[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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djrygar
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Post by djrygar »

Shuulo wrote:Hi guys, nice update.
I got one issue after patching my current game, True relations stopped working and im in friend with argons and paranids, thats not right.
Did you changed something in there?
tr DOES NOT PREVENT YOU FROM BEFRIEND BOTH RACES
it just makes it much much harder

still, it is doable if you gain notoriety mostly trough trading, as notoriety gains are then so small that are filtered

note that TR also depends of your trade/fight ranks. If you are still low in those rankings, TR will not do too much. Once you hit +20 area (I don't remember rank names, but max ranks are at lvl 25) TR will be more agressive

but it is still possible to befriend with everybody if you are very carefull. It just requires a lot of patience and avoiding of 'easy grinding'

this time I was very careful and also managed to befriend with everybody, but price for that is that I still cannot buy any bigger ship from races other than Teladi despite pretty far in game. Even Teladi wont sell me M1/M2 , only selected M7
djrygar
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Post by djrygar »

Mizuchi wrote:Out of interest (and I've likely missed this if it's been mentioned before), is there any way to prevent races that you're on good terms with from building stuff in sectors you own?

I just got a recently claimed (and hard won) sector the way I like it, and now a Split TL is about to drop various stations at obscure coordinates.

I am very particular. It's going to spoil my feng shui layout. :3
hm, no, I think there is not, but could be added as option to empire manager.
djrygar
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Post by djrygar »

aka1nas wrote:- IIRC, IR takes over or redirects a lot/all of NPC ship spawning. One thing that always bugs me when I play a game with sector takeover scripts (player or NPC) is that the jobs system will by default still respawn ships and pretty much ignore new sector ownerships. It's also annoying when you get a race down to a last sector with a shipyard as the jobs for that race that are tied to shipyard spawn will just create a constant stream of M2s as quick as you destroy them. There's basically no "economic warfare" concept then as the race's remaining assets don't affect spawns via the jobs system.

Can IR alleviate these issues, and if so, to what extent? If I were to gut my jobs file of all military ship jobs, will IR be able to function solely with it's own spawning mechanics?

economic warfare is not possible without some heavy changes in economy itself. I was thinking about doing it, but it is just too much work for one person.

I was pretty interestd in such idea. It is possible, especially if authors of 'Time of the Truth' mod would allow me to use their obj files with modified station capacities (or created such file for me). Of course that woud require starting new game and changing IR from being purely script to become MOD, which could put off some people.



as for spawning, perhaps
http://forum.egosoft.com/viewtopic.php?t=294532
may help in some ways. Actually its pretty possible it will fix your issue, as respawn times in those jobs are set to hours instead of seconds, but havent tried it

one sure thing is that it fixes respawns in sectors that have been conquered
Mizuchi
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Post by Mizuchi »

- snipped -
Last edited by Mizuchi on Thu, 2. Jun 11, 07:33, edited 1 time in total.
aka1nas
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Post by aka1nas »

Thanks, Dryjgar. I am already doing SRM with vkerinav's job pack with my new playthrough, so hopefully that will take care of it. I dropped in the Chaos Edition of IR, as well.

Cheers.
expnobody
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Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

what's the condition for NPC to take back their sector?
example: one of Terran's sector is over run by Pirates, i helped Terran cleared out all the pirates in that system, but the system is not return to Terran's control, the owner is still pirates, but i built a station and i can claim it without problems
djrygar
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Post by djrygar »

they must build factory and wipeout all enemy factories and bigships

sometimes its enough to only wipeout invaders
Osiris454
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Post by Osiris454 »

OK, I know something funny is going on with the ATF. Their assault forces never reach their destination because IR destroys them shortly after their creation. They are also going the wrong way. An assault force to 472 completely passes it and continues into 'Nathan's Voyage'. Then for some reason they turn around and head into 'Black Hole Sun' but when they all have crossed the gate, in a matter of seconds the fleet is 'deleted'. No destroyed by local forces, they just vanish.
Could this have something to do with the plot protected sectors? I have 'Plot Protection' off.

EDIT: I posted the same thing in IR:CE.

EDIT 2: I'm also getting random spawning Xenon ships under my control in the HUB sector that are homebased to the Xenon Hub.
A5PECT
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Post by A5PECT »

Okay, I've been in a runaround for the past hour over this so I'll keep it short.

IR:CE
SRM
CMOD

I keep getting "Out of Launch" in my message log. Bug?
Admitting you have a problem is the first step in figuring out how to make it worse.
garrry34
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Post by garrry34 »

does anyone know why I'm seeing races flying xenon caps name field of view?
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
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joelR
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Post by joelR »

garrry34 wrote:does anyone know why I'm seeing races flying xenon caps name field of view?
I think that's a bug with SCS 3.38. Don't quote me on that though.
GuiltySource
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Post by GuiltySource »

How does tax work? I took Gunne's Crusade as my first sector. It said I'd earn 6 credits from my lonely factory lol, then the Paranid moved in. The report showed up and said I'd earned 0 credits.
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Jack08
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Post by Jack08 »

GuiltySource wrote:How does tax work? I took Gunne's Crusade as my first sector. It said I'd earn 6 credits from my lonely factory lol, then the Paranid moved in. The report showed up and said I'd earned 0 credits.
http://forum.egosoft.com/viewtopic.php? ... 71#3400371
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GuiltySource
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Post by GuiltySource »

Thanks.
DiveBomberDave
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Post by DiveBomberDave »

I'm not sure anyone will see this, but here goes.

Hi guys,

I just installed Improved Races, Pirate Guild 3 and Ship Reballance mod, everything seems to be working fine except when I access the tax options I get a null pointer error. This seems to be handled ok so the game doesnt crash but the tax function is just not working.

Any help will be appreciated.

Thanks
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Jack08
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Post by Jack08 »

DiveBomberDave wrote:I'm not sure anyone will see this, but here goes.

Hi guys,

I just installed Improved Races, Pirate Guild 3 and Ship Reballance mod, everything seems to be working fine except when I access the tax options I get a null pointer error. This seems to be handled ok so the game doesnt crash but the tax function is just not working.

Any help will be appreciated.

Thanks
You will need to provide much more information then that if you hope for a constructive reply... or even a screen shot of the error
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DiveBomberDave
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Post by DiveBomberDave »

OK,
I'm playing the latest version of Improved Races that I downloaded from this thread.

What happens is:

- I enter Unknown Sector (Avarice)
- I open IR Comm.System: Main Menu
- I open Empire View
- I open Modify Sector Settings
- I change the tax setting to ON
- I save the settings (this is where the problem occurs)

I get a message that:
"infinite loop detected, script terminated!
plugin.ir.comm.empireov:93:2:0:502799881:-1: $Owner = $CStation -> get owner race
RefObj: null"

When I look at the Universe map it shows me as the owner of the sector.
When I look at the Empire View again it says the complexs should be paying tax but when I get the hourly statement it says that I recieve 0 taxes and payed 0 taxes (because the script is turned off???).

Sorry for the lack of detail before I thought it would be a common problem as I only installed the mods that were recomended.
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Jack08
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Post by Jack08 »

Try:

Download This Script (Right Click, Save As)
Drop it in your /scripts/ folder and overwrite the original
Attempt to access the empire overview again after reloading a savegame
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
DiveBomberDave
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Post by DiveBomberDave »

Thanks Jack, I tried it and got a different error message, a different bug is progress.

I had something wrong in the last post, I didn't own that sector yet, the khaak did (assuming thats y i have to destroy their station b4 i can claim it), the universe map said it was still an unknown sector.

The new error message in avarice is identical but instead of 502799881 it said 502961258.

I tried it in Twisted Skies which i definitelly own and the program got further but still crashed the script, this error message is:

"infinite loop detected, script terminated!
plugin.ir.comm.empireov:317:2:0:502919223:-1: $Sector.Total.Tax = $Sector.Total.Tax $LVar.responce.tax +
RefObj: null"

I put the new XML file in my scripts folder but there was not already a plugin.ir.comm.empireov.xml file there?
Should there have been?
I ran the installer again before putting the new file in but it didn't create any plugin.ir.* files.
The installer said that the install worked ok and everything else seems to work fine.
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Jack08
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Post by Jack08 »

I put the new XML file in my scripts folder but there was not already a plugin.ir.comm.empireov.xml file there?
Yes, It would have been there, otherwise your not in your scripts folder or didn't warn you about file overwrite


I have updated the download link above, try downloading it again

The Empire manager doesn't care what sector your currently in when its opened - its scans the entire universe
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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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