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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

djrygar wrote: edit:
anyone knows.. any pirate/argon/yaki ships that can install terran missiles?
if yes... here we have reason for yaki/argon factories producing terran goods...
Only Terran, Atf and Xenon can make use of terran missiles unfortunately.
They would need to be modded onto the other races ships in order to use them.

HTH

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

djrygar wrote:show me your empire manager window

you probably not enabled taxes on factories
and probably youre loosing lots of notoriety because of that



edit:
anyone knows.. any pirate/argon/yaki ships that can install terran missiles?
if yes... here we have reason for yaki/argon factories producing terran goods...
Rygar... You have made a mistake with adding this penalty
You've added it to plugin.comm.calctax:

Problem 1:
If tax is disabled for this station, it wont even get passed line 11

Problem 2:
If it somehow manages to get passed line 11; your going to be nuking everyones rep majorly fast, as plugin.ir.comm.calctax is called from almost every script that is related to tax in any way

The Empire Overview Calls it, the Sector config calls it, the Improved Responses Calls it, - You cant put this here...

Move the code to "plugin.ir.comm.collect.tax" under subroutine "Sector.NonPlayer", this way its called only when taxes are collected, but remember that $Tax can be 0 even if tax is on, so make sure you also check notoriety here too


Also, Never add waits to any tax related scripts, it will mess up the empire overview

Edit:

Code: Select all

skip if $Tax.Enable 
  return 0
 
online 18-19 needs to be changed back to:

Code: Select all

if $Tax.Enable == null 
  return 0
end
It was like this for a critical reason that i cant remember (something to do with defaults and non saving settings)
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

ouh, okay
will apply those and air 15.27 with atf fix
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

Argonaught. wrote:Only Terran, Atf and Xenon can make use of terran missiles unfortunately.
They would need to be modded onto the other races ships in order to use them.
Argo.
yeah, SRM included, vanilla is forbidden here


I think there must be such ships, as those factories are being built with same pattern, meaning, logic that decides what type of factory chain is needed is making same decisions. and they build whole chains for those terran fabs. so thats not really a bug. Lots of digging ahead.

Maybe some ships unused in game, but existing in tships..


well... seems factory building without predefined race arrays is not really possible ;>
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

I did a little search for you in Tships to see what other ships use Terran missiles and there was only 3:

Hyperion Vanguard - Wraith
Xperimental Shuttle - Poltergeist and Spectre
SS_SH_A_Hybrid - poltergeist and Spectre

that last ship had no name that I could find but the description for it is:

A prototype developed by the Argon Secret Service. It is a hybrid of Terran and Argon technology and although still in development, it is already very powerful.

So apart from those extra 3 ships then a moddified Tships would need to be done to enable terran missiles on some of the other race ships.

HTH

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 »

Argonaught. wrote:I did a little search for you in Tships to see what other ships use Terran missiles and there was only 3:

Hyperion Vanguard - Wraith
Xperimental Shuttle - Poltergeist and Spectre
SS_SH_A_Hybrid - poltergeist and Spectre

that last ship had no name that I could find but the description for it is:

A prototype developed by the Argon Secret Service. It is a hybrid of Terran and Argon technology and although still in development, it is already very powerful.

So apart from those extra 3 ships then a moddified Tships would need to be done to enable terran missiles on some of the other race ships.

HTH

Argo.
That last ship is the Aamon Prototype. It is an obtainable ship (M3) in SRM.
A5PECT
Posts: 6189
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Does the "No Station Wrecks" addon work with Chaos Edition? Also, does it remove existing wrecks (stations that have been destroyed before the addon is installed).

Also, the download link for the addons appears to be broken.
Admitting you have a problem is the first step in figuring out how to make it worse.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

1 - yes, 2 - yes, 3 - fixed
A5PECT
Posts: 6189
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Very nice, thank you.

Edit: I don't want to install the Gentle Sounds and Missile addons, so I removed the TMissiles file from types and the s folder before placing the archive into the game directory.

Is there anything else I need to remove? I'm not sure what to do with the mov folder, since I don't know what the files in there do.
Admitting you have a problem is the first step in figuring out how to make it worse.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

sounds are obviously 2 wav files
A5PECT
Posts: 6189
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Oh, I know. I was just wondering what the file in mov folder does.
Admitting you have a problem is the first step in figuring out how to make it worse.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

Hmm. I've been using IR for quite a while.

Recently though, it started crashing when trying to clean universe, while removing Split ships. Debug mode gives me nothing out of the ordinary (except shipyards renamed to Debugging).

It happens around the same spots every time. When I first tried to clean yesterday it happened at checking ship 314, but today it happens when checking 1128.

If there's any further info required, then please ask for it.
User avatar
Inras
Posts: 322
Joined: Fri, 5. Mar 04, 19:41
x4

Post by Inras »

djrygar wrote:show me your empire manager window

you probably not enabled taxes on factories
and probably youre loosing lots of notoriety because of that



edit:
anyone knows.. any pirate/argon/yaki ships that can install terran missiles?
if yes... here we have reason for yaki/argon factories producing terran goods...
ahhh this was the problem. Tanks ^^
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

Wolfie276 wrote:Hmm. I've been using IR for quite a while.

Recently though, it started crashing when trying to clean universe,
seems you're lost with this one, no real cure with this kind of bug. it may or may not fix itself after reboot
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

I assumed so. I am waiting for the ship to despawn by other means, if it ever will. Might use the Hot War editor to make everyone wipe out split. :p
Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 »

Djrygar, if I wanted to increase the number of maximum invasions that could happen where would I do that? In which file I mean.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

Just read through the invasion manager script, and I did not see any max limit of invasions. My ingame observations supports this, as I have seen ongoing invasions rise as more sectors are taken. I only play on insane though. :p

I have C-knowledge, so these scripts are readable if anyone should ask. I didn't read the libraries or all the IR-scripts, so I do not have much knowledge of the internal IR workings.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Osiris454 wrote:Djrygar, if I wanted to increase the number of maximum invasions that could happen where would I do that? In which file I mean.
Its not really that simple, significant changes had to be made within IR:CE to prevent the entire universe from being taken over by one race

Increasing the invasion count without these safeguards would result in alot of invasions from a single race and a few from the others
Wolfie276 wrote:Just read through the invasion manager script, and I did not see any max limit of invasions. My ingame observations supports this, as I have seen ongoing invasions rise as more sectors are taken. I only play on insane though. :p

I have C-knowledge, so these scripts are readable if anyone should ask. I didn't read the libraries or all the IR-scripts, so I do not have much knowledge of the internal IR workings.
I have no idea what your trying to say - if your trying to say the invasion count is linked to the races sector count; your wrong

Please allow us to answer these type of questions instead of speculating, this way avoiding all confusion
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 »

Jack08 wrote:
Osiris454 wrote:Djrygar, if I wanted to increase the number of maximum invasions that could happen where would I do that? In which file I mean.
Its not really that simple, significant changes had to be made within IR:CE to prevent the entire universe from being taken over by one race

Increasing the invasion count without these safeguards would result in alot of invasions from a single race and a few from the others.
I had a funny feeling it was that way. :/
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

Wolfie276 wrote: My ingame observations supports this, as I have seen ongoing invasions rise as more sectors are taken. I only play on insane though. :p
.
no, you are just more often notified as you know more sectors and have better relations as game progresses ;)

you may increase the number (look for condition $limiter<7, $limiter is a global array of currently active shipyards). As Jack said, it may lead to some awkward things, but also may not. Could be easier for you to just use IRCE if you really need more of those

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”