[AL Plugin] Litcube's Phanon Corporation V1.21

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zibafu
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Post by zibafu »

gonna give this script a download for sure, I havent read thru all 14 pages stopped at like page 5 so this may have been suggested or even implemented.

is it possible to use/modify/add to this script to.... lets say "activate" some of the vanilla corporations to behave in similar fashions to phanon corp, it'd be interesting to see lets say terracorp also be in competition attacking both my assets AND phanons, and any of the other corporations in game in order to dominate or add a second custom corp that behaves like phanon.
Would create an interesting situation where they start trying to destroy eachother and could potentially create crazy battles later on where your all fighting at once.
Shuraalex
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Post by Shuraalex »

Im really looking forward to a XTC compatible version of this script.

I think this is one of those must have scripts, the x universe seems so dull without it. Also liked your revelation script, I love the idea that your opponent actually have to use "real" money to buy their ships/stations. Its one of those things i wanted in the vanilla version of TC.

Do you have any plans to expand on this idea? Perhaps adding another corp?

Anyway, thank you for making this awesome script!
Wait , its already compatible with XTC O.o or am i playing something else?! :D
"I don't know what a Xenon is. From what I hear tell they're kinda like toasters with
attitudes only bigger and and with plenty more attitude" - Scion Drakhar Tue, 23. Nov 10
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Shuulo
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Post by Shuulo »

Shuraalex wrote: Wait , its already compatible with XTC O.o or am i playing something else?! :D
XTC = X-Tendend
zibafu
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Post by zibafu »

I also hope for an xtc/ x tended version, I know nothing about scripting as such aside from basics of making myself a new shiny ship for nothing...

buutt, it seems to me to make it compatible would be simply a case of making the phanon start sector random - if thats possible scripting wise
Khaak_Slayer
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Post by Khaak_Slayer »

Can this be installed into a current game?
Rawr.
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Litcube
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Post by Litcube »

Khaak_Slayer wrote:Can this be installed into a current game?

Yup.
Khaak_Slayer
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Post by Khaak_Slayer »

Thanks!
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Mailo
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Post by Mailo »

If I haven't said it already, thanks for this script, finally an opponent in X3 :)

One suggestion: The ships used by the corporation have a bravado value of 0, meaning pretty much every single one is guaranteed to bail. With the NPC bailing script, I just got the corporation mammoth to bail at 97% hull.

Is it possible to spawn the ships with slightly braver pilots?

Edit: Yes, it is possible. I inserted the following lines

Code: Select all

0361 $PilotName = [THIS]->call script 'al.LitQB.PhanCorp.GenPilotName' :
0362 $Ship->set pilot name to $PilotName
0363
0364 $Ship->add default items to ship
0365 $Morale = random value from 0 to 100 - 1
0366 $Ship -> set pilot morale: $Morale
0367 $Fightskill = random value from 0 to 100 - 1
0368 $Ship -> set pilot fightskill to $Fightskill
0369 $Aggression = random value from 0 to 100 - 1
0370 $Ship -> set pilot aggression: $Aggression
into the script al.LitQB.PhanCorp.MakeShip, which seems to have solved the problem.
As a personal service to all who try to keep up with my professional work:
[ external image ]

My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
Firewrath
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Post by Firewrath »

So im here posting ideas tonight and i thought id comment on this,
The idea behind this script is awesome, even though im probably not good enough to be hunted down by it, :P

First though:
Litcube wrote: There is currently no option to befrend the corporation. I didn't see a lot of point, as there's roughly 4,500 ship in the Universe with job scripts looking to do just that.
I want to say that my ideas posted below for the most part are totally at odds with this statement, but i sincerely hope youll give at least the first one some consideration anyway.


An idea i had for this that i would really Love to be able to see,
is a version of this script thats under the players control,
i know its totally opposite its intended use, but i think it would be rather workable,
as for why, well, as i hinted at before, im not exactly 'The Best' at the game, yeah, i run around, shoot a few ships, build a station or two, trade some, but thats about as far as i go, i dont build the super complexes like most people that play or take over half the map with thousands of ships, really, ive never even broken 100mil, :P

So something like this would add that 'neat' factor and well, someone to do most of that for me, ;)

Now as to how, it would basically work like so:
You buy a station and use a command for it to run this script on it, that would then turn it over to this AI, (but youd still own it)
The AI would then rename the station with '(PhanCorp)' in front of the station name, take whatever money is in the station and use it as normal,
Any ships it buys it should rename to '(PhanCorp) <ship>' to show the player it belongs to the AI,
This also opens the possibility to steal or donate ships to the AI,
say that if you renamed a ship or station and removed the '(PhanCorp)' the AI would stop using it and the player would then have full control (asin the AI would stop giving it commands), or say you have just capped a ship, err a Pirate Buster, you dont really want it and you Could sell it for a small amount, OR you could rename it from 'Your Pirate Buster' to '(PhanCorp) Pirate Buster' and the AI would then take control of it, using it for whatever purposes it has,

to me, this would be balanced as it has to run off the players stations account and whatever money it makes trading like it does, i see the player having to donate a bit of money to the station to get the AI fully up and running,
Though, it would have to lose the trading bonus and the 'respawning' subsidiaries in order to work for the player,

I hope youll consider this, as id like to be able to do a little more with the game, and establishing your own corporation seems like it would be rather fun. I also had another idea, which is below, but this is the main one im interested in.



The other idea:
I was also curious, as zibafu had the idea of replacing corps with the script, Has any testing been done with multiple versions of this script running at the same time?
Do they drastically slow down the game with more then one running?
(Which was the problem LV had with something similar, and i know you said you optimized it with CPU load considerations in mind)

Im Really curious because i read in another thread that h2o.AvA came up with a way to more or less 'kill' GoD for X3TC, where it no longer builds or destroys stations, as part of doing this, it deletes all stations, then replaces them (im not sure if theyre replaced exactly the same, or randomly) though not under GoDs control,

So imagine if you combine That with this script, except, this script would replace the actual Races.
h2o's script would have to be used and modified (hopefully he'd give permission for this if youre interested,) so that when it replaces the station, it puts them in control of this AI, with respect to race ofcourse,
Though hopefully the pirates could be left alone, as i see this mixing Really well with Serial Kicked's Pirate Guild, ^-^

So now youd have only this AI running the races, and hopefully an option to set how they react to each other and the player, (similar to Improved Races 'Hot War'.)

Given that the races would then run off a semi-real economy, that M2 they just lost fighting pirates would now take a small bit of money to replace, possible opening up invasion by one of the other races because it no longer patrols its sector,
I think this has a Ton of potential and just wanted to toss it in for consideration.
Personally i think it sounds rather cool, though i know that might not count for much. :P
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Litcube
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Post by Litcube »

Hi, Firewrath. Thanks for your comments.

Your first idea, the one where a corporation is under your control, is out of the scope of this plugin. It's a nice idea, and I appreciate your enthusiasm, but it would require a complete rewrite of the script to provide interfaces for the player.

Your second idea is an old one that's been around since X3R: have the races use real money. I don't actually know what the performance impact would be on the game, but I would need to rewrite the whole thing again.

I do plan on either a) expanding this or b) rewriting this. In the rewrite I would implement a job system where other members of this forum could plugin their own Phanon tasks and we could all share them on a thread in here. The Phanon Corp framework would be still there as the backbone, but the tasks that the ship have can be re-written, provided they stick to a protocol.
Firewrath
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Post by Firewrath »

Litcube wrote:Hi, Firewrath. Thanks for your comments.
Hello. Thanks for taking the time to reply, ^-^

Litcube wrote:Your first idea, the one where a corporation is under your control, is out of the scope of this plugin. It's a nice idea, and I appreciate your enthusiasm, but it would require a complete rewrite of the script to provide interfaces for the player.
Heheh, well, I'll be honest here, i was thinking a lot less work then new interfaces. Just turn stuff over to the AI and let it run on its own, ^-^;

Litcube wrote:Your second idea is an old one that's been around since X3R: have the races use real money. I don't actually know what the performance impact would be on the game, but I would need to rewrite the whole thing again.
Yeah, but ive never seen a way that made me think it was actually possible until i seen your mod then later on read about the work h2o.AvA has done, But if it requires a rewrite, i can see how the extra work and implementation on either idea could outweigh the general use.

Litcube wrote:I do plan on either a) expanding this or b) rewriting this. In the rewrite I would implement a job system where other members of this forum could plugin their own Phanon tasks and we could all share them on a thread in here. The Phanon Corp framework would be still there as the backbone, but the tasks that the ship have can be re-written, provided they stick to a protocol.
I'll admit i dont know enough about scripting to understand the full potential the job system would have, i can imagine things like custom defense/invasion jobs or the AI doing things like boarding. So it does sound rather interesting. Specially given the overall talent in the S&M forums, im sure people could come up with some neat/unexpected uses.
Personally I think im going to try to learn scripting by rewriting the Terracorp Fleet Package, and yes, i know its not going to be the simplest thing to start with and i have a ton of questions* about signals and ship scripts, :P
but its something ive been missing in TC.
(*There shall be a general thread soon after i go through the MSCI a few more times, ^-^;; )


Just one more comment:
Litcube wrote:There's about 15 requests in the Phanon Corp thread asking me to re-write the whole thing so that it can suit their XY play style.
ive been wanting to reply here for while not, but this post in the other thread finally pushed me to it, :P
i just wanted to say i hope you didnt take my ideas as such a request, granted i'll admit they would take a bit of work, i didnt expect your script would need to be rewritten in order to do them,
(i honestly figured just changing the Race slot and starting sector would be enough, besides some other changes like if made to work for the Player)
But having done testing/semi-debugging for some other mods and programs, ive found that by submitting my ideas for such things, the developers will either say 'No' and give a reason why (like you did) and then to move on, or theyll like something about the idea and use it or use it in part, which is always nice,
but you never know unless you get the idea out there, hence my post, ^-^
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Litcube
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Post by Litcube »

Firewrath wrote: i just wanted to say i hope you didnt take my ideas as such a request, granted i'll admit they would take a bit of work, i didnt expect your script would need to be rewritten in order to do them,
(i honestly figured just changing the Race slot and starting sector would be enough, besides some other changes like if made to work for the Player)
But having done testing/semi-debugging for some other mods and programs, ive found that by submitting my ideas for such things, the developers will either say 'No' and give a reason why (like you did) and then to move on, or theyll like something about the idea and use it or use it in part, which is always nice,
but you never know unless you get the idea out there, hence my post, ^-^


You're totally right about that. And I didn't take your post as a 20 request for 20 hours of work. There's far better examples of that throughout this forum. ;)

As long as someone provides some thoughtful discourse, I don't mind a suggestion. :) As I said before, some of the best elements of Phanon Corp. came from posters here.
ezza84
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Post by ezza84 »

this is a nice script, really wish we could have even more corporations like this. Maybe have an extra 2-3 or 4. Make allies with some of them, or they make allies amongst themselves, then we fight against each other while also trying not to get on the wrong side of the law :D .
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DaRude1
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Post by DaRude1 »

Hi Litcube, I was just wondering how the work on a compatible version with XTC is going? I love this script, and finding it hard to motivate myself playing without it. So would be great with a compatible version.

Cheers.
sittinSideways
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Post by sittinSideways »

Looks like a very ineresting mod Litcube, I'm excited to download it. One question though: is this compatible with the X3TC "Operating Costs" mod? As in, will Phanon Co. also have to pay operating costs on their ships and factories, just like me?
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Litcube
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Post by Litcube »

DaRude1 wrote:Hi Litcube, I was just wondering how the work on a compatible version with XTC is going? I love this script, and finding it hard to motivate myself playing without it. So would be great with a compatible version.
Cheers.

I'll be honest. I haven't even started. I've had a bazillion requests for it, though, so I'm going to work on it today, and hopefully have a version out for tonight. I'll need testers for that version. I don't play XTC, so you dudes are going to have to report anything funky, and I'll jump on it. Deal?

sittinSideways wrote:One question though: is this compatible with the X3TC "Operating Costs" mod? As in, will Phanon Co. also have to pay operating costs on their ships and factories, just like me?
I've never even heard of "Operating Costs".
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Litcube
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Post by Litcube »

XTC version, based on 1.2 has been added.

Home sector default is Totuga. XTC does indeed use Race 1 extensively, so I had to change Phanon Corp to Race 2 for the XTC version. Sticking with Race 1 would have caused issues (for example, killing all lifeforms in the Universe upon defeating a Phanon generation).

Anyway, give it a shot.
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DaRude1
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Post by DaRude1 »

wow, that was fast! Downloading it now, will test it out later today, after work.
Thanks for making and sharing this with us :)
hlking
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Post by hlking »

Hello litcube, First off I would like to thank you for this excellent script.

I've been having some problems with it though.
Seem to be some kind of conflict with this and SRM. Because whenever I try to run this along with SRM, Phanon Corp never start to expand as they usualy do, the opposite infact.
I get the normal message telling me Phanon Corp has been initialized. Then after 4 hours, when I recieve the message (telling me how many traders, credits worth, next ship etc), it says they have 0 ships and often the company value is worth a few million minus, diffrent every time I start a new game. Without SRM they usualy start with 6 ships and a few million +.

Asked about it in the SRM thread and was told that it's because of the SRM Weapons Dealer plugin. However disabling it did not help me, so I was hoping you could shed some light on this.

Thanks.
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joelR
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Post by joelR »

hlking wrote:Hello litcube, First off I would like to thank you for this excellent script.

I've been having some problems with it though.
Seem to be some kind of conflict with this and SRM. Because whenever I try to run this along with SRM, Phanon Corp never start to expand as they usualy do, the opposite infact.
I get the normal message telling me Phanon Corp has been initialized. Then after 4 hours, when I recieve the message (telling me how many traders, credits worth, next ship etc), it says they have 0 ships and often the company value is worth a few million minus, diffrent every time I start a new game. Without SRM they usualy start with 6 ships and a few million +.

Asked about it in the SRM thread and was told that it's because of the SRM Weapons Dealer plugin. However disabling it did not help me, so I was hoping you could shed some light on this.

Thanks.
I dont use the SRM weapons dealers plugin but I do use SRM and I have the same issue so it isnt that.

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