[MD-Script] RSM - Random Sectors Management 1.5

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wellmaddy
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Post by wellmaddy »

BTW loving the mod =]
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ezra-r
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Post by ezra-r »

Amazing contribution Ketraar, I hopeyou realiza how many possibilities you have just opened with this... it's amazing

Sorry if this has been asked, is there a limit to sectors created? will it ever stop?

Do any of them dissapear as well as they were generated? The use of this? Like for example, you get a mission to explore entry to a new sector, you go in there, that leads to another, etc,, at the end you get the item you were looking for and once you complete the mission, voilá sectors dissapeared (kind of like mmog's dangeouns).
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Canefox
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Post by Canefox »

Wow, just when I thought I've seen it all! Will the other races, besides just me and the xenon take advantage of these new sectors or make ventures in them?
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Post by bulletstop »

This is freakin awesome. Thanks so much...
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TTD
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Post by TTD »

So, if I am correct , although I have been directed here from the "Home" page, it is not an Egosoft signed MOD,so it will give a "Modified " tag.

Is this correct ?

If so then I think this will be the first Mod I will add to TC,apart from the non-"modified" scripts for tubes,civs and rocks etc.
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Post by Misinformed »

Brilliant idea this. If xtended gets here before the year 3000 itll be fantastic if some kind of compatability for their sectors was added. This is looking like a must have thing.
wellmaddy
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Post by wellmaddy »

I have one Question for you? Are the sectors truthly random or just randomly uncovered? Ie if its say a Xeneon sector this game if I make a new one it will be Xeneon again or something different?
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Canefox
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Post by Canefox »

Something else I'm wondering. Do these new sectors only branch off the current gate network or can new sectors appear connected to previously newly discovered sectors?
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Ketraar
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Post by Ketraar »

@wellmaddy
not exactly sure what you mean but sectors are set randomly, there is a higher chance for unknown sectors than for Xenon ones though (about 70/30)

@Canefox
Once a sector is added, the possibility for a sector to branch from that is exactly the same as any other sector.

Only sectors excluded to this are:
  • Terran Sectors
  • Kha'ak Sectors
  • HUB
  • and 2 other exception due to technical issues.
Every other sector in the map is a candidate given there is a free "spot" next to it.

MFG

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Canefox
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Post by Canefox »

What I meant is can newly discovered sectors be found connected to other random sectors?
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Post by unknown1 »

what about the STO script you advised to use?i looked trough it and it says is for reunion.Is it also compatible with TC 3.0?and if so,will NPC spawn more trade vessels to cover the NPC factories that will be created after i take over the new sectors from your mod? THX
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Ketraar
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Post by Ketraar »

Canefox wrote:What I meant is can newly discovered sectors be found connected to other random sectors?
Well not like you are asking. I'll try to explain the rules for the sectors to appear.

1. RSM Sectors always spawn next to an existing sector that has at least 1 gate
2. Spawned RSM sectors only connect to to sectors that have max 3 gates
3. Spawned RSM sectors only connect to to sectors that are neither Terran or Kha'ak

So a RSM sector can spawn and get connected to a previously spawned RSM sector, here a small example pictured in map.
[ external image ]

@unknown1
The link to STO pointed to the Reunion version, but I fixed that a few days ago, if you click on the link now it will point you to the TC version.
Though I don't think the STO populates NPC sector (not sure), I hope someone with STO experience can answer these questions more accurately.

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Trickmov
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Post by Trickmov »

Ketraar wrote: Though I don't think the STO populates NPC sector (not sure), I hope someone with STO experience can answer these questions more accurately.
No, STO 1.51 doesn't populate NPC-sectors, just the player-sectors... but I have already done a new version, because ThisIsHarsh asked me something similar... meaning 1.52 enables scripters to use the STO-population routine for their own scripts (for any specified sector)... but using it directly from out the MD-script could be difficult, because I am using arrays as input for the control-scripts, which is written by MD as var1|var2|var3 ... etc.. The 1.52 version is not yet out, because I am waiting for SerialKicked to finish some general overtaking libs for all overtaking scripts to prevent incompatibilites... but if you are interested, Ketraar, I can send you a copy of script and/or the readme.
unknown1
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Post by unknown1 »

No, STO 1.51 doesn't populate NPC-sectors, just the player-sectors... .
..that was what i meant...NPC factories spawned in my owned sectors...but my question was...will there be enough NPC traders to handle the new NPC stations spawned by STO in my sectors?or they won't even go into these newly created sectors?
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Trickmov
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Post by Trickmov »

No idea, if there are enough traders... depends probably on the number of additional sectors. Afaik there is a constant amount of traders specified in the jobs. If there are more stations, the amount of traders/station will decrease... if this affects the playability, I don't know.

And yes, they should fly also into the new sectors - they just look for interesting stations out there.
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Ketraar
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Post by Ketraar »

@Trickmov
Thanks for the info, but I'd rather had STO take over the sectors on its own rather than me doing it in here.
I see this like this: RSM creates the sectors STO or IR or any other overtake script gets aware of it and the NPC races take over the new US or invade the new XS. This way any user is free to choose which overtake script to use. Let me know if this makes any sense at all (this is all due to actual low game experience :-|)

At first I wanted to code the NPC overtake my own, but users mentioned IR and STO so I didn't do it (why double effort things right).

@unknown1
If you change the ownership of a sector (not counting player owned sectors) the Jobs should increase slightly, as Jobs are also per sector but they have a max amount iirc.
So if you own the sector the amount of Ships in the universe will NOT increase even if there are more stations. NPC traders will still take the new stations into consideration but divide the effort between existing ones.

A RSM Xenon sector which has a SY in it (30% chance iirc) will spawn Xenon ships additionally to the existing ones, but again with a max number for total ship iirc.

Hope that was not too confusing.

MFG

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Trickmov
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Post by Trickmov »

Yes, obviously you don't want to interfere into the player's choice... I just meant, that when STO 1.52 is installed, any scripter can use the included population routine for their own purpose (and not for the sectors overtaken by the player)... thus you could specify:
a) sector
b) race or race-array
c) factory or factory-array (the ware-maintypes)
d) max. factories in this sector

After that STO 1.52 populates the sector like specified, except when it's a player-sector.
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Ketraar
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Post by Ketraar »

erm :?

Can you translate that into non-SE language?

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Canefox
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Post by Canefox »

Ketraar wrote: 1. RSM Sectors always spawn next to an existing sector that has at least 1 gate
2. Spawned RSM sectors only connect to to sectors that have max 3 gates
3. Spawned RSM sectors only connect to to sectors that are neither Terran or Kha'ak

So a RSM sector can spawn and get connected to a previously spawned RSM sector, here a small example pictured in map.
Ah, ok, that answers my question quite well.
malinson
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Post by malinson »

Last edited by malinson on Fri, 29. Oct 10, 17:44, edited 1 time in total.

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