[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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Joined: Mon, 10. Aug 09, 02:09
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Post by djrygar »

so you dont use response/guardians as well?
Wintersdark
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Joined: Thu, 15. Jan 09, 17:12
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Post by Wintersdark »

Oh, yeah, my apologies, I do enable response ships.
cyrusdm
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Joined: Mon, 11. May 09, 19:56
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Dazed and Confused

Post by cyrusdm »

Right off the bat I'm going to apologize to all of you for being an old, totally computer illiterate person.

I'm playing vanilla x3tc and recently I decided to look into some of the mods, specifically http://forum.egosoft.com/viewtopic.php?t=273973 (Improved Races thread and mods)

Now I've done what it says to do at the bottom of page 1...I think. I downloaded both files and loaded them into a x3 installer mod. i then logged into the game and started a new one, changed the pilots name to Thereshallbewings and then ...... nothing. The game pauses for a little bit and then comes back and nothing seems to change.

Its says that I will be able to "setup plugin options" but I have no clue how I get to the place where this is done, nor obviously how I go about setting it up. I did notice in the X3 launcher that "Select Mod Package" is still greyed out.

Any info would be great as I'd LOVE to have a universe where more happens. At the moment I have a game with twenty freighters flying around as UT's and not a single one has been attacked.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Re: Dazed and Confused

Post by Mizuchi »

cyrusdm wrote:Its says that I will be able to "setup plugin options" but I have no clue how I get to the place where this is done, nor obviously how I go about setting it up. I did notice in the X3 launcher that "Select Mod Package" is still greyed out.
Go to Options -> Interface.

Scroll down to the bottom.

Assign a keybinding to "Plugin Configuration" (I like Shift+P)

Press that keybinding. :)
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X2-Illuminatus
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Post by X2-Illuminatus »

I'm playing vanilla x3tc and recently I decided to look into some of the mods, specifically http://forum.egosoft.com/viewtopic.php?t=273973 (Improved Races thread and mods)
Please ask questions about a mod, always in the mod's thread.


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cyrusdm
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Re: Dazed and Confused

Post by cyrusdm »

Mizuchi wrote:
cyrusdm wrote:Its says that I will be able to "setup plugin options" but I have no clue how I get to the place where this is done, nor obviously how I go about setting it up. I did notice in the X3 launcher that "Select Mod Package" is still greyed out.
Go to Options -> Interface.

Scroll down to the bottom.

Assign a keybinding to "Plugin Configuration" (I like Shift+P)

Press that keybinding. :)
Thank you very much! I'm very excited to see what devastation unfolds
lettuceman44
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Joined: Sat, 3. Jan 09, 03:57
x3tc

Post by lettuceman44 »

I'm just wondering how IR works with XRM?

Do things work fine? Or should I stick with MBBR as recommended in the XRM thread?
-havok-
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Joined: Sat, 30. Oct 04, 16:50
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Post by -havok- »

I'm currently using IR 15.30f from x3.rygar.net/R15.30f.7z and having similar problems as Scoop mentioned some time ago:
SectorTakeOver asks for 10.000.000 credits but triggers at 35.000.000.

So I looked at the script files an found something strange:

plugin.ir.statistics lines 633 - 638

Code: Select all

if $temp < 35000000 
  $reason = [TRUE] 
  $out = sprintf: pageid=$text textid=6924, null, null, null, null, null
  append $out to array $Outs
end
seems to control the 10 mil credit text but uses 35 mil for checking.
should be 10 mil?

plugin.ir.player.takeovers lines 87 - 88

Code: Select all

skip if find station: sector=$sector class or type={Dock 2007} race={Spieler} flags=null refobj=null maxdist=null maxnum=1 refpos=null
  goto label UnlockExit
seems to check for a trading dock, but the tfile says "any" station.
which one is right?

(Notice: German game version, {Spieler} should be {Player} in english versions)
memia
Posts: 54
Joined: Wed, 28. Jul 10, 22:19
x3tc

Problems with Xenon Takeover

Post by memia »

Hi there,
I have recently installed Improved Races in order to make the universe a bit more exciting. I have to say I'm very impressed with it and it adds a lot of extra enjoyment to the game.

However, I do have a strange problem with Xenon sectors.
I have taken on Xenon Sector 347 and also Xenon Sector 472. I have several factories in both of these sectors, as do other races.

Periodically though, Xenon randomly spawn throughout the sector (the normal behaviour before Improved Races).
I was under the impression that although there would be a Xenon Response from the nearest Xenon sector, their ships would not just spawn every few minutes inside the sector.

Is my assumption wrong? If so, it would make it very difficult to capture a Xenon sector as you would eventually be overwhelmed by the constant respawn. The Kha'ak sectors do not work the same way - I took over one and was left in peace and quiet...

Any advice greatly appreciated!
TIA
M
A security system is only as strong as its weakest link
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
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Post by djrygar »

you may try to enable 'antispawn filter' in optins, it this does not help, use different jobs file.
Wolfie276
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Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

lettuceman44 wrote:I'm just wondering how IR works with XRM?
Yes. Read the thread, it's been asked quite a lot of times.
memia
Posts: 54
Joined: Wed, 28. Jul 10, 22:19
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Post by memia »

djrygar wrote:you may try to enable 'antispawn filter' in optins, it this does not help, use different jobs file.
Hi there djyrgar.
Was this a response to my query about preventing random Xenon respawns?
If so, I already have the Kha'ak antispawn filter on but I cannot see a separate one for Xenon.

Also, when you say "use a different jobs file" - what do you mean by this? What is a jobs file and how will using a different one help me?

Thanks,
M
A security system is only as strong as its weakest link
lettuceman44
Posts: 120
Joined: Sat, 3. Jan 09, 03:57
x3tc

Post by lettuceman44 »

Wolfie276 wrote:
lettuceman44 wrote:I'm just wondering how IR works with XRM?
Yes. Read the thread, it's been asked quite a lot of times.
This thread is huge, and I've looked at the last like 30 pages. The only mention of it I've seen is djrygar saying he was using it, but I thought I read that he had to test it out more?

Are there any specific settings that should be turned of and such?
Falcrack
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Joined: Wed, 29. Jul 09, 00:46
x4

Post by Falcrack »

With a thread this large, I would hope folks have the decency to just briefly answer the questions posed again, rather than scold others for not reading the almost 300 pages to find a bit of information burued deeply inside.
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Post by Wolfie276 »

lettuceman44 wrote:
Wolfie276 wrote:
lettuceman44 wrote:I'm just wondering how IR works with XRM?
Yes. Read the thread, it's been asked quite a lot of times.
This thread is huge, and I've looked at the last like 30 pages. The only mention of it I've seen is djrygar saying he was using it, but I thought I read that he had to test it out more?

Are there any specific settings that should be turned of and such?
I have no idea about XRM settings, but I think djrygar said IR is made with XRM in mind around page 260-270.
Falcrack wrote:With a thread this large, I would hope folks have the decency to just briefly answer the questions posed again, rather than scold others for not reading the almost 300 pages to find a bit of information burued deeply inside.
I didn't mean it as that. I just said I've seen the question asked several times. I should've phrased it in another way, but I'm a bit morning-grumpy. :p

Nevertheless, I apologize for my rather offensive reply.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Improved Races and XRM

Post by Mizuchi »

Wolfie276 wrote:I have no idea about XRM settings, but I think djrygar said IR is made with XRM in mind around page 260-270.
When I originally said XRM was made "with IR in mind", I was specifically talking about the XRM Universe Expansion aspect of it.

And when I said, "in mind", the context was that as I was placing and designing the new sectors, I thought:

"If I was playing with IR, this sector here will allow the Xenon to attack Paranid territory, and if I was playing with IR, that sector there would be ideal for the Pirates so the player could kick them out and claim it for themselves."

It has since been mistakenly taken out of context to suggest that XRM (on the whole) was developed specifically for use for Improved Races, which is not the case at all.

XRM was designed for use with Vanilla X3TC first and foremost.

I just wanted to clear that up, as people are getting the wrong idea from oft-quoted out-of-context remarks, and this is causing problems for both XRM and IR when people come back to say, "But someone said X was made for Y!". :wink:


Anyhow...

Improved Races works with XRM like Improved Races works with Vanilla X3TC (namely: very well).

However, XRM has more ships (one or two that are IR specific) and more sectors for it to work with and do its thing.

Suggested settings for XRM are generally as follows:

Economy Boost: Off
Extra Xenon Stations: Off
Yaki LT and Drones: Off

Of those, turning off the extra Xenon stations is the only one that's of any real importance, as it isn't required as XRM has additional Xenon Stations in sectors that are empty in Vanilla X3TC.

The rest is all player preference. :)
memia
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Joined: Wed, 28. Jul 10, 22:19
x3tc

Post by memia »

memia wrote:
djrygar wrote:you may try to enable 'antispawn filter' in optins, it this does not help, use different jobs file.
Hi there djyrgar.
Was this a response to my query about preventing random Xenon respawns?
If so, I already have the Kha'ak antispawn filter on but I cannot see a separate one for Xenon.

Also, when you say "use a different jobs file" - what do you mean by this? What is a jobs file and how will using a different one help me?
I had a look at the scripts for IR and it appears that there is no mechanism built in for stopping Xenon respawns.
Because I find them quite annoying I decided to write an AL plugin to do the job, which seems to be working perfectly.

Thanks for your help though and just to say again, IR is awesome.
M
A security system is only as strong as its weakest link
Wolfie276
Posts: 105
Joined: Tue, 5. Jan 10, 17:50

Re: Improved Races and XRM

Post by Wolfie276 »

Mizuchi wrote:
When I originally said XRM was made "with IR in mind", I was specifically talking about the XRM Universe Expansion aspect of it.

And when I said, "in mind", the context was that as I was placing and designing the new sectors, I thought:

"If I was playing with IR, this sector here will allow the Xenon to attack Paranid territory, and if I was playing with IR, that sector there would be ideal for the Pirates so the player could kick them out and claim it for themselves."

It has since been mistakenly taken out of context to suggest that XRM (on the whole) was developed specifically for use for Improved Races, which is not the case at all.
I thought djrygar developed IR features with XRM in mind at some point, but I might've misread. I didn't think you developed XRM with IR in mind.

Thanks for clearing it up though, I stand corrected.
grimfear
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Joined: Mon, 24. Jan 11, 22:47
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Post by grimfear »

I have had this mod installed for a month now, I have have just noticed that I can not use the best buy option for my HQ or the hub. Before I installed the mod I was able to add a ware to either my HQ or hub then the freighters would go out and buy that ware. Now I am having to do it manuelly. It is terran weapons I am after, they are in stock as I can go and buy them myself, I have set the price for the wares i want as high as it goes, and the range as high as it goes, but they still just sit there.

Do you think it is a problem with the mod?
PlatinumTech
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Joined: Thu, 27. Sep 07, 20:21
x3tc

Post by PlatinumTech »

grimfear:

No. Do you have any other mods installed?

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