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

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lordmuck
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Post by lordmuck »

djrygar wrote:
lordmuck wrote:use : MBR/CODEA/MARS/MEFOS(M8/M7M)/Raceinvaisons/Xtreame mode and a few others (quite a deadly place to be in).
I cannot help when you are using several scripts that change relations.
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
It was only with this mod that this attack happened as they are set to friends with argon from MBR, but no matter :).

So got any good tactics with CODEA? for this mod to increase some survivability and pleasure of popping things :P ?

BTW: One Khaak cluster popped into the ANH reward sector killed my TM (dont matter) So I guess they will take over it ? this is good as I dont want those "its safe to build here" sectors.

just wish my M7M was more responsive to enemies rofl!
Requiemfang
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Post by Requiemfang »

Hmm... with MEFOS you can setup the turrets so they can fire at a min and max range. If press the hotkey for your MEFOS, click your weapon group or MEFOS commands, there are several one of them is special command. You can set up the target and the range for it there... though I never got this to work... best to ask in the MEFOS thread I guess.

Beyond that I think that might be a way to get your M7M to engage enemy's from a distance since it's M7M it should fire at a safe range out of the range of enemy fire if you want it to live long enough if it's going up against a larger group of targets

EDIT: if you go to the front page of MEFOS it gives some info on the special command for it, so you can set it up. I'm looking at this as well
lordmuck
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Post by lordmuck »

ye, need to get the gunners and so on for it, I will do so later today
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Familiar
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Post by Familiar »

I wonder, is there TJOBS file with reduced civilians (I mean no taxi and civilian, but named ones are still there) ?
Requiemfang
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Post by Requiemfang »

http://forum.egosoft.com/viewtopic.php?t=262259

depends though on what mod your using, some mods like the nocivilian or reduced civilian mod are merged with larger mods. Ask OOZ in his thread to see about that :wink:
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Familiar
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Post by Familiar »

never mind, merging last SRM jobs and IR jobs by myself now...
Patholos
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Post by Patholos »

I need some advice on engaging khaak carriers.

Just now, I jumped into PITNI thinking the Teladi had retaken the sector after a lenghty khaak occupation.

I was dead wrong. Turns out they had 1 station still running, and defending forces numbered in M5's I could count on one had.

The khaak ofc had 1 carrier, and since it looked tempting I ordered my 2 CODEA boreases and my Hyp Vanguard, to engage. What happened next:

1. Khaak carrier desolves and jumps to another location.
2. 5 Khaak carriers jumps on top of me.
3. My M2's are killed even before they get a shot off.
4. I eject from my Colossus and watch my beatiful fleet go up into flames.

This is the same fleet that crushed the Xenon occupation in
Spoiler
Show
The Hub, where 20/20/20 J/K/Q set up shop. Without loosing more than 3 M4 Solanos
Why is Khaak carriers so darn hard to kill, if you dont use an M7M?
djrygar
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Post by djrygar »

disable 'carriers generate figters' for khaak

enable 'no jumping' option
djrygar
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Post by djrygar »

anyone tried Operation FInal Fury with plot protection disabled? :D

THAT is challenge!
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Familiar
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Post by Familiar »

@djrygar
terrans as enemy to all other races (incl teladi)
Why they are enemies? They should be suspicious, but enemy ? Xenophobia ?
I'm not far at the game, I'm tormented teladi.
One ore mine, 10TS trade, miners and cags.
I have a wing with experimental kea, nova raider and L based on TM to make my fleet jump capable (SRM with SSRP)
I wanted to start terran plot and looks like they very unhappy with my tade operations. Now my terran rate is -2 and all I can do - is hanging in Heretics End hoping some xenons will be there... ?
In my case even worse - I use wericho's Slow notoriety grow
Gain set to 33% (except teladi - 50% as I'm teladi myself :) )
Loss set to 100% - so soon enough everybody will hate me :)

My suggestions (because I like the idea of true relations) -
Make Terrans not enemies to all. It's too extreme . Their rep is hard to gain, and if you're related to commonwealth (trading for example), their notoriety will go below 0 pretty soon.
Make notoriety loss depends on what rate exactly with race enemy.
I mean, you can be up to trusted ally to argon without much notoriety losses with paranids. But if you go further - paranids found out you're so dedicated to Argon and apply notoriety fine much faster.
djrygar
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Post by djrygar »

not really

when you set Terrans as friends to Argon and Goner, Terran notoriety will also rise when you do something for argon
I wouldn't use second script to manipulate notoriety. This probably cannot end up well - they change values simultaneously. And True relations works for few minutes after single change to balance things.


besides, terran are enemies with everybody else ;) they are just awful species :)


besides - this was just my suggestion for a nice setup - it works well I'd say. You can tweak relations as you want in Hot War editor


I just went from -4 to +6 Boron notoriety without doing a single mission for boron. All this
with true relations its much easier to get high terran standing. Basically notoriety changes are now much faster - in both directions (and its not so bad - you will change sides few times during your gameplay). I just tweaked algorithm further to slow down changes a bit

I also use SSRP - I even tweaked it further to have higher prices (carego bay extension minimum price is 4000 - fantastic! Now I actually do check stats of other TS ships than mistral! So many options that previously were not even worth checking, great
lordmuck
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Post by lordmuck »

I am noticing a an amount of civ ships (look like . <---- on the sector map ) with this mod installed I have Xtreme mode installed I guess it over written something to it as Xtreame mode increases enemy/(anything that can fight) and removes civvies, anywho

This mod is quite nice addition I have to adjust to the ways sectors can be taken over (must keep an eye open) also a request to see what sectors are taken over and by whom? Unless im blind if so point me to it rofl.

ALSO love the do missions for X and get rep decrease with Y love the idea IMO should have been in vanilla.

this mod + CODEA + M7M(MEFOS+CODEA) and any laser based ship using MARS, is quite packed with death'n'destruction! which is what I wanted, yeah could use some tweaking here and there

as I mentioned before even the ANH reward is not safe, or even the HUB sector if i read properly which is ok, or perhaps a tweak that at least in the ANH reward just have some fighters / corvettes no station building or taking over?

another tweak perhaps which i see the AI is quite cheatish and disappointing, I was in a Xenon sector my M7M escorting my Hype, the M7M shot out its barrage to kill and M1 or M2. The barrage was perhaps a few kilometers away and this P.O.S M1/M2 jumps out !!! WTF!!! happened about twice now

They know they are being shot at and will go POOOF cheaters!!!! so any tweak for that ?

and what info / tips can you give on fleet size to retake sectors "take over" and keep
Requiemfang
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Post by Requiemfang »

Hmmm... reinstalled Improved races... one thing I MIGHT suggest is to tone down the GUARDIAN class of capital ships in sector take a look at this pic

http://img689.imageshack.us/f/img689/67 ... 00004j.png

DOES there have to be that many freaking M1 and M2's in one sector at a time? that's gonna kill the FPS of the game for me with that many if I start fighting in sectors with THAT many Capital Guardians. Anyways... yes I know I'm using the Ship Rebalance mod and that adds extra ships itself but really though... without IR they hardly field any at all in sectors unless it's required. This mod adds a little to many... so I suggest you tone down the amount of Guardian ships being spawned in the universe...

Unless there is an option that allows me to tone it down myself so their aren't so many
djrygar
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Post by djrygar »

yes, there is option, maybe not descriptive enough 'counterstrike strength'
(disabled = no guardians at all, also no responses)
weak/balanced/strong covers number and strenght of guardians/assaults/responses (because with exception of assaults - those are the same ships - guardians are changing into Response when called by recon drones for help)
Requiemfang
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Post by Requiemfang »

AH I see, thanks for the info I'll alter the settings then, this will help my gaming and improve FPS, also installed the mod for two reasons, AI ships fighting each other and the improved economy. There are other things I like about this one as well, I had to choose between RRF and IR... I decided to go with this script because it doesn't take as much CPU load as RRF does from what I've experienced in using both
djrygar
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Post by djrygar »

btw I noticed that the biggest FPS killer is Mars and its drones. In battle lots of drones and missiles = crash;/
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Familiar
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Post by Familiar »

You can tweak relations as you want in Hot War editor
djrygar, seems I cannot find this options :oops:
Requiemfang
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Post by Requiemfang »

Hmmm... I see... Mars does have that issue... but I don't see any other scripts that allows AI to use turrets more intelligently :( and I don't mean player owned AI ships I mean the AI race ships
djrygar
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Post by djrygar »

Familiar wrote:
You can tweak relations as you want in Hot War editor
djrygar, seems I cannot find this options :oops:
first you must enable hot war ;) then hot war editor will show in main menu at bottom
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Familiar
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Post by Familiar »

So , if I don't want boron mess with splits and so on...
It's unavailable to me?
I think Khaak and Xenon must made once old enemies become friends now...

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