[script/mod] ImprovedRaces R15.31 (24.04.2012)

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

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pc32435
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Post by pc32435 »

the download link isn't working for me.
Requiemfang
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Post by Requiemfang »

I can confirm that download link for the 12a doesn't work... the link is broke
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mr.WHO
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Post by mr.WHO »

Right click on the link, "save as".

Edit: Opps, doesn't work, it save dammage file.
djrygar
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Post by djrygar »

sorry, I compressed it as .rar instead of 7zip and havent changed extension in link ;)


proper 7zip file uploaded


drones are working fine (I just observed them for awhile, and seen some response actions, so everything should be ok)

for next version, I have an idea. Something 'New Dimensions' mod is supposed to have. But I think it could be nice to have it in regular game as well.

'real player relations' - when you do something in favor of some race, lets say, a mission for Argon, you gain reputation with Argon. But at the same time, this should make Paranid and Split more suspicious about you, so you Paranid standing should fall considerably. Not by the same value like direct action against Paranid, but by some percentage of the points earned in mission

to make it clear:
I do 'assasination mission'. I am being granted with +100 points of Argon notoriety. And also -50 points of Paranid notoriety and -20 of Split notoriety (because they are allies with Paranid). And of course +20 Boron notoriety because they are allies with Argon

what do you think about it?

I am being haunted by this idea for few months. I presented this idea last summer on those forums, but noone really got interested. I think I have now enough knowledge to do it by myself. Could be obligatory when 'hot war' enabled, or I can use one of reduntant options in setup ('colored names' is supposed to disappear anyway, so there is room - I dont know how to scripts menus yet so I have to use existing ones ;) )

As a result, in will be very hard (but not impossible) to sit over the fence and befriend with everybody.
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mr.WHO
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Post by mr.WHO »

'real player relations'
I'm all for it as long as it's optional (can be turn on/off).

Edit:
Tested this build and everything seems to work fine, Guardian names and recon drones (and with them, the responses).

EDIT2:
Can someone explain why I am experiencing the GREAT traffic jam at both sides of Nyana Hideout-Scale Plate Green gates ?
http://j.imagehost.org/0182/traffic.jpg
djrygar
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Post by djrygar »

are those assault ships or what?


probably 2 fleets that make 'avoid-dance'
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mr.WHO
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Post by mr.WHO »

are those assault ships or what?
Nope, tha's the strange thing - those are regular ships, however I never saw so many TMs in one place in regular game :? .

I have a theory that those are ships trade ships that were left out of ordes when Xenon wiped out and teken over Eightteen Billion Sector, but I dunno why the game logic didn't assign them another task. This also doesn't explain the amount of TMs (15-25).

BTW another shot from another side of gate:
http://i.imagehost.org/0746/jam_2.jpg
Last edited by mr.WHO on Sat, 15. May 10, 19:36, edited 2 times in total.
djrygar
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Post by djrygar »

are you using MBR?

I just uninstalled it - because I noticed there are more and more military ships from Military Outposts. (check if you ships have 'military outpost' in homebase field - if yes, thats probably MBRR)


and some news about IR
I just added one small feature - Assault, Response, Guardians and recon drones wil have designation of homebase in their property window. In addition, Assault ships will have target sector in their 'destination' field. But in other hand I plan to remove information about current conterstrikes and assaults from statistics window. This information should be accessible only from Galaxy News when you are on good terms with given race and you are on their territory
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mr.WHO
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Post by mr.WHO »

djrygar wrote:are you using MBR?

I just uninstalled it - because I noticed there are more and more military ships from Military Outposts. (check if you ships have 'military outpost' in homebase field - if yes, thats probably MBRR)


and some news about IR
I just added one small feature - Assault, Response, Guardians and recon drones wil have designation of homebase in their property window. In addition, Assault ships will have target sector in their 'destination' field. But in other hand I plan to remove information about current conterstrikes and assaults from statistics window. This information should be accessible only from Galaxy News when you are on good terms with given race and you are on their territory
1) It's good to have counterstrike destination - I really missed this one.

2) No I don't use MRB script. It looks like ATF, Teladi and Argon, plus crapload of TMs meet at one gate with so FUBAR that they aren't able to jump even with OOS.
I had similar, albeit smaller traffic jam in the same place with last 7atesins release. Guess I just destroy them all with cheat script to clear the situation.

3)
Does ATF strikes are able to takeover Xenon sector? Coz I helped one ATF strike to invade native Xenon sector (ATF would be raped without my help) and they just fly around this sector while Xenon keep spawning.
It would be nice to have ATF able to take and hold (repel vanilla spawned ships) Xenon sector.
djrygar
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Post by djrygar »

ATF does not takeover sectors, altrough lately I started to prepare this option

Same should be with OFF, but there is problem, who should be owner of sector liberated by OFF (they are supposed to be multiracial forces)

currently they just will stay in Xenon sector and kill everything that will appear there
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mr.WHO
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Post by mr.WHO »

Same should be with OFF, but there is problem, who should be owner of sector liberated by OFF (they are supposed to be multiracial forces)
Well, as OFF attack sectors invaded by Khaak, those sector should return to previous owner, the only problem would be the Unknown sector (does OFF ever attack them?) taken over by Khaak. Maybe they could be taken by Argon, and turn into another Military sector from which multiracial OFF would launch - formally owned by Argon but used by all races.

ATF should do the same, takeover Xenon and Xenon unknown sectors, and return the Commonwealth sectors back to owner. ATF controlled sectors could launch guardians and assaults by themselves (however not as strong as the strikes launched from Moon sector) to keep Xenon busy.

BTW would it be better if the ATF attack the closest Xenon sector instead of random one? It's pain to watch good ATF to be destroyed because they were launche to Xenon Core sector that requre to cross by two other Xenon sector (and those evil OOS Xenon Qs just wait to insta-kill them).
djrygar
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Post by djrygar »

well, there is code that is supposed to change target sector that is closer, for some reason it does not work. I think - because 'closer' for X mean closer on universe grid, not on actual path they need to make.

Actually I've already been changing that, but in the proces I broke something, that's why I returned to some older code to make it functional again.

'former breslau' - you should be ashamed ;> Wroclaw is former vratislavia!
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mr.WHO
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Post by mr.WHO »

Do you have any ideas for Corporations Improvement?

Like for example:
- NMMC/PTNI setting minning operations in Unknown/Pirate sectors
- OTAS creating mercenary groups that protect corporate sectors (PMC force).
- Duke's "corporation" beign a small pirate/smuggler force
- Strong Arms setting lasertowers, OWP for Commonwealth races (private defense contractor) ?

- Terracorp, Jonferco,Atreus, Plutarh corporations - no ideas.
djrygar
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Post by djrygar »

not really

next features on schedule are:
-implementation of Galaxy News Service
-new type of attack for Xenon (scout ships find rich sectors (plenty of hi-tech fabs or energy cells, I don't know yet), drop jump beacon there, #deca with strong support jump in, destroy everything, steal all products/resources and jump out)
- dynamic relation I already mentioned

those features will take some time to implement

I don't really see any outcome from making separate logic for corporations. feel only DUke is somehow underrepresented currently in game. they just send plenty of suicidal traders now. But only SerialKicked is soeone who could do it right ;)
Requiemfang
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Post by Requiemfang »

Hmmm... I noticed the Improved Races addon below the main download link... might I ask what that is? as I can't find any information in the thread about it
djrygar
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Post by djrygar »

there is description:


In addition, I include optional pack of 4 files:
- Real Defence Mission by Mysterial
- Real Defence Mission by Mysterial - Khaak 'edition'
- Missile Rebalance Mod by Imperium3, with slightly modified Khaak missiles for performance upgrade (no swarm missiles for Khaak)
- Modified jobs file with changed Xenon spawn rates


missions are missions - like defend base and similar. The main difference is, that unlike vanill amissions, those do not spawn enemies when you click 'ok, give me mission', but they are offered when certain circumstances occour.
IE - they rely on existing enemies - thus they are called 'real defence' contrary to regular missions - who are really fake (because if you dont take vanilla mission, nothing will happen)

that is the biggest flaw in X games. Egosoft created all this sophisticated system, fake economy, relations, behaviors and... left it unused. I must say that this is one stunning example of faulty, uneconomical game design. No wonder they cannot get out of their niche. One of main principles of game design is to only spend resources, money and manpower to thing that will actually be used in game and will bring you something. Of you think about X, you have plenty of things that give you literally nothing, eat huge resources on your computer, and basically X is shallow shoot-em-up with ridiculously sophisticated background (whole economy, hundreds of ships, sectors and so on) that you can completely disable and you will still be able to play the game practically in the same way. This whole system serves only as background. Whole purpose if Improved Races is to change that. To FORCE you to take part in wars, battles etc. No 'click 'n' spawn' missions. No 'give me enemies when I am ready'.


- modified jobs - this should stop whack-a-mole behavior of xenon (almost immediate respawns)

- missile rebalance has its own thread - basically adjusted damage etc. I only changed khaak missiles to be single-warhead, because multi-warheads give huge drop in FPS, that combined wth well-known performance drop caused by khaak lasers make combat frustrating experience instead of enjoyment. Rest of mod is the same 'missile rebalace' imperium3 created
Last edited by djrygar on Wed, 19. May 10, 11:07, edited 1 time in total.
Requiemfang
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Post by Requiemfang »

Yeah WHICH is why I like this mod I like unpredicablity :lol:
Mad_CatMk2
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Post by Mad_CatMk2 »

for RC12, are you making a SPK version?

otherwise, do I just replace the T and Script files of RC 11?
I fly an OWP. What about you?
djrygar
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Post by djrygar »

yep, just replace and hit 'reinstall'
SpenzOT
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Post by SpenzOT »

You know I did replace the Scripts and T's from RC11, but now the races don't bother to invade each other anymore. Even the Xenon rarely venture from their hideaways (at least not nearly as much as they used to).

I could probably try reinstalling (which is why I was hesitant to say anything), but for now race invasions are broken for me.

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