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

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Gyver162
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Post by Gyver162 »

djrygar wrote:1 thing:
remember - "no fighters" means more destroyers/carriers
nice...ok I'll remember that...
djrygar wrote: 2 thing:
2-3 Khaak destroyers is something you get from vanilla game.
There is no point in using Improved Races if you want occasional 2 destroyers or similar force - game will spawn such thing for you even without script (only thing is that you need to have high fight rank, and not finishing OFF plot - as the ONLY reward from finishing OFF is stopping Khaak invasions, it does set Khaak aggression to 0)
I'm playing in a "Free game" without a plot, but didn't notice a 2 or 3 destroyers in a vanillia game.
djrygar wrote: 3 thing:
2-3 destroyer is a joke ;)
it all depends what fleet do you have :>

djrygar wrote: I see you have both response options enabled (capship and fighter), that means they would kill 2-3 destroyer invasion before you will notice it happened
now i disable all of the response form argon etc... to have less ships in the universe.

djrygar wrote://'niszczyciel' looks funny ;> how did they translated 'carrier' ?
:D lotniskowiec


PS Is there any way to make this script working with "no civil" script? When I instaled a IR script a civilian ships shows again.
djrygar
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Post by djrygar »

not completly, because I have seen succesful invasions. It is/was issue with token management system, for some reason capital stations have 2 different token systems.

I think instead of using tokens I will switch to using money, and I will be able to see what is going on. I will have to rewrite some parts of code to make it happen, but it will allow e in future to add thing like donations to shipyards/mil bases, so they can rebuild fleets faster

Strange thing is that you had hot war disabled and they were created.

Have you had 'racial takeovers' enabled?
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mr.WHO
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Post by mr.WHO »

//'niszczyciel' looks funny ;>
It's not so funny when it come to the pronunciation for non-polish speakers :)
Gyver162
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Post by Gyver162 »

djrygar wrote:Have you had 'racial takeovers' enabled?
As you can see:
http://img443.imageshack.us/img443/3547 ... n00012.png

Yes.

Now I have all disabled in Universal options I mean:
Racial Counterstrikes: Disabled
Racial fighter/Cap Ships diabled
Hot War disabled
Economic booster disabled..

so I have hope that the script will create only an extra ships for Khaak and Xenon nation.

I'm still curious about why the khaak create a base in a paranid sector even if the Sector Takeover is disabled in the Improved Khaak options.

And still it will be good if the script will remove civilian ships from the univerese or it will be cooperating with no civil script.
djrygar
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Post by djrygar »

mr.WHO wrote:
//'niszczyciel' looks funny ;>
It's not so funny when it come to the pronunciation for non-polish speakers :)
I am Polish, I just never saw polish version ;>
games should be english only, everything else looks strange ;D
Raumkraut93
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Post by Raumkraut93 »

i really like this script, however i would love to see a new feature containing you can take over sectors for other races. You could be rewarded for this and maybe you become the admin of the sector, so you can chose the stations that are built up from the race that you took over the sector for, and so on. This would be very cool.
"Dies ist alles, was ich über den Krieg weiss: Einer gewinnt, einer verliert
und nichts ist nachher so
wie es vorher war."

"Stellt eure Truppen auf, oh große Generäle,
Der Preis des Sieges übersteigt den Preis der Niederlage."
djrygar
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Post by djrygar »

yes, there should be mission for that. unfortunatelly it requires mixing MD and script, and while there is no possibility to pass information from script to MD it will be very hard. it's scheduled anyway, there are just more important and simplier things to fix/implement, so low priority right now

also could be done with ECS, this would make things bit easier, just without all this mission tracking and fancy messages

no 'sector supervisor' functionality is planned, as reward I would rather give good prizes (like fully equipped light carrier with fighters ready for running codea, placing OWP in players sector or something like that)
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Cadius
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Post by Cadius »

djrygar, the link to addon 1.3 seems to be broken. Is there a mirror site?
Korl
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Post by Korl »

Hi

Ive installed the latest version(R14 RC15) yesterday and came across a very strange "bug" that never happened in the previous versions.
When i travelled to the xenon sectors i saw a huge amount of "Xenon Mammoth"(arent they supposed to be argon ships?) ships flying around.
Big Xenon (Q...)ships completly disapeared and instead i got this weird mess.

Ive set every race to sector takeover and hot war enabled.

Other mods i have are
- AP Libraries 2 ,
-CommunityPluginconfiguration V 1.41,
-the Npc bailing addon,
-Crew chatter and
cycrows cheatpackage.

Hope anybody can help
djrygar
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Post by djrygar »

yes, there is xenon mamoth bug, I noticed it yesterday

will post fix today



don't worry, after fix those mammoths will dissapear pretty quickly

they are just some leftover - under the hood Improved Races is changing pretty heavily - basically changes I am doing will turn X3 into real RTS game ;)


disappeariung ship are just jumping - there is just no flash-effect (this is because IR ships use p2p jumping instead of regular jumpdrive - to prevent traffic jams at gates


EDIT:


you may re-download RC15, should be ok, I will play and see for myself if they are still appearing
supahfly
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Post by supahfly »

addon link is dead as was mentioned. Can you fix it? missile fix sounds really nice.
djrygar
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Post by djrygar »

ok, updated both files
Remover_Dave
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Post by Remover_Dave »

Question about the sector take-over part of the script.

In my game I have only had IR enabled a little while so not much has happened. Circle of Labor was taken over by the Terrans. No probs there. But even of the Argons take it back, will the usual stations re-spawn as per usual. 'Cause it would be a shame to have lots of sectors with nothing in them except one military station. No matter who the owner is.
Apologies if there was another post asking the same question, I haven't had a chance to look at all of the other pages yet.

Thanks in advance.
Cosmic Events - CONCEPT STAGE

"It's not the destination that matters. It's the change of scene." Brian Eno.
"For the world to be interesting, you have to be manipulating it all the time." Brian Eno.
djrygar
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Post by djrygar »

stations are respawned byw god (if sector is retaken, otherwise IR will remove such station), and also rebuild by TLs (regular ones and IR's 'Constructor' TLs) if thats what you are asking for
Raumkraut93
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Post by Raumkraut93 »

Another question: Can I use other Player Sector Takeover scripts with this mod without problems?

I have found one that let me control which stations are built there. I would like to use this one instead of the SectorTakeover Script for the Player of IR.
"Dies ist alles, was ich über den Krieg weiss: Einer gewinnt, einer verliert
und nichts ist nachher so
wie es vorher war."

"Stellt eure Truppen auf, oh große Generäle,
Der Preis des Sieges übersteigt den Preis der Niederlage."
djrygar
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Joined: Mon, 10. Aug 09, 02:09
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Post by djrygar »

script will work, altrough IR will not interact with it - meaning it will not be considered as taken by IR when collecting taxes and acaluated as potential target etc
Remover_Dave
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Post by Remover_Dave »

djrygar wrote:stations are respawned byw god (if sector is retaken, otherwise IR will remove such station), and also rebuild by TLs (regular ones and IR's 'Constructor' TLs) if thats what you are asking for
Thanks. So no empty sectors. I did think that should be the case, but I just wanted to check.
Cosmic Events - CONCEPT STAGE

"It's not the destination that matters. It's the change of scene." Brian Eno.
"For the world to be interesting, you have to be manipulating it all the time." Brian Eno.
djrygar
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Post by djrygar »

actually 7ate did a lot of fantastic job in IR regarding sector economy.

I am currently working on extension to his work, so it will be possible to extend IR into something like SerialKicked planned with his Factions:AI - changing X3 into something like RTS (so your actions will have bigger impact on universe)
basically most of the code is ready or needs some small rework

I consider R14 RC15 as final edition of R14 series and started working on R15 that will be something on much higher scale - races more agressive, new corporations (for Split and Paranid), and huge EQ docks (based on Saetan's EEDs or on the same idea but for AI). Infrastructure building is already done

Also - taxes

stations will collect taxes from factories, and use this money to build new warships, this also means player will be taxed too (amount dependent on distance from shipyard and amount of ecells in factory). SO you can improve local security by paing taxes.
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mr.WHO
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Post by mr.WHO »

djrygar
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Post by djrygar »

they do use those ships

there must be yaki shipyard in your universe tho, so they can build assault or guardian ships (some mods do not have yaki shipyard - IIRC sector size & bacground mod does not have one - so yaki will never make invasions)


i just have seen Yaki invasion in Paranid space and they were using M7's

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