yeah it will work in any universe, there is no sector specific stuff. However, you will have problems if your universe doesn't have any Military Outposts in it, and also if you use Xenon Military Bases and there are no Xenon sectors in the universe.

The only time specific sectors are used is for placing Xenon Military Bases. To get around that I wrote a routine to find the n most distant Xenon sectors from each other (so a cluster of Xenon sectors is likely to only have one base). If it can't find n Xenon sectors, then it will simply place less bases.
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Aragon Speed
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Post by Aragon Speed »

ThisIsHarsh wrote:
Aragon Speed wrote:Just a quick question, is this universe independent? In other words if I dropped this into a game that uses a custom universe, will it still work OK, or is it written specifically for the vanilla universe?
Yeah it will work in any universe, there is no sector specific stuff. However, you will have problems if your universe doesn't have any Military Outposts in it, and also if you use Xenon Military Bases and there are no Xenon sectors in the universe.

The only time specific sectors are used is for placing Xenon Military Bases. To get around that I wrote a routine to find the n most distant Xenon sectors from each other (so a cluster of Xenon sectors is likely to only have one base). If it can't find n Xenon sectors, then it will simply place less bases.
Thx. :)
gueganteng
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Post by gueganteng »

My old Argon+Boron+Terran VS Split+Paranid+Teladi universe was too much for god to handle, too many crazy battles. i even increase the rearguard token to 200k and regenerate 200k every 1 second hoping the rearguards would ease gods burden.

it seems the problem with shipyards spawning ships for other races is linked to the amount of battle and ship lost in the sectors near the shipyard..

Teladi has lost its shipyards in Siezewell and surrounding sectors.. god desperately spawn Teladi ships from other race's shipyards but got killed instantly thus started the spawning loop..

enemy spawned ship causes the military unable to leave the sector because they keep moving back to the shipyard to kill the enemy owned ships. and when they have the time to move, too many ships causes traffic near gates. (there are bottlenecks even when its OOS). So a huge chunk of the military is held back by the continues spawning of enemy owned ships while their outer sectors get invaded.

it seems the x3:tc engine and scripts were not meant to handle all out war between races and gods ship spawning is the bane in total race war :x
LeBlaque
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Post by LeBlaque »

Good script, thanks for developing.

One problem I am running into is it appears that the Xenon (bases active) will continue to attack some of the scenario-based facilities which they cannot (and should not) destroy. By example, a huge armada has wiped out Grand Exchange with the sole exception of Dream Farm M beta. Dozens of ships keep hammering this facility to no effect, as I believe it is involved in the Terran Scenario. Anyway you can fix such that they bypass such facilities instead of blow themselves up against them :)
ThisIsHarsh
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Post by ThisIsHarsh »

LeBlaque wrote:Good script, thanks for developing.

One problem I am running into is it appears that the Xenon (bases active) will continue to attack some of the scenario-based facilities which they cannot (and should not) destroy. By example, a huge armada has wiped out Grand Exchange with the sole exception of Dream Farm M beta. Dozens of ships keep hammering this facility to no effect, as I believe it is involved in the Terran Scenario. Anyway you can fix such that they bypass such facilities instead of blow themselves up against them :)
Thanks for pointing that out, that's a good idea. There is a script command to find out if an object is invincible, so shouldn't be hard to add in that fix.
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TSM
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Post by TSM »

This Is Harsh I am trying this out with LV's RRF for bit of extra fun, no problems will occur I hope ;)
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MissingSea
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Post by MissingSea »

Not sure why, but I think that the Terrans are attacking the Argon Stations in Circle of Labour and Heretics End. Are they meant to do this? I've turned off invasions for a while as the constant stream of ships through some of the core sectors was causing log jams at the gates (there were 12+ Raptors at Family Njy N gate plus numerous Tigers).

Also not sure why, but several military bases seem to have a larger number of Carriers vs anything else, namely the Military base in Ghinns escape has over 15 carriers (mainly Raptors).
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Oorillon
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Post by Oorillon »

look nice, i will test it :)
Gruß
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mine1029
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Post by mine1029 »

could i use this script in x3tc?
LeBlaque
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Post by LeBlaque »

ThisIsHarsh wrote:
LeBlaque wrote:Good script, thanks for developing.

One problem I am running into is it appears that the Xenon (bases active) will continue to attack some of the scenario-based facilities which they cannot (and should not) destroy. By example, a huge armada has wiped out Grand Exchange with the sole exception of Dream Farm M beta. Dozens of ships keep hammering this facility to no effect, as I believe it is involved in the Terran Scenario. Anyway you can fix such that they bypass such facilities instead of blow themselves up against them :)
Thanks for pointing that out, that's a good idea. There is a script command to find out if an object is invincible, so shouldn't be hard to add in that fix.

Great, would you mind letting us know when you post an update? Thx!
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TSM
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Post by TSM »

mine1029 wrote:could i use this script in x3tc?
Well since it's on the TC forum aye ;)
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Sesk
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Post by Sesk »

Does this all work with 2.5? Works with Improved Races RC2 r14 ?

Affects Pirates/Xenon/Kha'ak/Yaki ? (sorry if I missed that part if you mentioned it)

Also, are there options to have races patrol more often?

I want some action in sectors, don't always want to have to jump into a Core Paranid sector to get shot. I'dd like for patrols to come in neutral/other sectors, shoot my stuff up ya know.

I don't necessary want the ships to be invincible in terms of AI, but just be more aggressive towards me, hunt me down. (i.e I'm extremely hated by Paranid, I want them to send a capital / M7 patrol to an Neutral sector and shoot me)


Is this the right mod for me ? Do I need IR+this or will this mod be enough (i like keeping it simple)
paulwheeler
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Post by paulwheeler »

Does this work OK with the Pirate Guide acript and is it a suitable replacement for Race Responce Fleets?

There seems to be a few issues with RRF and PG so I'm thinking of trying this as a replacement for RRF.

Thanks
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Sesk
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Post by Sesk »

I've tried it, works OK AFAIK with PG, I don't know if it's as aggressive as RRF. I still don't really grasp the token system, maybe it's possible to make the patrols/response fleets stronger.

A suggestion would be to have the option to filter the message to only warn against Capital ships.

EDIT: Okay scratch that, Xenon have already taken over Gestu Fune, Grand Exchange and are raving in Black Hole Sun.
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Robert Foster
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Post by Robert Foster »

Never Mind, someone PM'ed me with the solution
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Requiemfang
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Post by Requiemfang »

... ALWAYS turn the plugin off in the AL menu... then uninstall the script via the script editor... then... uninstall the package. otherwise you need to start a new game
General Traag
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Post by General Traag »

I was having fun with this mod until I had to go to Grand exchange and the place was overloaded with more xenon them my dual core could handle. that kinda killed it for me to say the least. plus I did not like the idea of ships moving through sector gates to attack enemy's they should be jumping in first off its way more dramatic and second Response time is insane with them all clusterf*ck around the gates this is the army if there going to use the gates I should see blocking of Civilian traffic and rank and file move in of Battleships carriers and so on and so forth to the smallest ships. its got good potential and the resource system is kick ass in theory never got to see how it was going though would be nice if you can see tokens real time so you know how races are fairing. Plus should be some sort of wave system so they don't send in m1's one at a time to get owned by the 20-30 stacked m1s and m2s. they should be able to interpret heavy losses and formulate better strat like covering gates during a xenon push and retreating when the meet heavy odds in a sector regroup and jump back. why would a m1 at 0% shields stay and fight when its whole battle group is obliterated? it should run away and report on enemy numbers then return with more ships fitted to deal with the type of ships encountered. one thing i never understood is how m2s are never specialized for specific threats like you have a m2 set up for anti fighter role or anti m1 kinda like you would build anti tank planes and anti air that way you get good variety in weapons used based on threat encountered enemy a bunch of carriers and m2's lots of m2 anti m2's and bombers along with some anti fighter stat. yeah my game had a big problem with xenon massing to much for my dual core to handle so might be nice to have a way to curb the number somehow i had bases on and xenon token increase at 0 and they still crazy as F. anyway I like your work so far and i think if you work with the RRF guy and some of the other people you guys could make something epic. anyway to make tokens constant so enemy cant build massive armadas? i would like a major battle to be between 1-3 m1s and 1-3 m2s per side max i mean they do not grow on trees do they? maybe a option to set that? anyway GL I could not do what you have done so you know take my advice or leave it at the door.
Requiemfang
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Post by Requiemfang »

this is actually the reason why I uninstalled this... as good as it is... it just makes TO many ships and kills the CPU of the computer. Maybe there should be a certain cap for how many ships are called in. Also General Traag have you checked out the no civilians mod? it might help your CPU if you used that mod it'll help your CPU a little more as well as FPS
General Traag
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Post by General Traag »

Yeah no worries Thisisharsh.
I understand its just a pet project and we all got real shit to do.
I kinda got off topic with my thinking on the subject so ill be more concise in future.
So ill compact what i was saying about the mod changes.
Note, all just suggestions its your car drive it wherever you feel like.
1. Ability to set what a major or minor engagement is, ie 3 M1-2 each side or more or less based on user settings
2. Stopping the Xenon ship pooling and commands to clear military ships from sectors if there is a overrun created.
3. some way to monitor race tokens actively.
4.Military ships should jump in or gate guard when facing superior forces, something to stop them from clusterf--ng the gates. what ever is easier to script.
5. Quick reaction forces would be nice instead of the teladi sending 1m1 at a time to get annihilated. maybe they should run away and repair when hurt or outnumbered or fall back to next sector gate and ambush by forming a ring around the gate and holding ground that way while sending scouts in to appraise the situation.

I got more but I tend to ask to much of something in general. Anyway I appreciate you putting up the effort so although its all sorta negative please take it as advice because just saying Yes Good job has never been my style.

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