[AL Plugin] Litcube's Phanon Corporation V1.21

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

The post was a typo. Edited. Thanks!
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

Hi Litcube first off great idea for the script as many have already said it brings a little competition. I've had it running for the past 24 hours alongside DDTC, NPC Bailing addon and Pirate Guild. So far Tanditech has reached 3rd generation.

Now going off what Kadatherion was saying I popped into the unknown sector east of Mists of Elysium in an M3 armed with 3 PRG's and no missiles.

After flying towards the center of the sector a couuple of M8's appeared on an intercept course. There slow missiles were no problem as I neared.

Now this is the disturbing bit. I attacked the first M8 and as soon as his shields dropped he bailed at 94% hull. The M8 was left with full shields and most of its weaponry. Same happened to the next M8. Next up were the 2 TS's floating around, a Demeter and a Mercury. Two quick passes and both bailed leaving all shields and weapons.

I noticed a raptor heading towards me so I thought I'd try my luck. After many passes I had his shields down and on the last pass I was into his hull. At 94% half a dozen or so astronauts bailed out and the ship turned blue. It still had 1 of its shields and all of its weapons and software. Now I know the NPC bailing addon allows big ship bailing but when a ship bails it blows all of the cargo as per the norm. Phanon ships don't appear to.

It can be seen as a plus by some that all those goodies are left onboard with hulls over 90%. For me though it spoils things when I get them on a plate. I like to feel I've earned the rewards.

I'll try some tests without NPC Bailing addon and let you know what I find.

Keep up the good work Litcube.
Still life in the old dog yet...
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

@Vayde: I'm going to go out on a limb here and suggest that this is mostly due to the bail package you're running. I mean, I've never captured an M2 from shield loss in my life, and I've been playing this game for 5 years.

I will be increasing the morale of all ships, however. Without morale, they do bail more frequently, but it's not gaurunteed.
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

Hi again Litcube.

After a few tests minus NPC bailing addon I can confirm your ships behave normaly.

Now as to why only your ships are affected by the addon I have no idea. At a guess I would say that NPC bailing addon handles your race 1 flagged ships differently to the rest of the races and that's what causes the odd bailing behaviour. It's something I'll just have to live with I guess. I'll only be atacking your guys if they shoot first.

I'll post on the NPC thread with my findings but not sure if the script is still supported.
Still life in the old dog yet...
User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked »

@Litcube:

To ignore NPC bailing addon, the following script commands used to work (not sure it still does in latest version, though).

When you build a new ship:

Code: Select all

067   |$ship -> remove secondary signal: signal=SIGNAL_DAMAGED, name='npcbail.dmg'
068   |$ship -> remove secondary signal: signal=SIGNAL_SCANNED, name='npcbail.scan'
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
User avatar
Jaga_Telesin
Posts: 435
Joined: Sat, 16. Sep 06, 22:48
x4

Post by Jaga_Telesin »

Going to drop this in my current (new) game, thank you for the hard work on it Litcube.

A couple questions though - since I started off really small (a poorly equipped M4 and no cash), at what point should I start running this plugin? I don't want to get some UTs running only to find out I am up against a huge enemy corporation with amazing assets. Should I start now after I have just outfitted my M4, or wait until I have a M6/7? Wait perhaps until I build my first station, or until I have my own M1?

Did you put an ultimate cap on their assets, or the number of ships/stations they can own, or can they expand infinitely?

Cheers.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Hey, Jaga.

I've played several games with this over the course of a year or so, and I always start it immediately. Even with the sort of start you've described.

It adds some urgency.

There is no cap. But because they have to actually earn their income, it can take a long time for a Phanon company to ramp up. A really long time, actually; especially in the first generation.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Post by Shuulo »

Thank you for good job, i like this plugin, but i would like to see something like difficulti setting when you start script( maybe just their starting cash). Also it will be really awesome to remake this script to add one more company( using race2 maybe) so they can fight one another, not only you. But its just my wishes, anyway very good job, without noticeble issues and perfomence impact, you did what i wanted for LONG time, thank you very much.
User avatar
DaRude1
Posts: 14
Joined: Sun, 21. Feb 10, 05:22
x3tc

Post by DaRude1 »

Hello, just wanted to drop by to thank you and tell you how awesome this plugin is. I really like the idea of having some competition. It make the game a bit harder, which i think is nice. I hope you can expand this plugin even more, making the game even harder ( which I think is great ).

Anyway, thank you again :)
powerbrite
Posts: 93
Joined: Thu, 10. Jun 10, 15:28

Post by powerbrite »

-hi good script i run this with a lott mods saems run good theres a problem with freiters going to my stations and being blowen up by my deafence ships i also like to see the other corps reaplaced by this mod.
Scram_UK
Posts: 84
Joined: Tue, 26. Jun 07, 00:44
x4

Post by Scram_UK »

Hi there. I really like the idea of this script.

One or two questions though.

How do you think this will work with the 'Conflicts' script? Its a script that makes the races goal orientated and go to war with one another as they fight over sectors. How do you think that would work, if it did? Could it cause some odd behaviour like Phenom going to war with the other races? Or allying with them. It's a feature in the mod but i don't know how a AL corp would do in such an environment.
Guess it'll be interesting to find out :D

I'm a little bit bummed however that common hostiles(pirates,xenon etc) that HATE everyone don't hate Phenom. Is there anyway for them to start in the safer sectors (like the player). In a trader...and 10,000cr.
Better yet.... It would be cool to customise the starting conditions.

(EDIT: Although reading about the AL pirate guild script could make things more interesting)

Do you think it would be possible to add a third player in the game... to sort of have a 1v1v1?
System
Intel Q8200 2.4ghz
RAM : 4GB
Geforce 280GTX
PSU 1KW
User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

Hi Litcube

Could you tell how long does the Phantom Corp needs to pass the first stage(subsidiaries)?
What exactly happen then?

Does the HQ change the name from TandiTech to another?

I have tested PC with PG,YA,MBR(no invasions) and Unleashed mod to see the game performance(number of scripts runing).I must say the performance are beter then vanila with no scripts instaled.

I run the game in seta for more then 2 ingame days.I parked my ship in Savage Spur, cheat my self GOD and no coalision thing and did nothing.

In all this time the PC advanced very litlle which is probably because of others scripts instaled(PG,YA and MBR).Do you think the same?

I have started a new game without PG,YA and MBR.Again I will do nothing, just put it on seta and wait.

What do you think how long it will need to advance with me do nothing to stop there advance?

Cheers

Edit:TandiTech assest is much biger without others AI scripts instaled :(
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Idea:

2 game days likely isn't enough to see a noticable change in TandiTech. They garner assets in much the same pace as a player does: exponentialy.

You'll never move on to the next subsidiary so long as the TandiTech HQ remains. You'll have to invade, take out the HQ, and then you're on your way to the next stages.
User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

Litcube wrote:Idea:
You'll never move on to the next subsidiary so long as the TandiTech HQ remains. You'll have to invade, take out the HQ, and then you're on your way to the next stages.
I diden't know that.Thanks
marcusdavidus
Posts: 155
Joined: Fri, 29. Oct 04, 12:31
x2

Post by marcusdavidus »

i got problem

im runing ships rebalance continued with addon that change pices of almsot every ship upgrade.
my phanom doing 100 nothing they send the same report 5 times stated that they got -23 m credits lol
i run your spy script and it says that they have -23 milions and bunch of ships and 0 to next generation. i assume that they bought shietload of ships on begining and somehow got no cash fro trade or do anything so they actually sit there and do nothing. is a way to incect them 200 m or so ? even from my own wallet but this is rly bad that tehy got debet like hell

nevermind i found script who do just this. i gived them 90 m now they got 66 thanx mate for include this script. maybe in future relase u make script that check how much cost initial build for them and give them more gold on begining so no mather what twares u got modet they dont lock up themselfs

cheers
SLeeZeCoRe
Posts: 709
Joined: Fri, 10. Sep 04, 19:55
x3tc

Post by SLeeZeCoRe »

I've had an interesting problem, I decided to stop farming Tanditech for ships and nuked them. Now when Nova started up they've decided that their HQ is 'The Menagerie Shipyard' :o

So its never around for more than a few minutes, and thats too long to get a small fleet of M2's to SMITE them away :lol:
User avatar
Chobittsu
Posts: 2210
Joined: Wed, 14. Apr 10, 21:12
x4

Post by Chobittsu »

I'm really enjoying this mod, gives me big targets to hit without ruining galactic relations or economy
rbettele
Posts: 144
Joined: Wed, 14. Jul 04, 01:19
x2

Post by rbettele »

Is it possible to enhance this mod - which is great BTW - with a difficulty level ?
So setting it harder will give them more credits/quicker progression etc.. ??

Finding they are not getting very far in my universe and need a bit of a boost or they will be an easy takeover.

Rich
Dont blame me it's all my parents fault !
borgrel
Posts: 67
Joined: Mon, 5. May 08, 00:37

Post by borgrel »

sounds like fun

what do i need to do to allow pirates to hassle the corp

...pirates, not pirating?? seems fishy to me!
BlueShade Zero
Posts: 362
Joined: Wed, 2. Aug 06, 03:41
x3tc

Post by BlueShade Zero »

So... What your telling me, is that this corperation will grow, expand, and act on its own in whatever way it deems fit and profitable?

... Hence by your telling me, that this corp will grow to be as badass as i am?? BLASPHEMY!!! I'll see to this problem right away...

Lol jk thats completely badass. I'm gana give this a try right away when i can. This could be really fun, if they end up being as challenging as i hope. This is coming from some one who declared war on the universe... and won...

Always lookin for a fair challenge.
(\__/)
(='.'=)
(")_(") Chaos, panic and disorder- my work here is done.
[ external image ]

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”