[MOD] More AI LIFE (V10.0)Now works !

The place to discuss scripting and game modifications for X Rebirth.

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What would you want as optional versions?

More traders? + Base mod
6
8%
More Miners? + Base mod
5
6%
More Traders/Miners? + Base mod
24
31%
More traders? Without base mod
0
No votes
More Miners? Without base mod
2
3%
More Traders/Miners? Without base mod
6
8%
Just xenon edition
4
5%
Just pirates edition
2
3%
Just enemies edition
14
18%
Base mod + Less mass trafic
15
19%
 
Total votes: 78

Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
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Post by Privata »

swatti wrote:Considoring the economy now spawning tons of juicy transports its only natural for pirates to tenfold ;)

2x, 5x and 10x versions would most likely suffice to everyones taste.

If amount were tenfold, im sure they will last quite some time before the locals repel them. If there is any way to change the spawn time it would sertainly be the icing on the cake.

X3 XRM mod had Yaki fighter-groups spawn every 10-20sec in some sectors. Nearby sectors were quite busy near the gates.
true the xrm did that but the old version of TJOBS actualy had the respawn settings in the same file in the modern verison I could not see anyway of changing the respawn , if I did I would have changed it
Dreamwind
Posts: 59
Joined: Fri, 29. Nov 13, 21:47
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Post by Dreamwind »

Great mod.

Sadly if you use it currently your stations are likely to die a horrible death as they don't defend themselves oos, and their weps are bugged.

Use with caution if your a builder, also having the AI destroy your construction ship during construction of a station will likely damage your PC's health. :lol:
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Been testing. Sometimes when you start a new "free play" you see a group of enemies spawning right where you start, but elsewhere they only spawn as single or maybe two enemy-fighters every 10min or so.

Something is broken.
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

swatti wrote:Been testing. Sometimes when you start a new "free play" you see a group of enemies spawning right where you start, but elsewhere they only spawn as single or maybe two enemy-fighters every 10min or so.

Something is broken.
in my current game 7-8hrs right know , it all works fine but most of the time the sector police get there befor the player.

if somthing is broken its not me as far as I know but more of a egosoft problemes , becose all I did is increase the spawn numbers.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Camping in a single sector while building i still see "normal spawns" only. Just went thru Xenon-sectors too and not a SINGLE cluster of fighters. Doubt the police went there ^^

I'l uninstall & reinstall to see if it works. When is the 10x coming out? :D
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

swatti wrote:Camping in a single sector while building i still see "normal spawns" only. Just went thru Xenon-sectors too and not a SINGLE cluster of fighters. Doubt the police went there ^^

I'l uninstall & reinstall to see if it works. When is the 10x coming out? :D
strange , and what you said about empty xenon sectors is the reason I maid this mod :D

I will look more in depth in to the job files and see but I am shure its just a bug.....
10X will be here soonTM
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

I imagine evil minions of Cthulhu( /egosoft ) and their patches have something to do with it.

But it is "possible" to spawn those ~10+ groups. Start "Free play" enough times and once in a while you start with a group like that in your starting-sector. So in a sense, it works "once" atleast and running fast into Xenon-space you see lot of em...

Problem is the dont RE-spawn. They spawn only once. Then revert back to regular groups.

RE-spawning is the key.
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

swatti wrote:I imagine evil minions of Cthulhu( /egosoft ) and their patches have something to do with it.

But it is "possible" to spawn those ~10+ groups. Start "Free play" enough times and once in a while you start with a group like that in your starting-sector. So in a sense, it works "once" atleast and running fast into Xenon-space you see lot of em...

Problem is the dont RE-spawn. They spawn only once. Then revert back to regular groups.

RE-spawning is the key.
this is indeed strange , in my game the number seemed to be reduced after a while but still more than unsual play.
in the old games job files respawned , my guess is ATM there is a bug that makes enemies and normal ships stop spawning , I remeber on one save the hole xenon sectors being empty expect there Ks and xenon civil ships
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

YES! There it is! My Xenon-sectors ARE EMPTY after the "first spawns" die. There are some Split ships there and here.

But yes, only Ks and the random-generated civs.

Question is, why and how, cause i have 1.20 started save... Wish i knew anything about coding but i dont. Reading between the lines Egosoft aint making things very easy eighter, atleast on the details regarding what does what.
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

swatti wrote:YES! There it is! My Xenon-sectors ARE EMPTY after the "first spawns" die. There are some Split ships there and here.

But yes, only Ks and the random-generated civs.

Question is, why and how, cause i have 1.20 started save... Wish i knew anything about coding but i dont. Reading between the lines Egosoft aint making things very easy eighter, atleast on the details regarding what does what.
to be honest I have no idea what is going on....
I dont know how or what it is , maybe its linked to the cap ships not being build , I dont know
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

In my save cap-ships ARE built. Mine and NPCs. Quite often too i find the large shipyard busy.
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
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Post by Privata »

so the no enemie issue , was a vanilla bug and it is solved on my side , is its not on yours it should eventually resume the normal spawning.

so what does this mean for the mod , I hear the voices in my head say along with evil chanting.

well that I am going to restart from scratch to go with the new job file from egosoft.

this version will :
increase military presence sins we all know that one day we will have over 9000 XL ships so , so should the AI , the number will be X3 sometime less , depending on faction.

Xenon , X2 for the big ships X5 for there small ones , they in lore should attake with swarms.

first version will (V3) will be just the xenon and will expand then with PMC
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

YEEESSS... More, more, MORE!!!1

insanity aside, can the spawn-rates be increased too?
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
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Post by Privata »

swatti wrote:YEEESSS... More, more, MORE!!!1

insanity aside, can the spawn-rates be increased too?
well , I think nearly anything is possible in rebirth engine , just only limited things are possible with my brain.

also keep the insane , it gives good ideas :lol:

and befor I go on about the mod , I think I will use this as a quote from you
YEEESSS... More, more, MORE!!!1 on the mod page and maybe even as a screenshot.

here how a job file looks like in Xr
<job id="xen_fighter_patrol_sector03" name="{20204,2901}">
<task task="move.patrol">
<param name="range" string="zone"/>
</task>
<quota sector="8" zone="2"/>
<location class="sector" macro="cluster_a_sector03_macro"/>
<time interval="3600"/>
<ship ref="xen_heavy_fighter" />
<subordinates>
<subordinate job="xen_fighter_patrol_escort"/>
</subordinates>
</job>

I assume time interval is the time for them to spawn , I will try and change that and see what happens.
Xr engine is more solid and more logical however there are thing I do indeed miss in the old simplestic engine like the old job file from tc and tr was nice but basic.
however with this one , its deeper but will offer more possibility to thos with more talent.

be good , mind :roll:
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

New version out http://www.nexusmods.com/xrebirth/mods/ ... D303&pUp=1

the new version is redone from scratch and includes ''argon goverment" "canteran" "PMC" "HOA" "Xenon" 'Xenon in albion' 'Reivers' "Heretic vanguard' 'sovereign sindecat" 'split"
it only affects military/or fighting class ships so non of the traders have changed.
you will see swarms of xenon in there core sector , in safe sectors when pirates attake they do so in bigger numbers , the universe is know alive.

the mod only takes place after the next respawn of enemies so in a current game it might take time to start
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr »

This is great mod!I was using it when it was ''More Enemies'' but after ES increases them i removed it.Well, i'll download it again. :)

Btw this combined with ''Fight Reloaded'' is pure insanity! :D
Privata
Posts: 716
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

ICO_hr wrote:This is great mod!I was using it when it was ''More Enemies'' but after ES increases them i removed it.Well, i'll download it again. :)

Btw this combined with ''Fight Reloaded'' is pure insanity! :D
thanks !
I am currently thinking of different variants and optional files
Blackb1rd0
Posts: 42
Joined: Tue, 14. Jan 14, 23:04
x4

Post by Blackb1rd0 »

great mod. love it :-)
Commander Kat
Posts: 176
Joined: Sat, 7. Feb 09, 20:53
x3

Post by Commander Kat »

Simply Awesome mod... even more so with v3.0 im now having whole wings of pirate fighters chase me across zones and in to highways having highway shoot outs (very awesome) also going in to a pmc systems and simply capping a ship or even just staying in a zone for too long invites I fleet of bad guys (as it should be imo when u are -30), the salvage ops are now epic and last hours lol and many reloads :)

I'd go as far as to say there now is a real element of tactics needed, loads of times I have been out numbered waiting for a trader or in the middle of a station hack/salvage op and have really needed to think about what I am doing not even having time to cap/kill, just taking out engines till I can get clear then bailing just in time.

again, not sure if its ME 3.0 or XR1.24 changes??? or both together, but the universe seem like it should be now, combat on the level of X3TC/AP, almost like the AI seems smarter now too, if I got my main fleet in a battle and say my traders/haulers 15-20km off waiting to loot I am now seeing the AI brake off ships witch move off from the main fight and take out my traders/haulers when im not looking/busy and then rejoin the main battle...

what I will say is once u start drama in a hostile system u will get a epic fight on your hands and hostile ships coming in to back up the ones u are attacking, sometimes to a point where they push me back or I incur large losses, and I need to bail on the OP and leave the system to chill out for abit, almost permma fighter aggro means u can't trade with NESA unless you take them out.

all in all its made the game for me, and I'd like to thank you Privata for his work on it... GJ dude :D :D :D

p.s not even got to xenon space yet on this new start (26hours in) Can't wait to see what they are up too :twisted:

Kat
Last edited by Commander Kat on Sun, 9. Feb 14, 16:53, edited 1 time in total.
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Privata
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Joined: Mon, 19. Dec 11, 22:59
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Post by Privata »

thanks , you maid my day.

im actualy working on a new addon for the mod right know that enchances lore about what ships spawn per faction.

only reivers will use reiver ships , other pirate factions will use what ever ships are available in there sectors

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