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

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Wolfie276
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Post by Wolfie276 »

Nah, I pissed off all the races except Teladi and Split.

It's the amount of systems invaded at the same time as sectors increase that made me suspect it is like that.

Oh, by the way, had a 5000 ship Kha'ak invasion the other day. :p

http://i52.tinypic.com/35cixc7.jpg
http://i54.tinypic.com/xaxnyb.jpg
http://i51.tinypic.com/20pudjb.jpg

Needless to say, the game slowed down to seconds per frame.

EDIT: I have made a few observations of ships with the name "....." that is indestructible. Collateral damage is not enabled, if that was the result of the bug in previous versions.
djrygar
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Post by djrygar »

5000 khaak is of course not intended, something went wrong. This is actually unavoidable, there is always something that will derail script.

And if you like more battles, new versions may not be up to your liking. Reason for increased activity of fleets is that they are conterstrikes, that are launched automatically after takeover


in 15.27 counterstrike will be crippled to tame ATF, and it results in less counterstrikes, but also in more 'proper' invasions on new targets (finally races take unknown sectors)
Wolfie276
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Post by Wolfie276 »

The battles themselves do bother me slightly. I get about 7 notifications each hour about racial invasions, and around 6 counterstrike notifications, and this is only for 2 races.

This is the first time I have ever seen such an active universe with IR where the Kha'ak didn't come out best (this was before you took over the project).

I did see a part of your script I am curious about in the invasion manager. Whenever an attack fails it'll retry, correct? It increases the tokens.last by 40 each time, until it reaches 240 and resets.

Is 240 the exact amount of ships possible (where most are carrier fighters)? I have yet to observe 240 ships invading I think, it makes me suspect there is something like "unit population requirement" as many RTSes have.
djrygar
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Post by djrygar »

nope these are tokens
each ship has its price in tokens. Same as money just lower nominals for easier tweaking. M8 costs 8 tokens etc.
Wolfie276
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Post by Wolfie276 »

Ah ok, so it's like the RTS thing I mentioned. That's what I thought.

I went ingame looking for the token cost, and I can't believe I didn't find it earlier. That clears it up a bit.

I'll increase the max tokens now, and decrease the rate. :p
djrygar
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Post by djrygar »

let me know what you will learn, and how it behaves
Wolfie276
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Post by Wolfie276 »

I did not learn anything, seems it runs just fine (I set max to 400, and the rate to 20).

I have yet to see an invasion above 40 ships, but that might be because they use more big ships. I'm not sure of that though, as I have not been able to see the battles yet, although the Boron are going to invade CEOs Buckzoid with 37 ships or so.

I'll post whenever I see an invasion with more ships than the original script allowed, but I'll have to leave it to tomorrow.
Mizuchi
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Post by Mizuchi »

Out of interest, does Improved Races assume control of military ships that have been spawned by Jobs?

I know it takes over some of the spawning of Xenon Ships (that have been spawned by Jobs) in addition to spawning additional numbers as it deems fit; but I'm curious if IR's military intelligence (shall we say) uses whatever assets are available no matter where they came from.

I'm also getting a strong sense of deja vu as I write this post. I haven't already written something similar a few pages ago, have I? It's weird.
Wolfie276
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Post by Wolfie276 »

Token editing seems to be working perfectly.
djrygar
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Post by djrygar »

Mizuchi wrote:Out of interest, does Improved Races assume control of military ships that have been spawned by Jobs?
it does not touch other ships. RRF does that, ir only works with its own ships

altrough lately I enabled same defence mechanism on jobs-bigships as IR ships have
Wolfie276
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Post by Wolfie276 »

Question, how am I supposed to defend against a Kha'ak invasion when there's no possibility of finding their station without patrolling myself? The sector is 500km, and whenever my ships patrol/map/search for enemies they do not go outside the normal 500km of the sector. The Teladi also seems to have constructed all their stations outside the 500km range.

EDIT: Any plans of increasing the amount of ships jumping in when a Kha'ak station is destroyed? It would be awesome to wreck some more ships. :p

I'm thinking you could maybe create a setting for how many ships will jump in. Not a specific number of course.

EDIT2: Nevermind. 200 ships just jumped on me.
Charnaal
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Joined: Tue, 3. Apr 07, 04:56
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Post by Charnaal »

Just a quick question, it's my first time using the Improved Races mod and I think I have everything configured, one thing is kind of confusing me however.

I've enabled both improved Xenon and Improved Kha'ak in the plugin menus but the main plugin screen says they are both disabled :

http://i.imgur.com/ypFtI.jpg

I've looked through the last 70 pages of posts or so and have not seen it mentioned, is this normal?
Thanks for any help you can give me :)
Last edited by Charnaal on Tue, 12. Jul 11, 06:12, edited 1 time in total.
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joelR
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Post by joelR »

If I want to disable racial sector takeovers is it enough to just do that in the options and select reinstall or do I need to totally uninstall IR first?
djrygar
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Post by djrygar »

when you exit this window, plugin will ask you to 'reinstall'

enabling 'modules' (khaak, xenon etc) requires reinstalling (meaning: hit 'reinstall' button you see at bottom) or click OK when dialog appears
Charnaal
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Post by Charnaal »

The plugin did ask me to reinstall, however when I did the screen remains the same. I'm not exactly sure what I'm missing as I followed the instructions to the letter.

Thank you for your help on this by the way.

Edit: Scratch that, I started a new game and it seems to be working without problems. Thank you.
djrygar
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Post by djrygar »

all right
Will anyone be sad, sad kitten if I cripple Xenon fleet sizes?

by few times I think, so theres no more than 8-9 huge ships in invasion
no sure if this can be done easily, but I will try
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Argonaught.
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Post by Argonaught. »

djrygar wrote:all right
Will anyone be sad, sad kitten if I cripple Xenon fleet sizes?

by few times I think, so theres no more than 8-9 huge ships in invasion
no sure if this can be done easily, but I will try
That would be ok, it'll let me join in in those fights, as it is having to many large ships fighting each other gets very laggy.

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Wolfie276
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Post by Wolfie276 »

djrygar wrote:all right
Will anyone be sad, sad kitten if I cripple Xenon fleet sizes?

by few times I think, so theres no more than 8-9 huge ships in invasion
no sure if this can be done easily, but I will try
You could use the already existing token-system.

By the way, after pushing the max token limit... chaos has been served. :p

EDIT: And limiting it to 8-9 huge ships would be breaking balance in the other direction (considering over 100 is imbalanced too). The Xenon relies upon numbers, their shields, weapons mounted and energy simply does not cut it.
djrygar
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Post by djrygar »

i redesigned a bit spacefueladdict's universe map

so I am using this new map with huge, huge sectors (and connarys backgrounds) and noticed that is has huge impact on IR Xenon - before attack leader manages to get to target sector, home station will produce 80 new ships, just because the time needed to fly there was much longer. Its not good

xenons do not use tokens to limit their size

8 xenon ships is not enough to win invasion, yes
unless you also drop 8 huge ships in 3 nearby sectors at once :D

this way, it would still be manageable by Player (ie player can enter sector and fight instead of watching slideshow / unknown exception popup)
Halconnen
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Post by Halconnen »

Excuse me if this is a noobish question, but is there a documentation file that explains all the settings for IR in detail?

The opening post of the thread doesn't really say that much about the effects of most of the stuff you can set. :o

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