[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

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Requiemfang
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Post by Requiemfang »

That model is the regular model that every race can use for OWP Cadius's models are different I believe for Terran. I am using a mod that does use most if not all of Cadius's models for ships and stations which is the SRM mod

Edit: hmmm I gotta ask about this, in Blackhole Sun where I had that little skirmish... more like invasion there were Terran Ships there... I've set the Argon and Terran's as Friendly to each other so I'm guessing that the Terran's are there helping the Argon to defend their sector correct or is this some sort of bug? basically what I'm asking is SHOULD those Terran ships be there or should be be patrolling and protecting their own assets?
ThisIsHarsh
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Post by ThisIsHarsh »

Requiemfang wrote:That model is the regular model that every race can use for OWP Cadius's models are different I believe for Terran. I am using a mod that does use most if not all of Cadius's models for ships and stations which is the SRM mod

Edit: hmmm I gotta ask about this, in Blackhole Sun where I had that little skirmish... more like invasion there were Terran Ships there... I've set the Argon and Terran's as Friendly to each other so I'm guessing that the Terran's are there helping the Argon to defend their sector correct or is this some sort of bug? basically what I'm asking is SHOULD those Terran ships be there or should be be patrolling and protecting their own assets?
Yeah, races that are friends will treat each others' sectors as if they were their own. If you set notoriety to 'neutral' or 'grudge', then they won't protect each others' sectors, and are much less likely to invade enemy sectors bordering their former ally.
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Requiemfang
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Post by Requiemfang »

Awesome, that's a feature I like for the past 2 hours Blackhole Sun has been invaded by lots of Xenon, since I'm using the SRM mod the rearguard are able to use a lot more ships. The Terran's have kept a M2 Nagoya Heavy Battleship and it's survived this whole time... :lol: not surprised seeing how its a heavy strike destroyer that is able to spew out missiles in barrages though not as much as a missile frigate. Overall this is the most stable of the invasion scripts I've installed and haven't yet had a problem I am extremely pleased by this :D
Catra
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Post by Catra »

whats the purpose of the xenon controller?
ThisIsHarsh
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Post by ThisIsHarsh »

Catra wrote:whats the purpose of the xenon controller?
They are the Xenon version of the Generals of other races. I.e. they seize the sector and remain there to guard it.
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Catra
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Post by Catra »

ThisIsHarsh wrote:
Catra wrote:whats the purpose of the xenon controller?
They are the Xenon version of the Generals of other races. I.e. they seize the sector and remain there to guard it.
lol....thought so.
dont think theyre working then. :P

theres 9 of em jumping around as a group razing sectors then leaving at the slightest hint of opposition.

like just now, a single osprey scared em off. XD
ThisIsHarsh
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Post by ThisIsHarsh »

Catra wrote:
ThisIsHarsh wrote:
Catra wrote:whats the purpose of the xenon controller?
They are the Xenon version of the Generals of other races. I.e. they seize the sector and remain there to guard it.
lol....thought so.
dont think theyre working then. :P

theres 9 of em jumping around as a group razing sectors then leaving at the slightest hint of opposition.

like just now, a single osprey scared em off. XD
You have indeed uncovered a bug, they should not work as a group. I've fixed it, just testing now.

As for being scared off, that shouldn't happen, not sure whats going on there, are you sure they weren't just doing a patrol sweep and happened to be heading away from the enemy? For performance reasons, ships OOS may take a while to notice enemies.

EDIT: OK, the 'scared off' behaviour is another bug, also now squashed and testing.
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ThisIsHarsh
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Post by ThisIsHarsh »

Update v2.11.2

:arrow: Fixed couple of bugs with Xenon sector takeover. Thanks to Catra for pointing me at them.

:arrow: Added Large Orbital Weapons Platform to Rearguard invalid shiptype array.
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Drewgamer
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Post by Drewgamer »

ThisIsHarsh wrote:Update v2.11.2

:arrow: Fixed couple of bugs with Xenon sector takeover. Thanks to Catra for pointing me at them.

:arrow: Added Large Orbital Weapons Platform to Rearguard invalid shiptype array.
Awesome thanks!

This mod has added so much liveliness to my game, and I may be so bold as to say almost a whole aspect in itself. Responding to "hotspots" where there are Xenon incursions has almost become a full time job :P

Hektos

PS: Starting a new game fixed my "issue" with the pirates. They are now well established (Pirate Guild is set to "Hard" :D) and make regular incursions of their own into Commonwealth. Coupled with MBR has led to some extremely entertaining battles...cheers!
Eightball Maniac
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Post by Eightball Maniac »

Didn't mention it before, but switching over to the stable release of the Plugin Manager did allow me to install the most recent versions of MBR.

Anyway, excellent addition to the game. I find it goes quite well alongside Improved Races. The only issue I've seen is that IR assault fleets won't target sectors that have been captured by MBR forces (only a minor issue, though).

Really stood out when the Argon kept sending fleets from M148 to retake Terran-controlled Circle of Labor (which was capped by IR forces), which had to go through Nathan's Voyage and Black Hole Sun (Xenon territory), Treasure Chest (massive warzone between Argon, Terran, and Xenon fleets), and Omicron Lyrae (Terran). The fleets wiped out a lot of Xenon along the way, but always faltered in Treasure Chest (especially if an ATF fleet happened to be passing through).

Great fun, though. That entire area of (originally) Argon space was one massive battlefront. Terran and Xenon forces pushing in from different points on one side, Paranid through Interworlds. Treasure Chest never fell, but had no stations remaining. Wastelands lived up to its name, suffering frequent Xenon AND Paranid assaults. M148, Midnight Star and Belt of Aguilar all went untouched, though.

Looking forward to future additions to MBR's Marvelous Military Madness!
Kasdeya
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Post by Kasdeya »

Hey Harsh,

Since restarting fresh, it all seems to be working great. :D No nullnull anymore.

I'll get more time into it and let you know if anything else weird crops up.

Thanks for looking into this.

Cheers,
Kas
Requiemfang
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Post by Requiemfang »

Hmmm... has anyone else noticed how suicidal the Rearguard ships are? I just had a Terran M7 stop dead in it's tracks right in front of a Split Python. The result... Terran ship goes boom and the Python gets a bug smeared on it's window and also a nice dent in it's hull. Then again that Terran ship was on the verge of dying anyways... so maybe things are working as planned? maybe rearguard ships are suppose to do that, once their hulls reach that point of no return they kick the ship into overdrive and smash it into the guy shooting them? I've had several Q try this on me... I even had a K try to ram me once I got it's hull down nearly all the way and they were all Rearguard ones. How strong is the spaceweed they are taking sheesh... maybe a combination of spaceweed and space fuel? either way these pilots are nutz :lol:
Sirilius
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Post by Sirilius »

:o sector takeover.. now I have no idea whether to run this or IR for my next game! grrrrr decision decisions
Scoob
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Post by Scoob »

Hi,

Latest version seems to be running pretty well, however where are the Xenon? I mean I'm getting lots of Race invasion activity Argon vs. Paranid, Boron vs. Split etc. The Teladi have even had a pop at Xenon sectors (and won). However in many hours of play I'm yet to see a Xenon poke it's head out of their home sectors. Even the usual sectors such as Black Hole Sun, Eighteen Billion and Scaleplate Green are all very very quiet.

Maybe just me...

Cheers,

Scoob.
Eightball Maniac
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Post by Eightball Maniac »

Did you remember to activate the Xenon military bases in the AL menu? I'm not sure if they receive any support without that.
ThisIsHarsh
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Post by ThisIsHarsh »

@Requiemfang: they just use the standard fight scripts, so afaik shouldn't be that suicidal. I'll be sure to do some playtesting, just in case there is something amiss.


@Sirilius: you can use MBR and IR together. I've been testing it and it appears to work, and I've seen at least two other people post that they use the combo.


@Scoob: what Eightball Maniac said.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

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Requiemfang
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Post by Requiemfang »

lol be sure to set the token for the Xenon so the other races can at least compete... I had it set to 5 times which is the default setting... Black Hole Sun was nearly wiped out because of that, every few minutes another wave was coming though the gates... all three of them. BTW anyone got a point per ship layout for the token system? I wanna find out so I can adjust it accordingly
Eightball Maniac
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Post by Eightball Maniac »

Check the spoiler section under Rearguard in the first post for the token layout.
Catra
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Post by Catra »

point per ship is inbetween the spoilers in the OP(assuming i read what you asked correctly. :P ).

ive had ships stop dead in their tracks too, but thats more likely because of CPU overload than anything. :P

as for RAMMING SPEED!!!!!!!!!!!!! rearguard capital ships love doing that, ALOT, its quite a nice touch actually, it annoyed me to no end that they veered off course when they came a few KM away from anything.
ThisIsHarsh
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Post by ThisIsHarsh »

Requiemfang wrote:lol be sure to set the token for the Xenon so the other races can at least compete... I had it set to 5 times which is the default setting... Black Hole Sun was nearly wiped out because of that, every few minutes another wave was coming though the gates... all three of them. BTW anyone got a point per ship layout for the token system? I wanna find out so I can adjust it accordingly
Look in the OP, the token costs are in a spoiler tag under the Rearguard section.

So you think 5x is a bit too extreme? Maybe I'll lower the default to, say, 3x. I found that 1x meant the Xenon would never be able to take any sectors.

With 5x after leaving it running for half a day real-time, the Xenon had conquered quite a few sectors, but they slow down their advance rapidly for every sector they conquer, since they have more sectors to defend.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.

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