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

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Osiris454
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Post by Osiris454 »

paulwheeler wrote:
Osiris454 wrote:I've asked. Paul said that the CWP version he wrote is completely seperate from IR's CWP.
I didn't write it, Litcube did. I wouldnt want to be seen taking credit for someone else's work. :wink:
'modified' it then? :D
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Jack08
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Post by Jack08 »

Osiris, If your running AP, you can try this...

Open up xtl.equip.ship and replace its entire contents with the following

Code: Select all

$LZR = random value from 80 to 100 - 1
$TUN = random value from 80 to 100 - 1
$MIS = random value from 0 to 101 - 1
if $MIS < 20
  $MIS = random value from 0 to 10 - 1
else
  $MIS = 0
end

$Engine = script engine version
if $Engine >= 52
  if does script exist: 'Lib.Gen.EquipShip'
    = [THIS]->call script 'Lib.Gen.EquipShip' : LaserRank=$LZR  ShieldRank=100  TuningRank=$TUN  MissileRank=$MIS  Ship=[THIS]
  end
else
  = [THIS]->call script 'xtl.CWP' : LaserRank=$LZR  ShieldRank=100  TuningRank=$TUN  MissileRank=$MIS  Ship=[THIS]
end

if [OWNER] == {Pirates}
  [THIS]->set pirate cover state to [FALSE]
end

return null
This will allow IR to use XRM (or any other mods) Own implemention of CWP, instead of IR's default.

It will not work on TC, because a required command ("script exist") isnt available.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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Osiris454
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Post by Osiris454 »

I'm actually using TC.
Ragga_moofin
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Post by Ragga_moofin »

Its obvious enemy races attack each other and send out fleets but whats the 'neutral' alignment for? I noticed there are 3 alignments (Friend/Neutral/Foe) in the war editor. Will they sometimes send out invasion fleets or strike groups to hassle neutral sectors?

Also, will stations respawn if there destroyed by invasion fleets? Thanks.

(Awesome scripts btw having great fun with it)
Drockt1
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Post by Drockt1 »

So ive got a strange problem, that i think may be related to Improved races 2.0 v 1.07a

The problem only started recently as wars(and me) destroy sectors. I had Ecoboost on in Improved races, but have recently turned it off, cause i dislike that it spawns these TLs with no shields, that just appear in the sector, and start spawning stations(it doesn't rebuild them from inventory or anything). No shielded TLs with 0 defense where proving far to much of a lure for me to steal, and i felt like i was cheating ;)

So here is the problem though, now with Ecoboost off, the destroyed stations in many sectors dont get replaced... ever. I have multiple empty sectors just sitting there now(still ships in them, but no stations). And there are a few sectors that GOD seems to be mass populating(maybe meaning to put these stations in the destroyed sectors?). Screenshot below.

http://picasaweb.google.com/lh/photo/i8 ... directlink

any idea what the problem is, or do you think improved races: Ecoboost option broke normal GOD station operation after i disabled ecoboost?

I am using XRM and i know its mass shipyards has caused problems with this mod before.
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Shuulo
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Post by Shuulo »

He he. Jack, I remember i saw this somewhere already :)
Phaseshifter
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No messages in Alliance Tactical Network

Post by Phaseshifter »

Hi,

First my thanks for this great mod.
I'm using this mod for a reasonable time now and noticed some sector takeovers, but I never see any message in my message log nor in the Alliance Tactical Network Overview. I have good reputation with almost all races and have satellites in almost every sector, still no warnings whatsoever.
Also I've put some races in war against eachother and noticed that they are shooting eachother but still no warnings.
What could be wrong? I would be very happy when receiving any kind of warning before a invasion occurs so I can witness it :)
I would be happy to supply my mod/scripts list if that is of any help.

Thanks
Falcrack
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Post by Falcrack »

The last time I tried to witness a sector takeover with the IR 2.0 mod (between the Argon and Paranid in Empire Mines), my fps dropped to about 0.5 per second.

I simply saw in the alliance tactical network that an Argon fleet was headed there. When the fleet got to Cloudbase Southwest, I just parked myself in Empire Mines and waited for the fireworks to begin.

When they did get to the target sector, they all spawned in the very center of the sector, not at the gate between Empire Mines and Cloudbase Southwest. Is this intentional, or a bug? I was running no other mods at the time, completely free except for IR 2.0.

This was a couple months ago, so I don't know if it exists in current versions. I'm not playing X3 these days. I'm anxiously waiting for a certain mod to be released, also being made by Jack08, before I start a new game :P Till then, I have been playing through DarkStar One again, of all things.
Turiko
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Post by Turiko »

Is there any way to disable the messages from the galactic bank outlining your taxes? All my taxes are disabled, but my SETA is still being interrupted every 6 minutes by this message :S
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Jack08
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Post by Jack08 »

Ragga_moofin wrote:Its obvious enemy races attack each other and send out fleets but whats the 'neutral' alignment for?
...
Also, will stations respawn if there destroyed by invasion fleets? Thanks.
In Vanilla, Paranid and Argon are Neutral, Meaning that you can attack Paranid in Argon space and the argon wont care, This is what the Neutral setting is for ;)

GOD will re spawn stations after a time, the EcoBooster will also build new ones.
Drockt1 wrote:So ive got a strange problem....
Heh... It the eco booster TL still in sector endlessly dropping stations?... or did many TL's show up from many different shipyard?. I'm going to add a EcoLimiter (Similar to the Invasion & Response Limiters) to ensure that they don't send more then 1 to the same sector in future versions.
Phaseshifter wrote: I'm using this mod for a reasonable time now and noticed some sector takeovers, but I never see any message in my message log nor in the Alliance Tactical Network Overview. ...
There is a glitch that im trying to find thats causing IR to completely stop sending invasions. In a future version im going to modify the Universe Cleaner to completely reset IR's internal arrays, and refresh the entire system so that this no longer occurs - unless i manage to fix it beforehand.
Falcrack wrote:... they all spawned in the very center of the sector ...
Definitely a glitch, ill look into it ;)
Turiko wrote:Is there any way to disable the messages from the galactic bank outlining your taxes? All my taxes are disabled, but my SETA is still being interrupted every 6 minutes by this message :S
You can turn Player Sector Takeover in the IR options to Disabled, this will disable the Tax System completely. When you want to take over a sector simply switch it back on. Ill add an option next version to turn the notification off.
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Drockt1
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Post by Drockt1 »

Jack08 wrote:
Drockt1 wrote:So ive got a strange problem....
Heh... It the eco booster TL still in sector endlessly dropping stations?... or did many TL's show up from many different shipyard?. I'm going to add a EcoLimiter (Similar to the Invasion & Response Limiters) to ensure that they don't send more then 1 to the same sector in future versions.
.
Considering how fast they did it, i THINK it was multiple tls, so just linked to the problem of XTC having lots of shipyards each spawning one i guess.. I have since started over a new game with ecoboost off cause my game was starting to slow down a ton(was quite a few station overpopulated sectors hehe). Thanks for the reply.
Osiris454
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Post by Osiris454 »

Quick question Jack, but when will the next version be ready, and how's the Chaos AI integration going?
Osiris454
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Post by Osiris454 »

I think I've found something. To anyone having problems with invasions and have Bounce installed, please uninstall Bounce and see if the Invasions come back. Mine did.
Osiris454
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Post by Osiris454 »

OK. I found a quick, but albeit dirty way to stop the beam cannon spawn. Basically you have to add the Ion Cannon, Plasma Beam Cannon, and Fusion Beam Cannon to xtl.cwp.xml where the repair laser, mining laser, and tractor beam are listed. This would prevent CWP from equipping ships with the beam cannons, but I don't know how to add them to the file.... :oops:
rstrom11
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Post by rstrom11 »

Is this compatible with the latest version? 3.2?
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jack775544
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Post by jack775544 »

rstrom11 wrote:Is this compatible with the latest version? 3.2?
If you mean X3TC v3.2 then the answer is yes.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
rstrom11
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Post by rstrom11 »

Can anyone direct me to a plug in manager that can handle this? I have tried several and none have worked
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jack775544
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Post by jack775544 »

rstrom11 wrote:Can anyone direct me to a plug in manager that can handle this? I have tried several and none have worked
You mean like the one that is stickied on the front page of the S&M forum.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
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Jack08
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Post by Jack08 »

Osiris454 wrote:Quick question Jack, but when will the next version be ready, and how's the Chaos AI integration going?
Its not, Im not going to start working on CAI that until XTL has been released. ;)
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Calgor Grim
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Post by Calgor Grim »

Another question, I hate Boron. Is it possible to override/disable the lock on the Boron/Argon alliance and have the two murdering each other? I want to wipe the squid off the face of the galaxy somehow.

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