[script/mod] ImprovedRaces R15.31 (24.04.2012)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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essi2
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Post by essi2 »

I was wondering if it would be possible to make the debri left by destroyed stations salvageble? (as I recall the SCS plugin lets you salvage station/ship debri made by the game engine).


PS. this is possibly a question that should go in the SCS thread, but I'm abit unsure if it's IR or the game that is making the debri.
TheEarl
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Post by TheEarl »

@Jack08:
Can i see an option to turn off taxes in your picture ?
Now i like you :-)
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Jack08
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Post by Jack08 »

@essi2, Not Possible - Scripts just cant modify debris


@RyuKazuha, Dont buy it *wink wink - nudge nudge*
narhiril
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Post by narhiril »

Is there a way to manually change a sector's ownership or call a constructor? I realize that this is technically a cheat, but it will at least allow me to manually declare an assault fleet victorious until the kinks are ironed out.

My Paranid friends have launched about eight assaults now to reclaim Empire's Edge. All of these fleets have succeeded in wiping out all Yaki ships and stations, but still no constructor is spawning. And of course, if I build a dock and claim the sector myself, I become Inimicus Omnia Paranidia faster than my jumpdrive can charge.

Xenon takeovers seem to be working though. I turned them up to hard mode and Getsu Fune became a lifeless piece of real estate in a hurry. To be honest, I never much liked that sector anyway.
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djrygar
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Post by djrygar »

narhiril wrote:Is there a way to manually change a sector's ownership or call a constructor?
I think constructor may appear, but it cannot find right place to build and disappears, that is probably reason, yet I need to investigate that.

Savage Spur has plenty of asteroids, yet yaki dont have any problem with building and taking over...

you can manually call COnstructor by running "plugin.ir.job.player.economy"
Ch1m3ra
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Post by Ch1m3ra »

Hi!

Awesome mod, just a few remarks though:

Is it possible to limit the guardians to standard ships only? There are a lot of agamemnons and hyperions in space now, which is kinda silly since they are prototypes only.

Reaction times for threats that aren't in a sector with either a military base or shipyard seem kind of slow. Is it possible for fleets to defend their sector without it being taken over first?
ThisIsHarsh
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Post by ThisIsHarsh »

whoops wrong thread
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
djrygar
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Post by djrygar »

Ch1m3ra wrote:Hi!

Awesome mod, just a few remarks though:

Is it possible to limit the guardians to standard ships only? There are a lot of agamemnons and hyperions in space now, which is kinda silly since they are prototypes only.
hyperions are on patrol duty in vanilla game, so they are not so unique

as for agamemnon - I don;t know why it should be filtered?
in general, prototypes are blocked, but not for all activities (yet)
there are some cases when they may be created, this will be improved in future (no specified date, such things are being fixed on occasion when we implement something bigger)
lettuceman44
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Post by lettuceman44 »

I'm just wondering, what ever happened to using the Galaxy News BBS?
djrygar
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Post by djrygar »

my English is not good enough to write proper, nicely stylised articles. Once I proposed that others (native speakers) could write series of articles.

there was no response, so I suppose there is no urgent need :)
lettuceman44
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Post by lettuceman44 »

Ah, I understand. If said articles were ever written though, would you implement them?
djrygar
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Post by djrygar »

sure,
yet, there is bit of work for writer

for example:
message about takeover; in most basic form has to be written in 6 forms - for each race, and stylised with characteristic language for those races.

then, such event can be described from at least 2 points of view - of those who won and those who lost. I was thi8nking about it and it is good idea, as it allows some emotional charge to be injected into game

those 2 series of articles are bare minimum. Since takeovers are not so common, those articles can be bit longer.

Assault warnings are common, so they can be shorter. Yet, they still have to look like NEWS, not debug output :D

Its plenty of of work - so you know why it is still not done ;>
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TrixX
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Post by TrixX »

Put together a list of the different ones needed and PM me. I'll be happy to have a look when I get frustrated with modelling ;)

Good to have something to move over to when you get overwhelmed by something ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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djrygar
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Post by djrygar »

why PM
the more people will do something, the better ;)
we'd like to have variety of news, right?

topics to cover:

1- economic booster, information about built factories
2- takeover notifications (separate for xenon/khaak)
3- information about assault launching - both true and rumours
4- information about freeing sector of enemy race occupation
5- freeing sector of hostile alien occupation (xenon khaak)

if you consider race differences, point of view differences.. you see, there is a LOT of things to write. ;>
well, prpbably in first versions it will just contain neutral, generic 1-sentence messages. Nuklear Slug would be perfect to do such thing, but we first have to do something ourselves :D
Sirilius
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Post by Sirilius »

how long are these articles suppose to be :O
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TrixX
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Post by TrixX »

Need more info like the specific triggers and a rough outline of the text. Got too much going on to have to work out that too :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
djrygar
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Post by djrygar »

well, as for lenght - no rules there.


as for triggers...
well, the same triggers as they are now.
Currently you get subtitle and message when for example race wins battle over sector. It will be the same, just in different form.

Cant write example, as I don't feel confident enough with language ;p
If I were, I'd write them myself :D

all right, I'll try :D
Lets say Boron defeat Split and free Menelaus Paradise

So news needs contain some shot info, like
'Day of Victory! Queens Fleet under command of Royal Admiral Bobo Fu :D after long fierce battle over Menelaus Paradise sector, defeated our eternal, captious enemies in a battle that will be remembered for centuries! The admiral praised the bravery of his pilots and quality of new Boron ion weapons - "Split may have fast ships, but they cannot escape from our lethal fire! Long live the Queen!"... and so on :D

well... as I said, my English is far from being perfect lol :D

there can be also random paragraphs added, for example, if Player was in the sector, this can be mentioned, and so on

jokes and explicit language allowed (especially for pirates) :D
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TrixX
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Post by TrixX »

Fair enough, not too much to it. What about actually grabbing the name of the officer that was in command of the attack fleet? That would add some personality to the otherwise rather empty people ingame.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sirilius
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Post by Sirilius »

I think the problem with using actual commanders would get stale after awhile (same commander?)
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Jack08
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Post by Jack08 »

Sirilius wrote:I think the problem with using actual commanders would get stale after awhile (same commander?)
Why would it?... The game has hundreds of names in it, witch are picked at random when a pilot is put into a ship, Getting the pilots name should be random enough

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