Open the option and read the description?KloHunt3r wrote:What does it do exactly?

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Open the option and read the description?KloHunt3r wrote:What does it do exactly?
It basically advances the Yaki, Xenon, and Kha'ak by several hours of play in a matter of seconds.KloHunt3r wrote:What does it do exactly?
You could jump in through an opposing gate then take them out using heavy missiles.Mizuchi wrote:Once it finally gets going, all of those Baku (hundreds of them) pretty much cripple stuff if you're IS through a combination of being too small and plentiful to actually eradicate, and too laggy to actually be able to shoot at to begin with.
Heh, one problem with that... the yaki LT's deploy drones for missile defense...KloHunt3r wrote:You could jump in through an opposing gate then take them out using heavy missiles.Mizuchi wrote:Once it finally gets going, all of those Baku (hundreds of them) pretty much cripple stuff if you're IS through a combination of being too small and plentiful to actually eradicate, and too laggy to actually be able to shoot at to begin with.
A combination of firestorms and typhoon missiles would probably do the trick. The laser towers are always clustered so damn close anyways, most of them would be gone with one good torpedo.
Ill be disabling Xenon, Kha'ak, Yaki, Eco Booster, Universe Options, More Options, ... The Entire Plugin ... For a major rewrite after the deployment of XTL - it needs to be done; At this point IR:CE will be renamed and will become XTL Dependent.Jack, I don't know why you just don't disable some of these options by removing them from the IR menu entirely and be done with it.
After the rewrite; probably not - as it will be written specifically for XTL.aka1nas wrote:Is it not going to support SRM any longer?
IR:CE is not incompatible with any mod - not technically, it will run with anything including vanilla however certain balance changes were made to IR:CE that makes it extremely vanilla un-friendly; hence why i restricted it to SRM/XTL onlyKloHunt3r wrote:Has Paul or Mizuchi talked to you about XRM at all yet? If only for determining compatibility.
Of course I'm not sure XRM is far enough along at the moment for them to be looking at that.
It'll run as well as it runs with SRM and CMOD (better, in fact), so don't worry.KloHunt3r wrote:Has Paul or Mizuchi talked to you about XRM at all yet? If only for determining compatibility.
Of course I'm not sure XRM is far enough along at the moment for them to be looking at that.
Wall-o-Text alertOsiris454 wrote:I think something odd is happening with sector ownerships. I think Djrygar introduced something that would reset sectors to their original owners if all stations and ships were destroyed in that sector. Well, the Teladi took over Hatikvah's Faith and destroyed all the pirate stations and ships, but about 1 game day later, the Pirate Anarchy Port re-spawned in the sector in the same place it used to be. Because the Anarchy port is considered to be a launching point for pirate ships, they spawned 'Blockaid' and 'Response' ships in the sector even though it isn't theirs. I also witnessed the Paranid take over Cloud Base South West. The Argon launched an assault force to retake the sector and after enough tries, they had everyone and everything destroyed, but just when they were supposed to actually change ownership of the sector, they all disappeared. Just vanished like the sector was taken but it was still listed as owned by the Paranid. The Argon haven't attempted to take over the sector since. I think it's because they think it's still theirs even though it isn't. The Free Argon Trading Station has even re-spawned.
Because FoF(Friend or Foe) settings don't exist for the AI - its a player only thing, AI is based on notoriety.Osiris454 wrote:One more thing. Assault forces are still spawning OWP's. It's rare, but it does happen. The most I've had is 3 in one assault group.
EDIT: Sorry, but I had an idea. Most of the time neutral races will not attack each other when they try to invade each one another. What about just changing the IFF settings on the invading ships when they arrive in the sector? Example: Boron invade Argon controlled Split Fire. Once the Boron ships arrive in the sector, IR changes all the invading ship's IFF settings for Argon to 'Foe'. Once that is done, IR can just handle them as usual.
of course FoF apply to AI as wellJack08 wrote: Because FoF(Friend or Foe) settings don't exist for the AI - its a player only thing, AI is based on notoriety.
There is a command that will make one ship appear red to another; however the loop is n2(number^2)... way to performance hungry and it would need to happen on a regular basis
Your setting relation from Object to Object; witch yes i said was possible in my post, but too performance hungry - my explanation of FoF was Object->Race, not Object->Object.djrygar wrote:of course FoF apply to AI as wellJack08 wrote: Because FoF(Friend or Foe) settings don't exist for the AI - its a player only thing, AI is based on notoriety.
There is a command that will make one ship appear red to another; however the loop is n2(number^2)... way to performance hungry and it would need to happen on a regular basis
notoriety != relation. What 'notoriety fixer' does is changing FF settings, not notoriety. Notoriety only only relates to race, Ff to particular objects. FF depends on notoriety, but is separate.
$ship->set relation to $object to {Foe} is exactly setting FF (object can be race)
perform it on playership and you'll see
the difference is, that player ships do not have 'neutral' setting (or more precise, they threat 'friend' as 'neutral' and display it as 'friend'
Code: Select all
[THIS]->set relations from notoriety: include player as target and race > teladi as owner=[FALSE]
while $i
dec $i =
$race = $Races[$i]
$temp = get notoriety from race [OWNER] to race $race
if $temp < -222
[THIS]->set relation against $race to {Foe}
else if $temp > 3333
[THIS]->set relation against $race to {Friend}
else
[THIS]->set relation against $race to {Neutral}
end
end