[script] Improved Races (r14 RC2 Available)

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aka1nas
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Post by aka1nas »

Yeah, for it to be worthwhile you'll need some helper scripts to prevent enemy shipyards from respawning at least. I use Lazcorp's claim sector script and it's not really worth holding a Xenon sector. Especially with the issues with OOS and ships like the Q. I keep losing my Boreas' patrollers there. :(
7ate9tin11s
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Post by 7ate9tin11s »

uberex wrote:Does the Incursion Response fleet include "Military Patrol"-eske ships that wander aimlessly in core sectors? Or can TJobs file be rid of all ships starting with "Military Patrol" for the purpose of this script?
Well, kinda. They just have recon drones that flit around looking for enemies. It should work fine without military patrols though, I bet it would really speed the game up too :D
Yeah, for it to be worthwhile you'll need some helper scripts to prevent enemy shipyards from respawning at least. I use Lazcorp's claim sector script and it's not really worth holding a Xenon sector. Especially with the issues with OOS and ships like the Q. I keep losing my Boreas' patrollers there.
Grab Gazz's OOS rebalance script to tone down Q's in OOS combat. Though you have a good point and the routine which monitors takeovers would also destruct any enemy stations in your sectors while you own them. Pirates would be exempt from this, of course :D
lettuceman44
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Post by lettuceman44 »

7ate9tin11s wrote:
Just one thing. Could you make it so players can take over sectors?(or is there a script for that?).
It would not be hard to do, I just need to decide a fair way to do it. How about a 2-stage condition like the Xenon face:

1. No other stations except yours in the sector.
2. No enemy fighters or big ships in the sector (M1,2,3,4,5,6,7,8,TL,TM).

Then the sector is yours...and the counterstrikes against you will start :roll:

/What? you expected to keep it forever?
//Good luch with that...
///Should you get tax income from owning the sector?
////Perhaps 0.05% of the value of every non-player ship and station in the sector once per hour?
Your two conditions seem fair.
But here is another thought. Keep the ship condition, but as another condition, have like a time one. If you are in a sector for so long without resistance, ownership is transferred to you along with the present factories.
About tax.
Sectors have populations right? What if tax is based on that?
lrd99
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Post by lrd99 »

I don't think what getting payment for "bridge crossing" would be fair. Your fleet doesn't pay taxes in other sectors, right? And your stations don't.

Hm... What if a current owner of ruined border sector will decide to sell it? But it doesn't mean other races agreed with decision. ;)

P.S. Personally I don't see the point of owning a sector(s) except some fun.
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Killjaeden
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Post by Killjaeden »

P.S. Personally I don't see the point of owning a sector(s) except some fun.
If you conquer a sector and can't claim it it's pointless to conquer a sector...
I wannabe the emperor of Xuniverse *throws hood over head* :twisted:

It would be nice if you (or the other races) could claim a sector - and could choose if other races can build in your own sector or not - no need for taxes because the player can benefit from the economy. The enemy shouldn't be able to spawn stations/ships in a claimed sector but should try to get the sector back.
The ability of gaining a sector back should be defined by the amount of sectors they have... If boron only have 4 sectors with 1 Shipyard left then they shouldn't be able to attack all other claimed sectors with the same amount of ships they would have if only one sector was claimed...
Perhaps set coresectors to the prefered 'get back'-targets.
Maybe limit the 'sectors-of-interest' to 1-2 because it doesn't make much sense to attack every sector after the other trying to overhelm the defenses... and losing forces all the time. Concentrating to get one sector back and then take the next one.

It would prefer if the races can only take the outer sectors at first (if a core sector is surrounded by player owned sectors) and then moving towards the coresector.
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someone else
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Post by someone else »

Then the sector is yours...and the counterstrikes against you will start
Forever? that is too much imho... and Vanilla does that too.
maybe after 10-20 counterstrikes they may give up or offer you money/ships/stations/their daughters to make you go away.

a bit of diplomacy isn't so bad after all. :D
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Nephtys
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Post by Nephtys »

2 Questions:

1) Is it possible (^^) to do the story or hq plot without destroyed stations or HQs?^^ (would be nice if they would be untouched till end of their plot)

2) Is a No-Civ-Mod integrated or do i have to use another one like the one from the cmod?
i want a fast war, not a 1 fps war :D
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someone else
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Post by someone else »

1) Is it possible (^^) to do the story or hq plot without destroyed stations or HQs?^^ (would be nice if they would be untouched till end of their plot)
in theory they respawn... but yes, that is a interesting question.
2) Is a No-Civ-Mod integrated or do i have to use another one like the one from the cmod?
i want a fast war, not a 1 fps war
nope, this is a script. If you want a No civilian Mod you can download it from elsewhere.
If you know how to tinker with Jobs.pck you can remove all Military Patrols too to increase performance, ths script makes them largely useless.
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Grimshad
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Post by Grimshad »

ahh someone help, the version 10 download does nothing on mediafire, can someone upload somewhere else and link me please, i want this bad! :D
SoniG
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Post by SoniG »

It hepened to me, that when HQ plot started, the m2 got killed by Xenon raid (Q+fighters), had to reload older save as I wasnt able to go imidietly there (around 20 mins) :(
7ate9tin11s
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Post by 7ate9tin11s »

SoniG wrote:It hepened to me, that when HQ plot started, the m2 got killed by Xenon raid (Q+fighters), had to reload older save as I wasnt able to go imidietly there (around 20 mins) :(
What sector was that in? I can put it in the plot protection system
KaZTek
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Post by KaZTek »

7ate9tin11s wrote:What sector was that in? I can put it in the plot protection system
I believe LV has some experience with this in a previous post a couple of months ago. Cant for the life of me remember the thread title, let alone post number on that thread in regards for plot protection...
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Nephtys
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Post by Nephtys »

I think you mean the one for his RRF-Script...

page 14 or something?
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Grimshad
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Post by Grimshad »

The link for this mod is DEAD, can someone please give me a working link to r10 of this mod so I can use it.

Thanks in advance!
someone else
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Post by someone else »

The link for this mod is DEAD
Mediafire is and is ever been rubbish imho.
I cannot download the .spk (Plugin Manager) version... :roll:
I have managed to downalod the .zip version though...
I'll rehost it for ya. Link
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Grimshad
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Post by Grimshad »

I was really hoping for a spk version, but at least I can use it now, thanks much!
someone else
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Post by someone else »

you can create your own spk
open the packager
unzip the files
drag the files contained in "scripts" folder into the list, then choose "scripts" from the menu that pops up
drag the files contained in "t" folder into the list, then choose "text files" from the menu that pops up
give it a name and save it.

then you can use Plugin Manager on it. :D
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Troubleshooter11
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Post by Troubleshooter11 »

I like your mod alot 7ate9tin11s. Some comments so far:


1. Racial hot wars including conquest.
One thing im really looking forward for you to implement is the vanilla races expanding their territory at the cost of their racial enemy. As you pointed out in one of your early posts.

I would really like to start the game as a Argon Patriot, and actually assist the Argon in capturing border territory from the Paranids and being rewarded for it.

The "Hot war" option is great btw. Although i would really love to see it also trigger some conquest between the enemy races. To me, and i think alot of other players, that is my endgame in all my X3 games.

The best thing imo would be if they, like you said in your earlier post, stick to expanding their borders at the cost of their racial enemy. Rather then pick a random sector from a random race.

2. Replace all existing racial military vessels
A total removal of the existing mindlessly wandering patrols in favour of the coordinated attacks / defense of this script would be great. As was mentioned in the posts above mine.

3. Remove coloured tags in ship names to enhance immersion
The best kinds of scripts/mods are the ones that make you feel as though its part of the vanilla game. Seeing things like "Guardian" , "Rapid Response" or "Response" in the names of ships kind of slams it into your face that you are looking at a piece of scripting. Sure, it allows you to see what the scripts effect is. But the more that stays hidden behind the scene, the more it 'clicks' into the game if you know what i mean. Also see point 2.
Last edited by Troubleshooter11 on Sat, 1. Aug 09, 02:05, edited 1 time in total.
ThisIsHarsh
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Post by ThisIsHarsh »

Troubleshooter11 wrote:I would really like to start the game as a Argon Patriot, and actually assist the Argon in capturing border territory from the Paranids and being rewarded for it.

<snip>

3. Remove coloured tags in ship names to enchance immersion
The best kinds of scripts/mods are the ones that make you feel as though its part of the vanilla game. Seeing things like "Guardian" , "Rapid Response" or "Response" in the names of ships kind of slams it into your face that you are looking at a piece of scripting. Sure, it allows you to see what the scripts effect is. But the more that stays hidden behind the scene, the more it 'clicks' into the game if you know what i mean. Also see point 2.
I second these two, especially.

I think you may be able to get around some of the pitfalls of player-owned sectors by capturing sectors in the name of one of the races, rather than in your own name...
someone else
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Post by someone else »

I agree with Troubleshooter11. :D
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