[script/mod] ImprovedRaces R15.31 (24.04.2012)
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Xenons are OK for sure and they work greatSpenzOT wrote: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).
But you are right about races invading each other, I made some error when fixing Xenon randomization
Strange that noone noticed it before

I already fixed this, seems it works great now. My feeling is that RC13 may be called 'final'. I will post it after I play for few hours and check if everything is all right. I am just watching a Boron fleet invading Xenon sector, so it may be finally be THE Improved Races release everyone was waiting for - almost bug-free ;D
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Yeah you're right. After a few game hours the xenon started pushing against Zyarths Dominion, however their attack forces are pretty weak, and are getting beaten back quite easily by the Split response forces.
Keep in mind I have xenon set to insane with max ships (900).
Edit: Oh yeah and your D/L link is down
Keep in mind I have xenon set to insane with max ships (900).
Edit: Oh yeah and your D/L link is down

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RC14 etc pp
That is correct. I tried it at 10.30 am ...SpenzOT wrote: Edit: Oh yeah and your D/L link is down

Lieben Gruß von Sabine
//^:^\\ Trakkathrin-Kilrathina
Liberte, Egalite, Variete...
//^:^\\ Trakkathrin-Kilrathina
Liberte, Egalite, Variete...
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I have a question about racial/ATF/OFF counterstrikes:
Wouldn't it be better if counterstike would use jump drives to jump to the sector next/near to the target sector (you would have a counterstrike rally point AND sector blockade to prevent further hostile incursion - such move you be logical military tactic) and then sent a mesage to you: "we'll wait 10 minutes, it'f you want to join the strike").
I think that current way - flying to target, sector after sector using conventional engines take ages while jump to rally would be better and could take only littefaster by wait time (if such slow reaction time is intended).
Wouldn't it be better if counterstike would use jump drives to jump to the sector next/near to the target sector (you would have a counterstrike rally point AND sector blockade to prevent further hostile incursion - such move you be logical military tactic) and then sent a mesage to you: "we'll wait 10 minutes, it'f you want to join the strike").
I think that current way - flying to target, sector after sector using conventional engines take ages while jump to rally would be better and could take only littefaster by wait time (if such slow reaction time is intended).
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Hi, I activated Hot War, made sure that Paranid and Argon are enemies to each other, yet Argon freighters are allowed in Paranid space and stations. Is it normal ?
Also, do I get a reward if I kill a Paranid only in Argon space or do I get something if I kill them in Paranid space for example ?
Also, do I get a reward if I kill a Paranid only in Argon space or do I get something if I kill them in Paranid space for example ?
If brute force doesn't solve your problems, then you aren't using enough
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I guess freighters are allowed. Even if you are at bad terms, but do not fly military vessel (fighter or M6/M7) you may not be imediately attacked
IIRC IR rewards only work for Khaak/Xenon. But even that is too much, because money should be earned by doing missions, not automatically.
as for now - I guess best setting for races is
argon-terran-goner are friends
terrans as enemy to all other races (incl teladi)
enable True Relations and..
no matter whom you doing missions for, there always be someone pissed on you
I am just stunned how this simple function wasn't done earlier by someone else.
btw I could add abandoned ship/freebie spawner to IR. There already is AL plugin working in background, so I may use it for several things like that. I used "Abandoned Ship Spawner" from this forum, but it is buggy, and I would like to have something like this, What do you think?
It could be even done like this:
in Xenon/Khaak sectors there could be expensive ships with NO PILOT (M6-M7-M1-M2) to take over. Theyt were dumped by crews when attacked by hostiles.
IIRC IR rewards only work for Khaak/Xenon. But even that is too much, because money should be earned by doing missions, not automatically.
as for now - I guess best setting for races is
argon-terran-goner are friends
terrans as enemy to all other races (incl teladi)
enable True Relations and..
no matter whom you doing missions for, there always be someone pissed on you

btw I could add abandoned ship/freebie spawner to IR. There already is AL plugin working in background, so I may use it for several things like that. I used "Abandoned Ship Spawner" from this forum, but it is buggy, and I would like to have something like this, What do you think?
It could be even done like this:
in Xenon/Khaak sectors there could be expensive ships with NO PILOT (M6-M7-M1-M2) to take over. Theyt were dumped by crews when attacked by hostiles.
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I like a lot this idea. Every action must have consequences, also negative consequences. Maintain the equilibrium can be a new way of life in the x galaxy. Can be definitely implemented?djrygar wrote: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.
Im not playing the game right now, i cant test, but i like a lot the ideas behind this mod.
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I already did this - download R14 RC14 and have fun
EDIT
I just changed the alghoritm - now it deppends of your fight and trade rank how your actions are seen by enemies
basically, when you start game, you are so insignificant, that it does not matter whom you are making missions for and who are you trading with.
later in game, when you become Warlord and Maser industrialist - you are being carefully watched by others, because of who you are
beware - you may easily become hated enemyand with that - become target for assaults
EDIT
I just changed the alghoritm - now it deppends of your fight and trade rank how your actions are seen by enemies
basically, when you start game, you are so insignificant, that it does not matter whom you are making missions for and who are you trading with.
later in game, when you become Warlord and Maser industrialist - you are being carefully watched by others, because of who you are

beware - you may easily become hated enemyand with that - become target for assaults

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WTF, so I went to Thynns abyss as the khaak took over (setting hard) I just wanted to see what they done. I JD through the gate, after 5 seconds (nothing was in sight) carriers and destroyers just spawned around me none of my escort ships (CODEA) even got through the gate in time. Why spawn them so close to the player ship? that has totally put me off this mod. I reloaded, thought maybe the script had a tummy ache and went to a xennon sector to see some other parts of the mod, I JD through a gate and the same thing happened again. Do they have to spawn so close to the player? fair enough they "used a jump gate" but that was too fast for even getting my "wanna be fleet" through. I am hoping I missed some setting if so which is it ? or must I play differently to "get into" a sector
REV 13
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From the above thread, there is thread and the other, quite confusing but I'm sure you can help

About the jumping they all jumped in at the SAME time... POOOF surrounded lol. I shall check this setting when I am back home tomo. Yet it did not take more than 5 seconds of me entering these sectors that they swamped me ( I dont mind the amount just the way they came and how fast they came)
and what about these versions? which version? why 2 threads ? aint they both the same thing ? -.-"

also, I am using MBR,CODEA,MARS,Xtream mode and Race invasions .For combat, the rest should not make a difference.
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Sleep is importantlordmuck wrote:and what about these versions? which version? why 2 threads ? aint they both the same thing ? -.-"

<----> EDIT: It is locked! Huzzah! END EDIT In my opinion the other thread should be locked with a BIG link not only in the first post but also in the last - locked it ought to be anyhow.
Cheers!
Projects:
Onhold..... time time....
Onhold..... time time....
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Fleet Composition and Use help, tips etc
Until recently i havent had to think very much about my attacks and invasions etc... I can handle fighters, covettes etc perfectly and pull off some kills way bigger than myself.
However now that mods and stuff have increased enemy capitals 10 fold and replenish their numbers.... It requires a lot more thought and planning and coordination or else you just lose badly.
What i want to know is how should my fleet be organized in order to stand a chance in "Miitary base revamp + Improved Races (90% of the time with improved xenon turn on)" ?
I tried using destroyers and covettes + fighters but i get annhilated pretty quickly and lose ships really fast.
Recently im trying to assign ships to specific tasks like having a destroyer then 1 ship protecting it from missiles and another protecting it from capitals (missile frigate) and a load of M5 fighters to confuse enemy and keep them shooting into space... But even this tactic is not working well and i lost a bunch of corvettes just fighting Xenon Qs.
I stated using strafe drive a lot to try dodge fire on destroyers etc (i always use it on small ships but now i use it on capital ones too). It works but not THAT good since the movement is slow and the enemy aims for your lead then you have to change it and change it again and you always get some hits. I have to strafe since if you dont just 2 Xenon Qs can oblitrate a destroyer (shields go down quickly if you dont strafe).
So my problems are:
* Whats best fleet organization + tasks to handle enemy fleets properly? (specifically the mods i said... in vanilla game i can destroy any enemy fleet without much care since they dont really fight properly).
* Whats best way or fleet composition to defend OOS? (Since the IR mod allows capturing sectors but i cant be in very sector at once.... Nor can i respond to attacks in many sectors at once so i need best stuff to defend it) Note - i know about SSDN mod with fighter drones but i dont use that since to me its too cheaty and gamey and you can use it to simply take over universe with minimal effort defeating 95% of the games purpose.
* Whats the best way to control a large fleet? Sure its easy to control a bunch of ships but what about when you start to really get an economy and produce many ships with multiple carriers and you must manage fighters for them and they get orders mixed with another group and it becomes a real bad mess.
* What mods would you recommend to assist with the above?
So anything to do with fleets, war, sector defense etc.
In X2 all you really needed was a corvette and you had won the game lol i remember in beginning when strafe drive was 1000 km/ps and u could fly rings around a Xenon K and kill it way too easy with just Ion Distruptor + GPAC. (I havent tried this in X3 yet but i dont think it will be as easy =)
Let me know!
Thanks =)
{"How to cope with effects of mod?" is a question about a mod, and [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] #1 ... merged. jlehtone}
However now that mods and stuff have increased enemy capitals 10 fold and replenish their numbers.... It requires a lot more thought and planning and coordination or else you just lose badly.
What i want to know is how should my fleet be organized in order to stand a chance in "Miitary base revamp + Improved Races (90% of the time with improved xenon turn on)" ?
I tried using destroyers and covettes + fighters but i get annhilated pretty quickly and lose ships really fast.
Recently im trying to assign ships to specific tasks like having a destroyer then 1 ship protecting it from missiles and another protecting it from capitals (missile frigate) and a load of M5 fighters to confuse enemy and keep them shooting into space... But even this tactic is not working well and i lost a bunch of corvettes just fighting Xenon Qs.
I stated using strafe drive a lot to try dodge fire on destroyers etc (i always use it on small ships but now i use it on capital ones too). It works but not THAT good since the movement is slow and the enemy aims for your lead then you have to change it and change it again and you always get some hits. I have to strafe since if you dont just 2 Xenon Qs can oblitrate a destroyer (shields go down quickly if you dont strafe).
So my problems are:
* Whats best fleet organization + tasks to handle enemy fleets properly? (specifically the mods i said... in vanilla game i can destroy any enemy fleet without much care since they dont really fight properly).
* Whats best way or fleet composition to defend OOS? (Since the IR mod allows capturing sectors but i cant be in very sector at once.... Nor can i respond to attacks in many sectors at once so i need best stuff to defend it) Note - i know about SSDN mod with fighter drones but i dont use that since to me its too cheaty and gamey and you can use it to simply take over universe with minimal effort defeating 95% of the games purpose.
* Whats the best way to control a large fleet? Sure its easy to control a bunch of ships but what about when you start to really get an economy and produce many ships with multiple carriers and you must manage fighters for them and they get orders mixed with another group and it becomes a real bad mess.
* What mods would you recommend to assist with the above?
So anything to do with fleets, war, sector defense etc.
In X2 all you really needed was a corvette and you had won the game lol i remember in beginning when strafe drive was 1000 km/ps and u could fly rings around a Xenon K and kill it way too easy with just Ion Distruptor + GPAC. (I havent tried this in X3 yet but i dont think it will be as easy =)
Let me know!
Thanks =)
{"How to cope with effects of mod?" is a question about a mod, and [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] #1 ... merged. jlehtone}
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finally some talk about tactics 
great, it mean IR becomes mature
if you play vanilla it hard to say, because with CMOD tactiics are different.
For example Ion Shard Railgun in Cmod is amazing weapon against M5/M4/Drones
So many tactics from vanilla will not work
as for fleet:
CODEA is your friend. This Beast becomes more and more the Beauty the longer you use it. After month you will send love letters to Lucike.
To some degree, scisors/paper/stone rules apply to planning fight, so M4 are good against M3, M3 in large number are good for everything (unless they meet with a cloud of Flail missiles
). Actually beatiful thing is in many cases you must modify your fleet behavior to win, depending on enemies.
So: Interceptor group should only be allowed to attack small ships (because Ion shad will kill them all)
Seconf thing is one or 2 M7M to protect your carrier, and at least 4 x M8 in your bomber battle group. They will kill everything OOS. Everything. Actually they feel like a cheat. JUst open COdea panel, select your OSS carrier, give order to bombard target (for example M2) and pfff.. no destroyer. Fighters wil deal with the rest. OSS battling is easy
Last thing. when dealing with IR - forget about lossless wins. It is rare situation when your fleet will stay without scratch. In contrary to regular, vanilla missions, they may come then you are not prepared. No mercy ;D
And that is the beatiful thing ;D

great, it mean IR becomes mature
if you play vanilla it hard to say, because with CMOD tactiics are different.
For example Ion Shard Railgun in Cmod is amazing weapon against M5/M4/Drones
So many tactics from vanilla will not work
as for fleet:
CODEA is your friend. This Beast becomes more and more the Beauty the longer you use it. After month you will send love letters to Lucike.
To some degree, scisors/paper/stone rules apply to planning fight, so M4 are good against M3, M3 in large number are good for everything (unless they meet with a cloud of Flail missiles

So: Interceptor group should only be allowed to attack small ships (because Ion shad will kill them all)
Seconf thing is one or 2 M7M to protect your carrier, and at least 4 x M8 in your bomber battle group. They will kill everything OOS. Everything. Actually they feel like a cheat. JUst open COdea panel, select your OSS carrier, give order to bombard target (for example M2) and pfff.. no destroyer. Fighters wil deal with the rest. OSS battling is easy

Last thing. when dealing with IR - forget about lossless wins. It is rare situation when your fleet will stay without scratch. In contrary to regular, vanilla missions, they may come then you are not prepared. No mercy ;D
And that is the beatiful thing ;D
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Yes tactics are cool and is what I am looking for also. I removed the other version and installed yours, 1 Question why is boring moron borons attacking the Argon? they just sent a destroyer to cloudbase SW, I use : MBR/CODEA/MARS/MEFOS(M8/M7M)/Raceinvaisons/Xtreame mode and a few others (quite a deadly place to be in).
in the Hot war option there is no option to set born Vs Argon to alliance as like MBR has which they are set to friends, even using marcons menu I can check diplomacy levels argon/ born = 9 friend, I did want to have argon VS paranid, boron Vs split etc etc .
My fav tactic to train pilots in all this mess lol is using 5 hypes with 2 M3's in each, + my stupid kracken who shoots at 5km away (WTF!!) anyway lol I think I need to make use of mefos now for that.
shame with codea you must set everything to a carrier
.
so far the mod is ok, yet still had a few scouts spawn on me. How do I set the relations for the argon vs boron ?
in the Hot war option there is no option to set born Vs Argon to alliance as like MBR has which they are set to friends, even using marcons menu I can check diplomacy levels argon/ born = 9 friend, I did want to have argon VS paranid, boron Vs split etc etc .
My fav tactic to train pilots in all this mess lol is using 5 hypes with 2 M3's in each, + my stupid kracken who shoots at 5km away (WTF!!) anyway lol I think I need to make use of mefos now for that.
shame with codea you must set everything to a carrier

so far the mod is ok, yet still had a few scouts spawn on me. How do I set the relations for the argon vs boron ?
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This CODEA mod is complicated... I installed CODEA + military transport + personal transport...djrygar wrote:finally some talk about tactics
great, it mean IR becomes mature
if you play vanilla it hard to say, because with CMOD tactiics are different.
For example Ion Shard Railgun in Cmod is amazing weapon against M5/M4/Drones
So many tactics from vanilla will not work
as for fleet:
CODEA is your friend. This Beast becomes more and more the Beauty the longer you use it. After month you will send love letters to Lucike.
To some degree, scisors/paper/stone rules apply to planning fight, so M4 are good against M3, M3 in large number are good for everything (unless they meet with a cloud of Flail missiles). Actually beatiful thing is in many cases you must modify your fleet behavior to win, depending on enemies.
So: Interceptor group should only be allowed to attack small ships (because Ion shad will kill them all)
Seconf thing is one or 2 M7M to protect your carrier, and at least 4 x M8 in your bomber battle group. They will kill everything OOS. Everything. Actually they feel like a cheat. JUst open COdea panel, select your OSS carrier, give order to bombard target (for example M2) and pfff.. no destroyer. Fighters wil deal with the rest. OSS battling is easy
Last thing. when dealing with IR - forget about lossless wins. It is rare situation when your fleet will stay without scratch. In contrary to regular, vanilla missions, they may come then you are not prepared. No mercy ;D
And that is the beatiful thing ;D
Can you give me a quick start for it? The fleet i have is 2 destroyers, 1 carrier, 4 M7M, 1 M7, 15 M3, 2 TS, 1 TL.
Money is not a problem too i own my own sector took it off the pirates, So i can afford a bunch of new ships if needed.
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lordmuck wrote: so far the mod is ok, yet still had a few scouts spawn on me. How do I set the relations for the argon vs boron ?
it that was in Khaak sector - this is unavoidable - this is X3 engine work, no way to get rid of that (worse is, they only spawn at playership)
I can only mask this ugly behavior by spawning more scouts on other ships than player ship, so you will not be the only one that's being harassed by Khaak

Last edited by djrygar on Mon, 24. May 10, 23:45, edited 3 times in total.
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I cannot help when you are using several scripts that change relations.lordmuck wrote:use : MBR/CODEA/MARS/MEFOS(M8/M7M)/Raceinvaisons/Xtreame mode and a few others (quite a deadly place to be in).
There is no argon-boron relations set because of X3 lore I guess, I don;t know. Maybe too many things hardcoded in game etc. But knowing 7ate's knowlege of X this was for a reason, so I will not change that
I have never seen boron fleet attacking Argon, so it is not IR fault