[SCRIPT] Improved Races: Chaos Edition v1.09 (25th June)

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Jack08
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Post by Jack08 »

KloHunt3r wrote:What does it do exactly?
Open the option and read the description? :roll:
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Mizuchi
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Post by Mizuchi »

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.

But it also has the added effect of pretty much letting them steamroll every other race in the game, who can't hope to compete with the huge influx.

I'm sure there are several stability issues that arise from the game throwing that many ships into the mix all at once too.

I used it once - once - and that was enough.

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. :D

(Snip the Economy Booster option while you're at it. >_>)

On a related note, I'd seriously advise leaving the LT Array option in the Yaki settings to [Off] if you're using the Enhanced Yaki options.

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.
A5PECT
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Post by A5PECT »

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.
You could jump in through an opposing gate then take them out using heavy missiles.

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.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Jack08
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Post by Jack08 »

KloHunt3r wrote:
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.
You could jump in through an opposing gate then take them out using heavy missiles.

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.
Heh, one problem with that... the yaki LT's deploy drones for missile defense...

Good Luck :D
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. :D
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.

XTL is going to have some really amazing features i just cant wait to get it deployed, Soon im hoping - we will probably publish a list of definitive features (with others left unpublished until confirmed for release) soon
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aka1nas
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Post by aka1nas »

Is it not going to support SRM any longer?
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Jack08
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Post by Jack08 »

aka1nas wrote:Is it not going to support SRM any longer?
After the rewrite; probably not - as it will be written specifically for XTL.

Don't worry SRM support wont be removed for a long while yet, as the rewrite will likely take mounts and will be done along side Phase 2 of XTL.
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A5PECT
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Post by A5PECT »

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.
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Post by Jack08 »

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.
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 only
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aka1nas
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Post by aka1nas »

Trying to track down a few issues and wanted to see if this sounds IR-related:

- My game was bogging down badly and I had over 24000 scripts running. I ended up using the cheat script last night with the destroy sector command to start peeking in on various sectors. Some of my sectors with invasions had almost 1000 ships in them, and it looks like nothing was actually happening in those sectors OOS (I have NPC bailing installed, and there were conspicuously no bailed ships after days of warfare). It looks like IR:CE was sending invasion after invasion into some of these sectors (based on notifications), but I would only see one or two active invasions in the alliance tactical network screen for the sectors in question. Particularly problematic were sectors conquered by the Khaak and Xenon but I've also had issues with the ATF invasion corridors out of Terran space.

- I've had some issues with bailed ships getting teleported across the universe after being claimed. Fairly sure that they were part of ATF Task Forces or Pirate/Yaki invasions. They still do this even after trying resetting all the commands and friend/foe settings on the ship.
Osiris454
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Post by Osiris454 »

Jack, I think I've found a way to impliment the 'Section 8' idea with IR's current status. Basically, instead of a mission it's more of a message. Also, instead of being the only one who can stop him/her, it's more of a 'target of opportunity' kinda thing. If you manage to get the kill, then there are large gains in rep and credits. If not, then you just weren't fast enough or owned a stong enough ship. A bailed ship counts as a kill too. IR responses would be the same as if any enemy had attacked their stations and ships. Once the ship is created in-sector, then it's IFF settings would have everyone set to 'Foe'.
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Post by Mizuchi »

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.
It'll run as well as it runs with SRM and CMOD (better, in fact), so don't worry.

There'll just be one or two recommended settings for IR users, but that's about it.
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Post by Osiris454 »

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.
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Jack08
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Post by Jack08 »

Osiris454 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.
Wall-o-Text alert

I dont know; ill talk to rygar if he doesn't notice the post
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Osiris454
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Post by Osiris454 »

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.
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Jack08
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Post by Jack08 »

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.
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
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djrygar
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Post by djrygar »

Jack08 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
of course FoF apply to AI as well
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'
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Jack08
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Post by Jack08 »

djrygar wrote:
Jack08 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
of course FoF apply to AI as well
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'
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.

An AI's FoF is based directly of the AI's relations until effected by the player

If true FoF existed for every ship in the game it would be a lifesaver, but unfortunately it doesn't - a single ship cant turn agenst an entire race unless its a player ship - and only if the player sets it manually

Unless ive missed something? - if ive missed something that would be great to know because it would open up a few features Ive wanted to implement; having each ship loop to check every other ship is really going to slow the game down
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djrygar
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Post by djrygar »

you really should take a look at IR's code sometimes :D

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

from job station ;>
it in all job scripts
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Jack08
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Post by Jack08 »

ok now what happens if you try to set an argon ship hostile to argon and attack an argon sector? wonder if it works...
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djrygar
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Post by djrygar »

it will be hostile

well, IR ships will not attack because of 'valid target' sub, but normal ships will attack.

how they will behave is really only script dependent.
!fight.attack.object.std does not check for notoriety, only sets target to {Foe}

turret script - dunno, depends of the script I guess. Standard script will look at relation only because they use standard "find ship" command to find targets, and this command uses flags like [FInd.Enemy], which are basically filters for FoF settings

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