[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

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Sardaukar2488
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Re: Stalled invasions

Post by Sardaukar2488 »

incarnyte wrote:
Sardaukar2488 wrote:Hey,

Anyone else finding that after some time installed and working correctly that the races suddenly stop invading each other?

Ive got a 3 day old save running and for about 12 hours now no invasions have happened, prior to that there were often 3 or 4 running simultaneously.

Ive tried to clean universe and then re enable sector invasions but unless it takes a certain amount of time for a fleet to build up then there may be an issue.

Anyone else seen this?
How were you able to monitor all the invasions going on at once?
The Alliance tactical menu option within the IR comm menu.

Also, scratch my issue as fleets have built up and my X-Universe is at war again. Time for some opportunistic theiving on some damaged capital ships :twisted:
incarnyte
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Re: Stalled invasions

Post by incarnyte »

Sardaukar2488 wrote:
incarnyte wrote:
Sardaukar2488 wrote:Hey,

Anyone else finding that after some time installed and working correctly that the races suddenly stop invading each other?

Ive got a 3 day old save running and for about 12 hours now no invasions have happened, prior to that there were often 3 or 4 running simultaneously.

Ive tried to clean universe and then re enable sector invasions but unless it takes a certain amount of time for a fleet to build up then there may be an issue.

Anyone else seen this?
How were you able to monitor all the invasions going on at once?
The Alliance tactical menu option within the IR comm menu.

Also, scratch my issue as fleets have built up and my X-Universe is at war again. Time for some opportunistic theiving on some damaged capital ships :twisted:
Does it take a while for activity to show up on the Alliance Tactical menu? Mine has been blank for a while.
Bejla
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Post by Bejla »

I got a little problem.

I claimed a sector, in that sector was a assaultfleet that want to fly through the sector. After caliming, the fleet attacks the spawnded Constructor TL, there are foes, and destroy it.

I think the problem was, that i didnt set the owner of the TLs Race as foes.
And now nobody wants to put some stations into my sector.
It looks like the Eco-Booster is disabled for that sector.
All other sectors works without problems, befor and after that misstake.
Teladi Construcor or Split Constructor jumps in and create stations.

Is there a way to enable the Eco again for one of my sectors?
I think the ATF want to create stations in my sector but they are now foes of me and cant create something.
Would be nice if i could call a Friendly Constructor or something else.
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Jack08
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Post by Jack08 »

Bejla wrote:I got a little problem.

I claimed a sector, in that sector was a assaultfleet that want to fly through the sector. After caliming, the fleet attacks the spawnded Constructor TL, there are foes, and destroy it.

I think the problem was, that i didnt set the owner of the TLs Race as foes.
And now nobody wants to put some stations into my sector.
It looks like the Eco-Booster is disabled for that sector.
All other sectors works without problems, befor and after that misstake.
Teladi Construcor or Split Constructor jumps in and create stations.

Is there a way to enable the Eco again for one of my sectors?
I think the ATF want to create stations in my sector but they are now foes of me and cant create something.
Would be nice if i could call a Friendly Constructor or something else.
A TL will come only if there is a friendly shipyard in 5-9 jumps and the eco setting is enabled, you can change the setting in the empire overview - if you didnt disable it when claiming, then your likely out of range.
Does it take a while for activity to show up on the Alliance Tactical menu? Mine has been blank for a while.
IR is designed to take hours to spawn invasions - also you will only see activity that is friendly to you (Hence the "Alliance" Tactical Network)
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Sardaukar2488
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Post by Sardaukar2488 »

IR is designed to take hours to spawn invasions - also you will only see activity that is friendly to you (Hence the "Alliance" Tactical Network)
Thats interesting, because i can see pirate invasions and they are all hostile to me. Yaki are also marked as enemies to me (their shipyards that launch the assault fleets show up as foes but yaki ships are not hostile to me, i dont think ive annoyed them enough).
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Jack08
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Post by Jack08 »

Sardaukar2488 wrote:
IR is designed to take hours to spawn invasions - also you will only see activity that is friendly to you (Hence the "Alliance" Tactical Network)
Thats interesting, because i can see pirate invasions and they are all hostile to me. Yaki are also marked as enemies to me (their shipyards that launch the assault fleets show up as foes but yaki ships are not hostile to me, i dont think ive annoyed them enough).
You will see hostile invasions if they are in friendly space too.
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Bejla
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Post by Bejla »

Thanks for the reply.
Jack08 wrote: A TL will come only if there is a friendly shipyard in 5-9 jumps and the eco setting is enabled, you can change the setting in the empire overview - if you didnt disable it when claiming, then your likely out of range.
Hm, in the north and east sektor of that buggy sektor, the Eco Buster works fine.
The destroying of that TL that i didnt set as foe causes that problem.
But i solve the problem in a different way. I let claim the sektor and reclaim it, and it works now.

But there are two new little questions.
1. How many Station would the Eco Booster put into every sector?
2. How is it possibly that a foe could claim my sektor without destroying everything?
incarnyte
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Post by incarnyte »

Is there still a conflict between IR and XRM as far as weapon load outs for ships go? I saw somewhere around page 25 that a file change was needed to get ships to properly load out while using XRM......sorry if this is answered elsewhere but just got done reading 25 pages and need a break lol.
Osiris454
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Post by Osiris454 »

incarnyte wrote:Is there still a conflict between IR and XRM as far as weapon load outs for ships go? I saw somewhere around page 25 that a file change was needed to get ships to properly load out while using XRM......sorry if this is answered elsewhere but just got done reading 25 pages and need a break lol.
It wasn't a real conflict. The CWP script for IR was spawning ships with beam weapons only in the capital weapon slots. The code was to use XRM's CWP instead to prevent this and limit such things to about a 50% chance per ship. It works flawlessly, but you have to be running AP and XRM. It won't work for TC as there is a script function that the fix needs and only AP has it.

Basically a function of XRM was used to fix IR for the time being. :D
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Jack08
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Post by Jack08 »

Osiris454 wrote:
incarnyte wrote:Is there still a conflict between IR and XRM as far as weapon load outs for ships go? I saw somewhere around page 25 that a file change was needed to get ships to properly load out while using XRM......sorry if this is answered elsewhere but just got done reading 25 pages and need a break lol.
It wasn't a real conflict. The CWP script for IR was spawning ships with beam weapons only in the capital weapon slots. The code was to use XRM's CWP instead to prevent this and limit such things to about a 50% chance per ship. It works flawlessly, but you have to be running AP and XRM. It won't work for TC as there is a script function that the fix needs and only AP has it.

Basically a function of XRM was used to fix IR for the time being. :D
I dont actually see this as a bug, The problem arises because CWP assessed the weapons equal weighting in IR, the problem is that in XMR Beam lasers are just that more powerful that CWP defaults to them almost always.

The reason this is happening is because the CWP implementation in IR is using litcubes oldest method of laser validation and ranking which does it automatically, without needing to use TFiles and removes the Mod File Dependence from CWP. Some tradeoffs had to be made as IR is not linked to a spesific mod.
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Osiris454
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Post by Osiris454 »

I understand about the tradeoffs, but the AI in TC/AP is just incapable of using beam weapons properly and the engine doesn't allow them to track a target after they have been fired. If you were to follow an invasion force of ships to a sector and watch it unfold, you'll see that the victor in most situations is just due to the AI being to dumb to use a beam weapon properly.

Anyway, how about a detect script? IR would just detect the presense of XRM and automatically switch to it's CWP instead. You would keep IR's independence but also allowing it to use a more balanced weapon choice instead of just beams, beams, beams all the time. Since -like you said- in XRM the beam cannons are much more powerful. Thoughts?
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Jack08
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Post by Jack08 »

Osiris454 wrote:I understand about the tradeoffs, but the AI in TC/AP is just incapable of using beam weapons properly and the engine doesn't allow them to track a target after they have been fired. If you were to follow an invasion force of ships to a sector and watch it unfold, you'll see that the victor in most situations is just due to the AI being to dumb to use a beam weapon properly.

Anyway, how about a detect script? IR would just detect the presense of XRM and automatically switch to it's CWP instead. You would keep IR's independence but also allowing it to use a more balanced weapon choice instead of just beams, beams, beams all the time. Since -like you said- in XRM the beam cannons are much more powerful. Thoughts?
The AI can use beam weapons fine. They are just badly setup in vanilla and some mods for AI usage. Its not my job to fix that.

You cant easily "Detect" things in TC, only AP. As ive already said in the past, i will not modify IR for XRM anymore, ill leave that up to the users.

Somtimes i forget that this script was designed to run speificly in the XTL envrioment, im not sure it will ever work correctly in XRM or even Vanilla.
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Bejla
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Post by Bejla »

Hi.

Two little questions.
1. How many Station would the Eco Booster put into every sector?
2. How is it possibly that a foe could claim my sector without destroying everything?
Osiris454
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Post by Osiris454 »

Jack08 wrote:
Osiris454 wrote:I understand about the tradeoffs, but the AI in TC/AP is just incapable of using beam weapons properly and the engine doesn't allow them to track a target after they have been fired. If you were to follow an invasion force of ships to a sector and watch it unfold, you'll see that the victor in most situations is just due to the AI being to dumb to use a beam weapon properly.

Anyway, how about a detect script? IR would just detect the presense of XRM and automatically switch to it's CWP instead. You would keep IR's independence but also allowing it to use a more balanced weapon choice instead of just beams, beams, beams all the time. Since -like you said- in XRM the beam cannons are much more powerful. Thoughts?
The AI can use beam weapons fine. They are just badly setup in vanilla and some mods for AI usage. Its not my job to fix that.

You cant easily "Detect" things in TC, only AP. As ive already said in the past, i will not modify IR for XRM anymore, ill leave that up to the users.

Somtimes i forget that this script was designed to run speificly in the XTL envrioment, im not sure it will ever work correctly in XRM or even Vanilla.
The script actually works fine as it is. The only bugs to be fixed were the invasions stopping, jumping in the middle of the sector, response ships from another race responding to someone else's sector, fighter cleanup from invasions/responses, a 'abandon ship' script for carriers so they will not die with a full load of fighters (please, please, please :)), and the missing Kha'ak section.

There was 1 more thing though. Can you please add an option to the Xenon section to stop them from spawning in the middile of otherwise peaceful sectors? I get warnings all the time about by TS's being attacked by fighters. For now, I've just turned the option off, but the Xenon are loosing sectors quickly without their response fleets.

I will still use IR and keep on using it. I've tried every other script except for RRF and I like the way IR does things best.
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Jack08
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Post by Jack08 »

The script actually works fine as it is. The only bugs to be fixed were the invasions stopping, jumping in the middle of the sector, response ships from another race responding to someone else's sector, fighter cleanup from invasions/responses, a 'abandon ship' script for carriers so they will not die with a full load of fighters (please, please, please Smile), and the missing Kha'ak section.
mostof these problems never existed when it ran in XTL, which is why im having a hard time to track them down.
There was 1 more thing though. Can you please add an option to the Xenon section to stop them from spawning in the middile of otherwise peaceful sectors? I get warnings all the time about by TS's being attacked by fighters. For now, I've just turned the option off, but the Xenon are loosing sectors quickly without their response fleets.
This is actually part of the invasion logic for the Xenon & Kha'ak, they send micro attackers to gain tokens, and when they have enough tokens they launch a full scale attack (the full scale part hasent been added yet)
Bejla wrote:Hi.
Two little questions.
1. How many Station would the Eco Booster put into every sector?
2. How is it possibly that a foe could claim my sector without destroying everything?
A maximum of 8
And, i have no idea... did it have a station?
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Bejla
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Post by Bejla »

To 1.
A maximum of 8, many thanks.
In my buggy sector i have now 14. There was 2 TLs, so i could have a maximum of 16 in that sector, right?.
I reclaimed it directly after i lost it.

To 2.
And yes, i have a Split trading station and 2 Pythons in that sector, and many other ships like TS, M3 and M4.
After i got the message, that the Borons have take my sector, i jump into it and find my Station OK and my Pythons are still on patrol, no TS or fighter have been destroyed nor attacked.

This was a custom sector, i have a modified Universe.xml
Is that the problem?
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Jack08
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Post by Jack08 »

Bejla wrote: To 2.
And yes, i have a Split trading station and 2 Pythons in that sector, and many other ships like TS, M3 and M4.
After i got the message, that the Borons have take my sector, i jump into it and find my Station OK and my Pythons are still on patrol, no TS or fighter have been destroyed nor attacked.

This was a custom sector, i have a modified Universe.xml
Is that the problem?
Very odd, the universe file wont be the problem... Not sure why the boron attacked, ill see if i can find the issue when my desktop is back online
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Bejla
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Post by Bejla »

It wont be a big deal, but i cant reclaim it.
There are now 6 Teladi Stations and if there are friendly stations in that sector, i cant claim it without destroying my friends stations.

Would be nice if there could be an option to claim a foe sector with friendly stations.
Sardaukar2488
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Post by Sardaukar2488 »

Bejla wrote:It wont be a big deal, but i cant reclaim it.
There are now 6 Teladi Stations and if there are friendly stations in that sector, i cant claim it without destroying my friends stations.

Would be nice if there could be an option to claim a foe sector with friendly stations.
You could install Cycrow's cheat scripts and destroy the stations using that, then claim the sector.

Once you have claimed it your allies should jump in and spawn more stations.
Bejla
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Post by Bejla »

Thanks for the reply.
Yes, I could use that, but i think it would be better if dont have to cheat.

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