[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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Jack08
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Post by Jack08 »

narhiril wrote: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.
$RFF.Ship -> Put into enviroment of $null
this way, nothing wil ever be able to attack them causing it to crash the game
that is, if this script works without crashing the game lol

but BE CAREFULL, if you accidently jump your own ship to null space.... lets put it this ways... Save First... lol
powerbrite
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Post by powerbrite »

Jack08 wrote:
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
strange ive run pg and yaki fore the past 2 weeks with ir srm and trails pack and heavily modded game with now problems ,u must place catt datts in right possision,ok
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Jack08
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Post by Jack08 »

powerbrite wrote:strange ive run pg and yaki fore the past 2 weeks with ir srm and trails pack and heavily modded game with now problems ,u must place catt datts in right possision,ok
My mod files are orderd correctly
Its not a problem everyone expriences, it may have even gone away by now... i havent tested lately
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TrixX
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Post by TrixX »

If PG runs all well and good, if it doesn't then no problem.

I don't use a trails mod anyway (what's the point...) especially as they mess with Scene files and I mess with them myself...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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powerbrite
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Post by powerbrite »

hi just uploaded r16 im getting readtext 8972-1 in all menues, ir 15 was runing fine.ok
djrygar
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Post by djrygar »

DAMNED PACKAGER..
again omitted text files ;/

you may re-download 16
powerbrite
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Post by powerbrite »

djrygar wrote:DAMNED PACKAGER..
again omitted text files ;/

you may re-download 16
ok problem solved. ive noticed khak stations and fleets in some sectors butt they dont seam to take sector controll for some reason.
djrygar
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Post by djrygar »

use restart option

there was a bug. I fixed it in previous release
powerbrite
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Post by powerbrite »

djrygar wrote:use restart option

there was a bug. I fixed it in previous release
is that reinstall by the menu option ore restore eg new game,hope god nott .there saems to be way too many pinpoint kahk scouts in the sectors ive seen,
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Jack08
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Post by Jack08 »

powerbrite wrote:
djrygar wrote:use restart option

there was a bug. I fixed it in previous release
is that reinstall by the menu option ore restore eg new game,hope god nott .there saems to be way too many pinpoint kahk scouts in the sectors ive seen,
Yes, Reinstall

Always reinstall when updating to a new IR version - it refreshes the running scripts in the savegame to insure that nothing is running old version / old signals
Chestburster2
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Post by Chestburster2 »

Mh, i'm getting some debug-messages with the latest DL and a fresh start. Something like
|Kha'ak Sector XXX| Kha'ak Disruptor - c1
Debug is off so i think it shouldn't be there.
djrygar
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Post by djrygar »

argh. that's leftover message from debugging... re-download 16
powerbrite
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Post by powerbrite »

do eny hostile race attack player owned sectors,as in eg tarrgett the player,very quiett here,only gett to shoot transports.
powerbrite
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Post by powerbrite »

hi as the split are broken up into famlys would it be possible to attack a family without declaring war on the3 entire splt nation ,they then lanche venndetta attacks on the player,as in eg godfather style,
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Jack08
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Post by Jack08 »

powerbrite wrote:do eny hostile race attack player owned sectors,as in eg tarrgett the player,very quiett here,only gett to shoot transports.
Yes - but they don't explicitly target the player... if your sector is on the enemy's front lines, it will get attacked
powerbrite wrote:hi as the split are broken up into famlys would it be possible to attack a family without declaring war on the3 entire splt nation ,they then lanche venndetta attacks on the player,as in eg godfather style,
No
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TrixX
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Post by TrixX »

That would need them to be their own race for each family. Not easy as far as I can see.

Jack is there a way to increase the number of races ingame?
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Jack08
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Post by Jack08 »

TrixX wrote:Jack is there a way to increase the number of races ingame?
This is far beyond my expertise, i know you can create corporations, but as to races - no idea
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TrixX
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Post by TrixX »

Corporations are considered races for all intents and purposes, but there is a 19 race limit as far as the editor goes. I was wondering if this is a hard limit or whether it could be enlarged. If so it would be awesome to have all the Split Families, the two main Paranid Factions etc...

Not to mention the ability to have another 10 or so corporations fighting for mining rights...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Jack08
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Post by Jack08 »

TrixX wrote:Corporations are considered races for all intents and purposes, but there is a 19 race limit as far as the editor goes. I was wondering if this is a hard limit or whether it could be enlarged. If so it would be awesome to have all the Split Families, the two main Paranid Factions etc...

Not to mention the ability to have another 10 or so corporations fighting for mining rights...
Editor? witch editor... i couldn't find races in X3 Edit. 2
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TrixX
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Post by TrixX »

Open a Ship to set race and it says the race name. This refers to a table elsewhere, click the show raw data tick box and you'll get the race number. I believe from a bit of searching that 19 are mostly used, with Phanon Corp by Litcube using the Race 1 slot. I don't know if any more are defined past the current 19. Just wondering if we could define more races ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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