omegaxypher:
I haven't used Vista, so don't know. Maybe you need to set your settings to such that it shows the extension, and you can change it. If it's "whatever.spk.pdf" , it still tries to use Adobe to open.
ttl,
your work reminds me of an improved version of LV's RaceResponseFleets, which was the first serious attempt to improve the braindead strategic naval ai.
Also, are you familiar with StarTrekMarc's X2 work on race invasions?
He creates mission(s), whereby the script organizes a race invasion of variable size and invites player to join within a certain time, to either join attackers or defenders, make capps, get rewards for kills.
DeadlyDa, of the DDRS Mod adapted STM's script for modded ships--giving them full engine & rudder tunings--making for much more enjoyable (and challenging!) combat. Here's the XTC version:
Update: DDRS version of STM Race Invasions 10.07 now available! The reward system is working well...finally. http://www.flatrock.org.nz/wolf/images/ ... DRS-V1.spk
Legartius wrote:Just a few general questions
How frequent are invasions? Also, do invasions have any lasting effect, eg; sector coming under control of the race. If so, what measures are in place to stop loads of stations being destroyed, therefore crippling the economy? I would love to see a military command station being the main target, and once it is destroyed all stations flipping sides to the victor, or at least turning neutral
Legartius, the invasions that are being discussed are a Vanilla feature. They do occasionally destroy stations, but new stations also occasionally pop up. One version of the mod in this removes the invasions.
Thanks for explaining Have you considered setting up some kind of extra invasion/war scripts, so that races and the player can invade each others sectors on a more permanent basis, even taking large pieces of another race's territory or destroying them, such as in the Conflicts AL plugin? For such a great piece of work it seems a shame to waste it on just a few battles which ultimately don't affect the universe all that much.
Finally, I'll be fumbling round the jobs file trying to add in a few capital ships to make sectors more interesting; perhaps you could consider this as an option in the scripts?
Conflicts does it own thing. This is not supposed to be the same.
Removing the ships from the sectors is exactly the point here. Those ships do almost nothing but bumble around as scenery, and cost a lot of CPU. But if you have a ninja rig, then by all means. So the Mods of jobs on offer here REDUCE the number of ships, but you can run the script to have the patrols, and use a job with extra ships. If your rig can handle it. I know mine can't.
Thanks for the info, I think I'll try running both simultaneously and see how that works out. I'm just a little worried about the bugs in conflicts, as your script is pretty much seamless As for the jobs file, I'll see how the two interact. Any reason why the two might mess up the game together you can think of? I'll keep you posted
I don't think the scripts will technically mess each other up (this and conflicts). I've been informed Conflicts will spawn its own ships, and will not override commands given to other ships by other scripts. Same with Patrols. If there's a job file mod there as well, then only one jobs can be used, of course.
Game balance is another thing, though. I've never tried Conflicts, but with what I read of it, the balance there can be delicate. But the Patrols will know to defend against attacks by Conflicts ships, as the Patrols attack all ships that they are hostile to, or are hostile to them.
All information is appreciated, and I'm sure the Conflicts people would like to know as well.
ttl wrote:Conflicts does it own thing. This is not supposed to be the same.
Thanks for keeping the direction of the script separate, I prefer this over conflicts as conflicts can ultimately remove most races and all my competition.
As it is I was pondering doing a restoration script for a race, to bring it back from the dead but patrols really beefs up the defense of races, which works too
I'm wondering what kind of experiences people have had using this script.
I'm wandering around the Terran sectors after a few days of game play, and it's "dead". Not sure if that's the result of the (little military little civilians" mod from this script or not. I guess the proper way of really testing what this does would be to run two separate games and computers; kind of hard to tell from my own individual experience.
Do these mod files really greatly diminish military and enemy presence?
If cpu load is not an issue, are we better off just using the script and not one of the mod files?
The Terran sectors are empty, I have found. But the Terran militaries are not touched by this script/mod at all. As is explained in the OP. Go to the "proper" race sectors (Argon, Boron, Paranid, Split, Teladi), and you will see more action, this script notwithstanding. And if you want even more, go to Pirate, Yaki, Xenon or Khaak sectors.
I have thought of making the Terrans use the patrols well, as their militaries apparently suck, but since I'm not spending time in those sectors anyway, due to lack of jump possibilities, haven't arsed.
This script has effect on how often pirates die in race sectors. How much that affects average pirate population in pirate sectors, is unknown. No pirate jobs have been removed.
You can get more pirates by making max. amounts higher in lines that are pirates in the Jobs file.
Old militaries were not removed by a script. They had their lines removed from Jobs, and the kill.name script removed the nameless ships. You can have them back by removing the mod. You can still run the script that makes the patrols, or just turn it off from AL menu.
Have u found a way to increase the pirate population? I have not the knowledge to mess around with the files myself.
Installed this script and mod before I tried the game without them and just as u wrote the pirate sectors are deserted from pirate scum = less capping of ships.
The ones that get spawned move in convoys to a nearby sector and get butchered by the sector patrols.
errr dude i seriously wouldnt be installing the extreme one unless you have 1t least 15-20 sestroyers and carries plus escort lol... hard is good, i use it but extreme is going to destroy any chance you used to have of survival lol
umm it should work (installing bothe hard mode and race patrols) but if not try using rapid response fleets, it doesnt remove all the pirates and it acts similar to patrols...
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache