[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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powerbrite
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Post by powerbrite »

hi bean runing ir for a about a week with lotts mods there are now more crashes in game i regard this stable ,exelent work .i noticed one small prob with xeon station spawning two stations in exact same location ,eg double hulled .gave me a shock.
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Jack08
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Post by Jack08 »

progress so far on equipment packs
[ external image ][ external image ][/list]
narhiril
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Post by narhiril »

A few more notes after another day of IR.

-Empire Manager is working flawlessly.

-Xenon are working perfectly. I have them set to hard with a high ship cap, and they're rolling through undefended eastern sectors like locusts, killing everything, claiming sectors, moving on. It's taking the full efforts of combined Split response and assault fleets just to hold the line - which is exactly how I like it. :D

-Khaak are working insofar as building stations and raiding sectors, but sector ownership is never being changed to Kha'ak, so they have not moved to any non-unknown sectors besides the pirate-owned Acquisition Repository, which the Pirates don't seem to be missing too badly (but I understand that improved pirates has not yet been written).

-Yaki are making a push on Paranid Prime, which has been, thus far, a strategic disaster. However, Paranid forces still are unable to push them back because commonwealth sector claiming appears to be broken. No commonwealth races have claimed a sector since the Argon took Hatikvah's Faith, approximately 5 game days and 10-15 IR versions ago. I understand that this is a known issue and is being worked on.

-Unknown sectors in my game are set to Terran ownership. I am, however, unable to confirm whether this is the doing of IR or a relic from an old mostly-removed version of RRF (more likely), but I have been able to manually fix this issue.

-Despite takeover logic flaws, counterstrike logic is working very well. Shipyards are building respectable fleets and targeting previously-owned sectors and border worlds of enemy races.
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hicks88
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Post by hicks88 »

my log is getting spammed with call:killed for some reason, about once per minute
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Jack08
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Post by Jack08 »

-Yaki are making a push on Paranid Prime, which has been, thus far, a strategic disaster. However, Paranid forces still are unable to push them back because commonwealth sector claiming appears to be broken. No commonwealth races have claimed a sector since the Argon took Hatikvah's Faith, approximately 5 game days and 10-15 IR versions ago. I understand that this is a known issue and is being worked on.
If you can, Help out one of the assault forces, A word of warning but, you will want heavy anti-fighter support (or a cheat script lol)
Defend the assault forces while they attack the stations

If after all the stations are destroyed the sector isn't claimed (give it a few mins) let me know... This means its a script glitch

If it is claimed, then its a problem with Improved Responses sending way to many waves of response ships
narhiril
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Post by narhiril »

Jack08 wrote:
-Yaki are making a push on Paranid Prime, which has been, thus far, a strategic disaster. However, Paranid forces still are unable to push them back because commonwealth sector claiming appears to be broken. No commonwealth races have claimed a sector since the Argon took Hatikvah's Faith, approximately 5 game days and 10-15 IR versions ago. I understand that this is a known issue and is being worked on.
If you can, Help out one of the assault forces, A word of warning but, you will want heavy anti-fighter support (or a cheat script lol)
Defend the assault forces while they attack the stations

If after all the stations are destroyed the sector isn't claimed (give it a few mins) let me know... This means its a script glitch

If it is claimed, then its a problem with Improved Responses sending way to many waves of response ships

Did this. Paranid assault fleet, consisting of three Odysseus and four loaded Zeus carriers, along with a little bit of other riff-raff, attacked the sector out of Paranid Prime. I came with a loaded Saitama carrier (40 Kopesh advanced m4s and 20 Fenrir super-heavy m3s), a stolen Akuma with 22 IBLs, two Hakatas for escort, and a Griffon with 400 Keris drones running LSDC.

The amount of ships brought my framerate to its knees, but the Yaki didn't have a prayer. Their fleet of 8 Hoshis and innumerable fighters fell in mere moments, as my Akuma (ECN Akashic Torment) systematically obliterated the carriers while a cloud of Keris drones drew fire off of my valuable EMPC fighters. I only actually engaged one of the Hoshis with my flagship carrier (ECN Blissful Oblivion), as the combination of my destroyer, Paranid forces, and the white cloud of fighters (all carrying Spectres) and drones destroyed any organized opposition within 5 minutes.

The next ten minutes were spent with the Paranids attacking stations as a few wings of Fenrirs cleared up any remaining fighters. When all was done, I had lost about 200 drones (lol) and about 20 fighters, of which 5 were only a few Argon m5s I had used to fill the empty dock slots on the Griffon (I was running low on EMPCs).

All stations fell, all enemy ships were destroyed, and the Paranid assault fleet began to idle near the center of the sector. I jumped out, satisfied, leaving the Akuma to hold the west gate against any more Yaki that trickled in. For about three hours, the Paranid fleet stayed there, idle, while the Akuma swatted anything that moved through the gate from Savage Spur.

Stations began to spring up (a trading dock and a soy farm) that belonged to the Paranid, but sector ownership never flipped and I never caught sight of a Paranid constructor (I systematically checked every Paranid sector). After a few hours, I jumped the Akuma out to make sure that it wasn't the one causing the delay, and I left a satellite network to keep an eye on the assault fleet. Another Paranid station or two showed up (GoD was doing this, I think), but the assault fleet remained idle and after a few more hours, the Yaki counter-attacked and destroyed the last of the clueless Paranid capital ships.

This seems to be happening in three sectors - Empire's Edge, Cloudbase SW, and Faded Dreams - something isn't triggering the ownership change, and I have not seen a constructor vessel in recent memory, belonging to anyone except the Terrans.

Oddly, Terran takeovers seem to be working. I recently linked up Asteroid Belt to the Hub along with Argon Prime, and the Terrans made a push on Pirate-owned Split Fire, taking it easily, flipping the ownership, calling a constructor. This is the only takeover that has happened within the last 4 game days (not counting the Xenon, as I know they use a different script). I have also witnessed Terran constructors planting stations in Aldrin 2 since completion of the plot. This puzzles me as I was under the impression that the Terrans used the same takeover logic as commonwealth races - so why are Terran constructors working and others seem to be completely missing?
Anna Marie

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Jack08
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Post by Jack08 »

http://img14.imageshack.us/img14/1543/x3screen00362.png
I really got sick of white... LOL

@narhiril, im not sure Rygar will probably have some idea as to what is causing the issue, he has fixed it every time it happend so far... just gotta wait for him to wake up
djrygar
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Post by djrygar »

narhiril wrote:so why are Terran constructors working and others seem to be completely missing?

yes, only khaak and xenon have different 'victory' scripts

what's more, victory does not depend of constructor presence itself, but factories. SO even if constructor didn't showed up, but factories appeared again - it should be enough


unfortunately I'm on deadline with RL project - cant investigate this right now
djrygar
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Post by djrygar »

hicks88 wrote:my log is getting spammed with call:killed for some reason, about once per minute

please re-download R15-15
narhiril
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Post by narhiril »

djrygar wrote:
narhiril wrote:so why are Terran constructors working and others seem to be completely missing?

yes, only khaak and xenon have different 'victory' scripts

what's more, victory does not depend of constructor presence itself, but factories. SO even if constructor didn't showed up, but factories appeared again - it should be enough


unfortunately I'm on deadline with RL project - cant investigate this right now


No worries, take your time.

In the meanwhile I'm going to start a new game to make sure this isn't some weird compatibility bug.
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Sorenson
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Post by Sorenson »

Jack08 wrote:http://img14.imageshack.us/img14/1543/x3screen00362.png
I really got sick of white... LOL

@narhiril, im not sure Rygar will probably have some idea as to what is causing the issue, he has fixed it every time it happend so far... just gotta wait for him to wake up
Off-topic, but what did you do/what mod did you use for those shot effects? I've been looking to make some color changes to some weapons in the Shuffle for a good while now...

EDIT: Ah, figures. Maybe I should see if I can mess around with Gimp and get a similar effect...
Last edited by Sorenson on Mon, 27. Sep 10, 08:21, edited 1 time in total.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
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Jack08
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Post by Jack08 »

i used paint shop to modify the color of dds/fx_bullet_emp_diff.dds
to look like this:
http://img215.imageshack.us/img215/3737/captureiia.jpg
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TrixX
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Post by TrixX »

I have a yellow version of it Sorenson. If ya like I can do up some higher res versions (same size) as they are currently a wee bit low res ;)

Are the Yaki being revisited soon? I like the idea of a mobile fleet that plunders resources without need for a home sector.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
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Jack08
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Post by Jack08 »

TrixX wrote:I have a yellow version of it Sorenson. If ya like I can do up some higher res versions (same size) as they are currently a wee bit low res ;)

Are the Yaki being revisited soon? I like the idea of a mobile fleet that plunders resources without need for a home sector.
you pritty much just quoted pirates guild lol
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TrixX
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Post by TrixX »

lol I have the Pirate Guild, but I though it conflicted?

If not I'll run it too ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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narhiril
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Post by narhiril »

TrixX wrote:lol I have the Pirate Guild, but I though it conflicted?

If not I'll run it too ;)
Unsure if PG conflicts, but Yaki Armada works fine.
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powerbrite
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Post by powerbrite »

narhiril wrote:
TrixX wrote:lol I have the Pirate Guild, but I though it conflicted?

If not I'll run it too ;)
Unsure if PG conflicts, but Yaki Armada works fine.
yes pg and yaki work with no problems
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Jack08
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Post by Jack08 »

powerbrite wrote:yes pg and yaki work with no problems
No, PG has some issues with SRM
Not sure what exactly but we managed to isolate it to either the trails pack or the extra ships but something cause game crashes when used with IR and SRM together with PG
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TrixX
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Post by TrixX »

Thought so, will use Yaki Armada then.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
narhiril
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Post by narhiril »

Well, interesting results. I killed all remaining RRF global scripts and constructors seem to be working again. The Boron took Preacher's Refuge and the Paranids took Empire's Edge back. Strangely, the few remaining RRF ships crash the game when I try to destroy them, but I doubt they'll do much harm just sitting there.

Now, I linked up Legend's Home to my hub (my OTAS shipyard is slightly modified to carry all of the non-vanilla OTAS ships. The Venti can mount TEN forward MDs. I plan to thoroughly abuse this...). Somehow the Argon managed to get an assault fleet from Legend's Home to arrive in Cloudbase SW at the same time as another assault fleet from Cloudbase SE, so I'm going to go watch the carnage.
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