[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 »

mwyeoh wrote:options and when I go back in, all the xenon, khaak options are still displayed as disabled, so Im pretty sure nothing else works either.
you must hit 'reinstall' after changes

you probably use language different from english/german, so you must rename text file to your lang
garrry34
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Post by garrry34 »

may I ask see the collateral damage have you's dissabled it or do I have a bug somewhere?
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robalexhall
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Post by robalexhall »

omg new version :D
djrygar
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Post by djrygar »

garrry34 wrote:may I ask see the collateral damage have you's dissabled it or do I have a bug somewhere?
not disabled, but it is buggy
Wolfie276
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Post by Wolfie276 »

Still didn't update from 15.26, I want to capture a Tyr first in my current save.

How active are the ATF exactly in the new versions?
Scoob
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Post by Scoob »

Hi,

I've just installed the latest IR to use with the XRM mod, all is working fine so far except for one issue.

Right, I'm friends with the Yaki and I'm cruising through sectors where they've deployed Hikari laser towers just behind each gate. They don't attack me however I did manage to annoy some of them...

I'm flying a Ryu and in order to "trigger" a gate a good fifth of the ship needs to have passed through the event horizon (when flying manually, which sometimes is the only way) only then do I jump. Now, the nose of my Ryu managed to ram several of the Hikari just prior to jumping making them go red.

Basically I think the Hikari need to be re-positioned slightly else large ships will ram them. Not sure what other options there might be to this issue.

Cheers,

Scoob.
mwyeoh
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Post by mwyeoh »

djrygar wrote:
you must hit 'reinstall' after changes

you probably use language different from english/german, so you must rename text file to your lang
Thanks for the reply djrygar

I am using the english version, so the t-file is tagged 44. But I still get the read text issues.

When making changes to the mod, I do hit 'reinstall' after making changes and I get a few subtitles saying things are happening followed by a installation complete, but when I go back into the settings, nothing has changes, everything is still disabled. Funny enough, for race reputations statistics, I only have reputations with the pirates and yaki. No one else.
Joey1974
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Post by Joey1974 »

Hello guys ,

I am using the latest version of IR in my current game.

Is it possible to takeover Xenon Sector 598?

Tried it yesterday, defeated the xenon patrols and build a trade station (paid 35 mio credits). Everything looked fine for a moment when suddenly the xenon respawned.

They respawned randomly in the sector and rushed in from the East gate. Any ideas how to hold this sector?
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mr.WHO
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Post by mr.WHO »

The simple answer is: you can't. Xenons will keep respawning till they kick you out of their sector. I'ts easier and cheaper to blockade the native (aka vanilla) Xenon sectors and deny them the ability to conquest other sectors.
garrry34
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Post by garrry34 »

I managed to iradicate the xenon in my last game but that was with irce, when they respawn is it near the east gate, if so they aren't spawning randomly its a fleet coming from the next sector, the lead ship come through the gate and the rest jump in...
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Jack08
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Post by Jack08 »

mr.WHO wrote:The simple answer is: you can't. Xenons will keep respawning till they kick you out of their sector. I'ts easier and cheaper to blockade the native (aka vanilla) Xenon sectors and deny them the ability to conquest other sectors.
No, They wont continue to spawn... There are two types of xenon invasion

Normal and BugMode

Normal is a normal invasion

BugMode is also known as the "Great Xenon Migration"
This is a bug that we decided was also a feature, and has been left alone (basically because its unfix able without a full rewrite)

although this is BugMode, they wont come endlessly... they have a limit even then

A Full rewrite was talked about, we didn't reach a decision, but i personally think that a full rewrite might destroy some of the atmosphere that IR provides, just because it will inevitably act differently then the original. Even still, i have plans to rewrite IR:CE from the ground up if i have the time between XTL Phase 1 & 2. I guess we will see how it goes, but the standard IR should probably remain classic until the rewrite is thoroughly tested
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Joey1974
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Post by Joey1974 »

The simple answer is: you can't. Xenons will keep respawning till they kick you out of their sector. I'ts easier and cheaper to blockade the native (aka vanilla) Xenon sectors and deny them the ability to conquest other sectors.
Thats interesting, because taking over xenon sector 472 worked extremely well.
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Shuulo
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Post by Shuulo »

Hey, i was always wondering, if i have a sector and other races are hostile to me, will they try to invade my sector?
garrry34
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Post by garrry34 »

well put it this way I'm high ranked with the terrans and they ocasionally invade my sectors, the don't do squat when they are there though...
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djrygar
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Post by djrygar »

Shuulo wrote:Hey, i was always wondering, if i have a sector and other races are hostile to me, will they try to invade my sector?
yes, they might, but for them priority is to retake lost sectors, so if you took unknown sector, you're relatively safe
Joey1974
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Post by Joey1974 »

although this is BugMode, they wont come endlessly... they have a limit even then
Can you provide hard numbers, how many rounds will they spawn?
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Jack08
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Post by Jack08 »

Joey1974 wrote:
although this is BugMode, they wont come endlessly... they have a limit even then
Can you provide hard numbers, how many rounds will they spawn?
I cant provide specific numbers, IR doesn't define them this way
I cant even estimate because of the way IR works
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djrygar
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Post by djrygar »

actually it does now ;)

I have made changes to this in last versions


limit for ships is in range 25-80 ships. DOes not count fighters on carriers.
there is no other type of invasion, although in 15.25 I enabled taskforces for xenon. SO the can sometimes jump even to remote sectors and cause some mess, yet taskforces are usually just 2, 3 ships, so this is just light patrol

point is, with 200-300 large ships in sector, its impossible to engage them in-sector, and OOS, they just smash everything soe to how OOS fight works. This makes no sense. Still, there are large invasions and much more of them. THey no longer tend to stuck in one sector, and are currently very dangerous, much more than it was before, despite smaller fleets
I also slightly adjusted ship type selection so there is more M6 M7 ships and less M1 and M2, not big changes but should look more natural

I prepared bit of code to allow Xenon to perform invasions trough jump beacons
Idea is, that similar to the main plot in TC, there may be some Xenon ship that goes deep into enemy territory, plants jumpbeacon and invasion starts
but it does not work yet
Joey1974
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Post by Joey1974 »

Ah, that sounds great. Will give it a try and gain control of this sector. 80 Qs - ha, no problem xD
Halconnen
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Post by Halconnen »

Hmm. The most recent version seems to create Tax reports even when you have 0 tax to be paid. I don't think I got them before I updated.

Is this intentional? :o

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