[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

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BlackRain
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Post by BlackRain »

Jack08 wrote:
Well if they jumped in at the gate or had to travel through the gate, you could set up laser towers or orbital defense stations at the gates to defend a sector. If they can basically jump in anywhere than those defenses are pointless. (that is why it is important to me anyway)
Thats what they should be doing and i have no idea why its not doing it in your game.

Normal Behavior: Jump in around the gate
Erroneous Behavior: Jump in at 0,0,0

IR Doesn't jump in without warning, only response forces jump in like that... assaults have to fly to there target... If your seeing hostile "Response" forces in your friendly sector that's a glitch i haven't fixed yet.
I see, than it is not the IR assault fleets that are attacking. Could it be something with XRM? Perhaps the RRF scripts within AP? Because a Pirate fleet keeps jumping in to one sector I took over from the pirates.
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Jack08
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Post by Jack08 »

I see, than it is not the IR assault fleets that are attacking. Could it be something with XRM? Perhaps the RRF scripts within AP? Because a Pirate fleet keeps jumping in to one sector I took over from the pirates.
What are there names?

Pirates Response <Shiptype> (IR)
Pirates Rapid Response <Shiptype> (RRF)
Pirates <Shiptype> ( Jobs - XRM )
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BlackRain
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Post by BlackRain »

I am pretty sure it was Pirates and then ship type. There is definitely no color in the name and I don't think they say rapid response.
TouchMyNipple
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Post by TouchMyNipple »

Securing a single point to defend a sector in open space has nothing to do with RTS style. It's like blocking the path in BigGameHunters SC1 map with photons and totaly forgeting enemy aviation.
RTS-style would be place ODPs in such way that any station is covered by at least 2, LTs in weak spots, a carrier on patrol comand and a few wings of fighters/TMs roaming around and taking out the trash.
As for me i was aware of that spawning issue and personaly realy like it. Makes infrastructure investments a high-risk/high-profit operation. Requires some skills, sense of profitss and luck)
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Larxyz
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interesting...

Post by Larxyz »

Im currently RPing as a boron pilot, flying a pike.
Now i know boron and split reaally hate each other... but this is abit silly.
http://imageshack.us/f/190/x3screen00012j.png/
Overkill much?! :o
Its cool though, hiding in their orbital weapons platform :)

quick question:
does the rrf of IR take into account ships that are allready in the sector?

love this mod!
BlackRain
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Post by BlackRain »

TouchMyNipple wrote:Securing a single point to defend a sector in open space has nothing to do with RTS style. It's like blocking the path in BigGameHunters SC1 map with photons and totaly forgeting enemy aviation.
RTS-style would be place ODPs in such way that any station is covered by at least 2, LTs in weak spots, a carrier on patrol comand and a few wings of fighters/TMs roaming around and taking out the trash.
As for me i was aware of that spawning issue and personaly realy like it. Makes infrastructure investments a high-risk/high-profit operation. Requires some skills, sense of profitss and luck)
If you are going to make a comment, think it through a bit. X3 is NOT open space. In case you didn't realize, there are "gates" which are the only ways to get from sector to sector. It is impossible to fly from one sector to another without using a gate, so yes, you can secure a single point to defend a sector, the gates. So you are wrong.

Also, if you ever played Mass effect, they do the same things there as well. They defend the Mass effect relays during wars and when ships jump in through the Mass Effect gates, they fire on them as they are jumping in. It is a very valid and effective strategy. There is one example where they even send drone bombs through the mass effect relays to hit the enemies guarding the other side of the relay.

On another note, the spawning issue is ridiculous. Enemy fleets just spawning right in your sector is BS and unfair because they already get unlimited ships. There should be some way to effectively defend your territories. You are not playing the game the same way as I am. I am trying to defend several sectors that I control which requires several fleets of ships which take a very long time to build and it is very easy to lose ships.
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Post by TouchMyNipple »

And if you played EO it would've been easier for you to get my idea. Think of it as pirates were using cino-fields. Or point-jump from the planet surface. Or whatever.
If you're looking for an RTS-style think of all those flying, swiming, invisible and all other transports and units.
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BlackRain
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Post by BlackRain »

I dont play EO so I don't really know what you are talking about, sorry. Either way, that is the way that X3 is. I also, don't understand what you are saying about RTS-style think.
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Post by djrygar »

Jack08 wrote: i think its extremely silly to limit it to just jump beacons, and nothing else - but it really doesn't matter what i think on the topic, i cant rework IR to obay the rules of the XRM universe and maintain a working plugin for non XRM universes.
i had this idea to make it configurable somewhere - how should ships actually jump

'default' (standard ir / legacy)
'jumpable gates only'
'jumpable gates and beacons'
'only (owned?) beacons'

and so on
since it just several jobbs that actually use it, should bnot be that big problem. Somehow i never had time for that, but it always bugged me that terrans jumped around their TOAs

btw
Lucike's pilots jump straight in the middle of sector and noone is complaining ;D
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Post by BlackRain »

I don't use the jump drive in lucike's scripts.
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Post by Osiris454 »

I'm pretty sure that this has been answer before, but can you use MBRR and IR together in XRM? IR would handle all the sector takeover stuff while MBRR takes care of the military ships floating around and doing nothing.

From what tidbits I can recall, it's no. Just wanted to make sure though.
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Post by Jack08 »

djrygar wrote:
Jack08 wrote: i think its extremely silly to limit it to just jump beacons, and nothing else - but it really doesn't matter what i think on the topic, i cant rework IR to obay the rules of the XRM universe and maintain a working plugin for non XRM universes.
i had this idea to make it configurable somewhere - how should ships actually jump

'default' (standard ir / legacy)
'jumpable gates only'
'jumpable gates and beacons'
'only (owned?) beacons'

and so on
since it just several jobbs that actually use it, should bnot be that big problem. Somehow i never had time for that, but it always bugged me that terrans jumped around their TOAs

btw
Lucike's pilots jump straight in the middle of sector and noone is complaining ;D
True there could be an option made; however over the last 6 mounts of programming, balancing and testing XTL: Chaos, ive found that even a few minute delay of the response force can have catastrophic results ( attackers win 80% of the time) - I believe if this behavior is added to IR it may even be a higher % value then Chaos.
Osiris454 wrote:I'm pretty sure that this has been answer before, but can you use MBRR and IR together in XRM? IR would handle all the sector takeover stuff while MBRR takes care of the military ships floating around and doing nothing.

From what tidbits I can recall, it's no. Just wanted to make sure though.
Probably not a good idea lol
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Post by Osiris454 »

Just a thought, but does IR usually spawn random Xenon and Kha'ak in otherwise peaceful sectors? I ask this because while I was sitting in a sector waiting for an Argon assault force, 2 Kha'ak destroyers, 1 carrier, and 4 clusters swawned about 12 clicks from my position. At 0,0,0.
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Post by Jack08 »

Osiris454 wrote:Just a thought, but does IR usually spawn random Xenon and Kha'ak in otherwise peaceful sectors? I ask this because while I was sitting in a sector waiting for an Argon assault force, 2 Kha'ak destroyers, 1 carrier, and 4 clusters swawned about 12 clicks from my position. At 0,0,0.
You owe me 1 pair of pants. :D
Nope, It will only spawn Xenon currently, and only very small groups (4-6 fighters)
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Post by Falcrack »

Got a question for you about IR 2.0!

Could you elaborate on the specific rules regarding creation of ships for races? For example is the rate of ships being produced by a race tied to some variable of the game state, such as number of sectors owned, number of factories, etc, or is it a set rate of ship spawning per shipyard irregardless of any other variable?
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Post by Jack08 »

Falcrack wrote:Got a question for you about IR 2.0!

Could you elaborate on the specific rules regarding creation of ships for races? For example is the rate of ships being produced by a race tied to some variable of the game state, such as number of sectors owned, number of factories, etc, or is it a set rate of ship spawning per shipyard irregardless of any other variable?
There is no real overarching controller logic in IR2.0, just like in IR; The code was kept simple to minimize script execution impact on a game universe that isn't designed on a core level to act in a assault / respond manor. (One of the major reasons we had to remove the job engine in XTL)

Basically, IR creates as many ships as it needs, and then removes them when they are no longer needed; There arelimiting factors in play, such as max ships, and min time between ship spawns, etc.
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Post by Osiris454 »

There was something I wanted to ask about IR in general. Not just IR 2.0 and etc. Does IR sense a more critical situation when all the responding ships are destroyed? Does it go, "Oh, CRAP! Send all available ships to sector 'x' NOW!"

Edit: Found a bug I think. The various races constructor TL's don't have any shields when they jump (0,0,0) in.

Edit2: Argon are attempting to take over Clarity's End with 2 assault fleets, but the Paranid are jumping in with up to 3 TL's at a time rebuilding stations. The Argon cannot destroy them fast enough. Also, the Paranid were already responding to a Kha'ak spawn when the Argon jumped in, but they have not responded to the Argon at all since they started. Maybe because they were already in the middle of a response, they don't recognize the need to respond to the Argon assault?
Last edited by Osiris454 on Sun, 29. Apr 12, 03:42, edited 1 time in total.
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Post by A5PECT »

The 1.06 changelog lists a fix for the 0m/s bug occuring on invasion ships, but I'm running 1.07a and getting the bug with response ships (invasions are disabled, incursion responses are enabled). I frequently find small groups of IR response fighters loitering about in various sectors, and I've seen two or three capital ships doing the same.
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Post by Jack08 »

When we release XTL, ill be switching out the ai to C.A.I. (Chaos A.I.) Core; Which should solve most, if not all, of the AI issues.. while also making them about 5000% smarter... :D I will also be creating a script bridge to the Job Engine that will apply C.A.I. to the entire universe, for a massive boost in performance (hopefully) across any mod IR installed on.

Basically, IR will receive yet another rewrite once XTL is ready to fall inline with the standards ive set for myself when it comes to AI... Currently IR has fallen extremely far behind.

The biggest upside to C.A.I. is that it will only take ma 2-3 days to do a total military rewrite of IR2.0; Its extremely adaptable and self-adapting, and makes further feature implementation for the AI extremely fast, and easy.
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Post by Falcrack »

Just wondering if there's a "timeline" for the release of X-Timelines. Are we talking on the order of days, weeks, or months?

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