[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

Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

I already asked this, but it got drowned in the thread.


djrygar: Now that you're re-overpowering the Kha'ak (the way it's meant to be), can you reintroduce all kha'ak ships splitting, with an option to enable it?

I'm thinking something like this:

No splitting - No kha'ak ships will split.
Partial splitting - Carriers and Guardians split into smaller ships.
Capital ship splitting - All kha'ak ships will split. Yes, that includes M6.
Splitting - All kha'ak ships will split until you destroy the final scouts. A fighter will spawn and interceptor and a scout, an interceptor will spawn two scouts.

I kind of liked that function before it was removed due to the performance issues. This way it can be chosen by the player. Options is always good.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

well, I liked splitting as well, yet, besides performance raping it was also responsible for other thing. Since it works when ship dies, and takes time, 'death' is suspended until all smaller ships are created. During this time, that can be in 0.5-1 second range, ship is invulnerable, yet still valid target for turrets and missiles. Very, very annoying.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

I remember that. It didn't bother me though.

Will you re-enable it? I didn't figure out if that was a no or yes.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

well, I am not sure ;)

splitting itself is a quickie, I hate multiple-option menu item coding as its tedious, so I don't know yet ;p

if you really miss them, and want them now, you can copy plugin.ir.signal.killed from older 7ate's versions. Besides notoriety/money calculations, it should be more or less the same (and no nividium dropping if you care)


ah.. I forgot.
Nividium will be more widely used. Paranid shield and weapon factories will now use nividium as secondary resource. Havent tested it yet, but I just enabled very nice money pronting machine for those playing on Split/Paranid side. Argon/Boron/Terran have too many 'advantages' (like, Lucike's Military Transports only owned by Argon, CLS1/CLS2 only buyable at argon stations etc. Thats from 15.30 chagelog
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

djrygar wrote:splitting itself is a quickie, I hate multiple-option menu item coding as its tedious, so I don't know yet ;p
It's tedious to program GUIs in C too, I assure you. I know the feeling very well. :p

Luckily I deal more with microcontrollers. Programming is fun, but it can quickly go from fun to tedious, due to a single bug.

EDIT: Holy shit, I just saw the Teladi launch 3 different assaults at Hatikvah's Faith, at the same time! :o

One from Seizewell, one from IZ and one from Ministry of Finance.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

yeah, I saw Split doing it once as well, when Boron took one of their northern sectors, looked awesome, they even arrived at same time

Hatikvah is hot sector in all games, intersection for many routes, and hostile one. I have seen it under pirate, argon, teladi, split, paranid, xenon and boron control ;)
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

Yep, it's constantly under attack by all the races. The Split are having a particularly hard situation about the Xenon in the NE map, but hey, what do you expect? Their core sector is nearby. :twisted:

I love IR, I really do. The unstable economy in the universe, even with economic booster enabled due to all the destruction puts me in a good position to set up stations in core Teladi space, and make a large profit. Boron hates me, so does the Argon, so I can't move out of Teladi or Split core. I plan on assaulting them.
ussdefiant
Posts: 46
Joined: Thu, 13. Aug 09, 21:57
x4

Post by ussdefiant »

Hokay, couple of issues in my 15.29 game, which's been running for about 12 in-game hours now:

1) The Xenon seem not to be doing anything at all. Statistics show 16 IR ships, none in non-owned sectors, with Normal IR Xenon turned on and the other settings left at default. This is even a couple hours after i hit the Xenon Rapid Improvement button (which seems to still be pending processing or something, since it's not in the Rapid Improvement options anymore).

2) Racial response and assault fleets seem to have an issue with stalling out with new things entering their sectors. Have a Argon Titan-led fleet that's taken oven Hatikah's Faith, with a target of Nopileos Memorial, but it's stalled in Hativkah's because of all the Paranid that keep entering from the gate to Clarity's End. In Clarity's End, meanwhile, there's a carrier that keeps itself busy swatting OTAS and Argon freighters that keep wandering in.

3) Do pirates launch counter-attacks to retake their own sectors?

4)Yet to see any OFF counterattacks against the 3 Unknown Sectors the Kha'ak have taken, although not sure what the timer is supposed to be for that. Also, saw a message in the statistics view just now talking about a Kha'ak Military Transport insector just now. Is that a addition by you or SRM, or is it potential Lucike's Military Transporter script bugging out?

5)Got a message about a Argon Constructure TL heading to Harmony Of Perpeutuity (which i cheated into my possesion), even though i don't have anything there besides the starting SSP. Incidentally, can anyone remind me what player-owned trading stations and equipment docks do, again?
Scoob
Posts: 11188
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

ussdefiant wrote: 1) The Xenon seem not to be doing anything at all. Statistics show 16 IR ships, none in non-owned sectors, with Normal IR Xenon turned on and the other settings left at default. This is even a couple hours after i hit the Xenon Rapid Improvement button (which seems to still be pending processing or something, since it's not in the Rapid Improvement options anymore).
Hi,

The Xenon are equally inactive in my game, started with v15.28 but updated to 15.29 quite early game time wise. They've not taken a single sector, or even tried from what I can see, despite having fairly large numbers in their sectors...

Cheers,

Scoob.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

This reminds me... When do you intend to script improved pirates? That's been WIP since IR started.
Yezandriel
Posts: 6
Joined: Sat, 30. Jul 11, 09:33

Post by Yezandriel »

Okay, looked through all the pages and didnt find an answer, so here:

I installed improved races and its seems to run well, well, the everyone has more ships and cant smell each other thinggy...

What i cant get to work is the improved races option.
When i open the config system, the shown statistics tell:
Improved Ka'ak disabled
Improved Xenon disabled
Improved Yaki disabled

Directly under the statistics are the options for each of the races, and no matter what i change in there, the statistics-screen stays on "race disabled".

Do i miss something?

-Yez
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

yep, 'reinstall' button
Yezandriel
Posts: 6
Joined: Sat, 30. Jul 11, 09:33

Post by Yezandriel »

Did that.
Changed nothing.

got even back to vanilla, installed everything once again, no change.

Thats why i thought i missed an option or such.

Edit: Thanks to Anna - The "clear-up" button fixed it.
PlatinumTech
Posts: 48
Joined: Thu, 27. Sep 07, 20:21
x3tc

Post by PlatinumTech »

Wow. (15.29)

Must be something messed up, but I'm getting the same "No Xenon" issues, with a "Too many Kha'ak" issue.

Xenon don't seem to do anything, and rapid improvement of them doesn't work. The option's not even there.

Can't claim sector ownership either. Seems... iffy.

But when I rapid-improve the kha'ak... holy crap...

After jumping in my trusty m1 with 60 fighters and letting CODEA unleash hell, a few Destroyers showed up. Then a few more. Then a few more.

Performance went down to nothing and I had 1,779 IR Kha'ak ships in this single unknown sector. Mostly M2's.

Makes me want to turn down the difficulty level, but I didn't think "Normal" would be this bad.

But I did, made a new game and went down to "Easy" and ended up having the same problem. I guess it was easier though, it was only M6's. I guess they are definitely stronger.
Falcrack
Posts: 5728
Joined: Wed, 29. Jul 09, 00:46
x4

Post by Falcrack »

Just installed IR 15_29, applied it to a game I have been running for a long time, and noticed something very unusual. Whenever I dock one of my ships that I got prior to IR installed at a shipyard, they show they are "constructing", and I can't undock them until they are done. Subsequent docking with the same ship at a shipyard again does not result in the "constructing" thing. Is this by design, or accident? A bug, or a feature?

It got annoying when I was doing a transport mission from a dude in a shipyard, landed my Scabbard with my in it to pick him up, and was promptly stuck at that shipyard for 15 minutes while it was busy "constructing" my ship I had just landed there! Thankfully, the mission had a time of 1 hr 15 min, and I was able to complete it easily. Just had to sit back for a moment and chill without SETA until the timer ran down.
PlatinumTech
Posts: 48
Joined: Thu, 27. Sep 07, 20:21
x3tc

Post by PlatinumTech »

PlatinumTech wrote:Wow. (15.29)

Must be something messed up, but I'm getting the same "No Xenon" issues, with a "Too many Kha'ak" issue.

Xenon don't seem to do anything, and rapid improvement of them doesn't work. The option's not even there.

Can't claim sector ownership either. Seems... iffy.

But when I rapid-improve the kha'ak... holy crap...

After jumping in my trusty m1 with 60 fighters and letting CODEA unleash hell, a few Destroyers showed up. Then a few more. Then a few more.

Performance went down to nothing and I had 1,779 IR Kha'ak ships in this single unknown sector. Mostly M2's.

Makes me want to turn down the difficulty level, but I didn't think "Normal" would be this bad.

But I did, made a new game and went down to "Easy" and ended up having the same problem. I guess it was easier though, it was only M6's. I guess they are definitely stronger.
Ah, I think I figured out what's creating all these ships...

plugin.ir.k.jtp.shatter and plugin.ir.k.job.jtp.move are creating multiple copies of ships, especially when hostiles are present.

I manually started plugin.ir.k.jtp.shatter on a lone Teladi Heavy Osprey in Brennan's Triumph and ended up with three, they were quickly destroyed by a local pirate galleon, but if one can propagate to three in a single jump, then that would explain my multiplication issue.

Btw, I upgraded to 15.30d

Edit:
After further observation, the issue looks like it's long jumps followed immediately by another jump, Specifically when an original bit loses it's "parent" or "$master[0]" reference (in plugin.ir.k.job.jtp.move) because $master[0] has already initiated another jump, and broken into pieces.

This causes the check to see if $master[0] (or $x) to state is does not exist, allowing a second creation to be made off the same group of "jump bits".

Make sense?

Edit 2:
I'm surprised nobody else has noticed this issue. Do you all have big enough fleets to handle huge self-replicating fleets of capitals, or do you all just wimp out and fight OOS?
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

interesting. I will certainly look into it. I havent messed a lot with these files, they are basically as 7ate did them, I only added jump effect

may be the reason behind occasional script lockups... especially visible when I increased their max concurrent invasion number. In this case, disabling P2P may help, as shatter is just this.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

actually you all may check this;
x3.rygar.net/R15.30e.7z

included PlatinumTech's fix mentioned above, and increased slighly Xenon fleet sizes, as probably this is reason why they are having problems with takeovers. And some other tweaks

People having problems with lack of xenon activity - what jobs files are you using?
Scoob
Posts: 11188
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

djrygar wrote:actually you all may check this;
x3.rygar.net/R15.30e.7z

included PlatinumTech's fix mentioned above, and increased slighly Xenon fleet sizes, as probably this is reason why they are having problems with takeovers. And some other tweaks

People having problems with lack of xenon activity - what jobs files are you using?
Hi djryar,

I'm using IR with XRM v1.04b (though I've been through several XRM versions on this play through) so it's the jobs that come with this particular mod.

Is there any "right" way to apply your updates as provided? I, like many others, had applied the original 15.28 then 15.29 via the Plugin Manager. When I then manually copy the newer files over I get somewhat inconsistant results.

Cheers,

Scoob.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

XRM jobs have 600 active xenon ships in universe. that is probably eating half of available pool

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