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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Raider480
Posts: 198
Joined: Fri, 30. Jul 10, 05:32
x4

Post by Raider480 »

Raider480 wrote:I can't find any way to disable the 'message from galactic bank' reports about taxes despite every associated (and specified in this thread) option having been disabled. A preface is in order here, though: STO is installed. Another sector takeover script, compatibility was integrated with XTC and it was briefly mentioned on an early page in this thread.

Of course cross mod support can't really be provided but is it possible that IR's tax notifications are confused into believing its takeover options have been enabled because of STO's similar functionality? Could that be why lasertowers of the previous sector owner randomly spawn at (0,0,0)? Just a nudge in the right direction would be great, disabling these with the SE would be more than satisfactory.

On AP with the no-Steam executable.
Anything? Every hour on the hour notifications spam the message log mercilessly.
Commenting out line 103 from plugin.ir.comm.collect.tax (which is write to player logbook $Message) seems to work but that's a really dirty way to kill the notification and doesn't get rid of subtitle messages, though at least this is definitely coming from IR. Now to dig out where those spawns in player sectors are coming from. Did I just miss a configuration option in the menus somewhere?
Panbot 3000
Posts: 12
Joined: Thu, 30. Sep 10, 15:33
x3tc

Post by Panbot 3000 »

Hi, would I be right in thinking that the Economy Boost part of the mod essentially keeps the economy active without as much player input?

Also when you say to disable the IR Invasion and Response features until after the main plot, what can I expect to be facing if I don't disable them? Does it break things or just make completing certain missions very hard?

Finally, the bug where ships appear in the center of a sector, is this fixed or common? I just wouldn't like the idea of being in a sector and then by chance a fleet pops up in front of me.

Thanks :)
Bejla
Posts: 176
Joined: Fri, 22. Jun 12, 08:47
x3ap

Post by Bejla »

Hi
Little question.

Is it possible that the IR stops working after all Pirates and Xenon sectors are claimed?
As far as i see, nobody wants to so something.
Nobody wants to attack me of my foes, no other races want to beat each other. It seems like only Pirates and Xenon are involved in the war.
No war between argons and paranids, no war between split and borons and the terrans wont do anything.
TouchMyNipple
Posts: 181
Joined: Wed, 15. Sep 10, 13:09
x4

Post by TouchMyNipple »

I know that posting to a topic from 5-6 page can be considered necroing but i do wonder if it is possible to set IR to behave diferently in core and border sectors. And if it is possible to dynamicly set sector status to border/core.
I guess this idea was thought upon already but maybe...
Or maybe this logic will be implemented in XTL?
Haste-whip TrixX!
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Panbot 3000 wrote:Hi, would I be right in thinking that the Economy Boost part of the mod essentially keeps the economy active without as much player input?

Also when you say to disable the IR Invasion and Response features until after the main plot, what can I expect to be facing if I don't disable them? Does it break things or just make completing certain missions very hard?

Finally, the bug where ships appear in the center of a sector, is this fixed or common? I just wouldn't like the idea of being in a sector and then by chance a fleet pops up in front of me.

Thanks :)
The Economy Booster will keep the economy alive if sectors get wiped out by IR. It can help the universe overall but it wont fix the economy completely.( it cant )

IR wont break the plot deliberately, but events can occur that make plots incompleteable (eg station dies, ect)

I still dont know why ships are appearing at 0,0,0
Bejla wrote:Hi
Little question.

Is it possible that the IR stops working after all Pirates and Xenon sectors are claimed?
As far as i see, nobody wants to so something.
Nobody wants to attack me of my foes, no other races want to beat each other. It seems like only Pirates and Xenon are involved in the war.
No war between argons and paranids, no war between split and borons and the terrans wont do anything.
There should be no reason for IR to stop after this, unless you have everyone else set to firnedly to one another. Run the universe cleaner to reset IR's internal data arrays and see if that helps.
TouchMyNipple wrote:I know that posting to a topic from 5-6 page can be considered necroing but i do wonder if it is possible to set IR to behave diferently in core and border sectors. And if it is possible to dynamicly set sector status to border/core.
I guess this idea was thought upon already but maybe...
Or maybe this logic will be implemented in XTL?
Behave Differently in what way?. I don't have much time at the moment with both a commercial gamedev project and XTL on my plate, so ive been neglecting IR somewhat, apologies for that.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
TouchMyNipple
Posts: 181
Joined: Wed, 15. Sep 10, 13:09
x4

Post by TouchMyNipple »

Can we have a bit of advertising about the gamedev project so people know their hero? Or at least some hints.
Well those were just thoughts. Like the idea behind core and border sectors is that core are more heavily protected. Maybe set thereshold on how many ships jump in for response... Well i belive this won't be the subject in XTL so doesn't realy matter as far as we get the candy
Haste-whip TrixX!
pingkiller
Posts: 39
Joined: Mon, 11. Jul 11, 16:42
x3tc

Post by pingkiller »

I use this mod only for the ship construction. If i only active that part of it, what else do i get? Are there any features that are not listed in the configuration menu?
Wolvan
Posts: 398
Joined: Thu, 4. Mar 04, 05:29
x4

Post by Wolvan »

I just installed this mod, got a good AP Terran game going and I want to start building an empire :twisted:

But I was wondering what/if any Terran stations count as a trading dock or equipment dock when capturing Systems?
"Clothes make the man. Naked people have little influence on society" - Mark Twain
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

pingkiller wrote:I use this mod only for the ship construction. If i only active that part of it, what else do i get? Are there any features that are not listed in the configuration menu?
No - If you only activate ship construction, ship construction is all you will get ;)
Wolvan wrote:I just installed this mod, got a good AP Terran game going and I want to start building an empire :twisted:

But I was wondering what/if any Terran stations count as a trading dock or equipment dock when capturing Systems?
Any player owned station counts, regardless of type.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Wolvan
Posts: 398
Joined: Thu, 4. Mar 04, 05:29
x4

Post by Wolvan »

Thanks Jack!

Yeah I figured it out, but now I'm having an issue, I took an argon system, and got ready to start setting up shop when an argon TL pops up and starts dropping down Argon stations... Wouldn't be a problem except I'm at war with the argon and now my defense ships are spending all their time popping the stations I want to tax and killing their freighters. Is there any way to specify what race stations are allowed or to have it build stations belonging to a generic neutral faction or anything?

I turned the econ boost thing off hoping it wouldnt try building meatsteak fabs to support the neighboring systems but no luck.

I take it if I claim it for an ally I can't tax the new stations?
"Clothes make the man. Naked people have little influence on society" - Mark Twain
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Wolvan wrote:Thanks Jack!

Yeah I figured it out, but now I'm having an issue, I took an argon system, and got ready to start setting up shop when an argon TL pops up and starts dropping down Argon stations... Wouldn't be a problem except I'm at war with the argon and now my defense ships are spending all their time popping the stations I want to tax and killing their freighters. Is there any way to specify what race stations are allowed or to have it build stations belonging to a generic neutral faction or anything?

I turned the econ boost thing off hoping it wouldnt try building meatsteak fabs to support the neighboring systems but no luck.

I take it if I claim it for an ally I can't tax the new stations?
No, Claiming for an Ally makes the sector belong to that ally, not you :P

At this time there is no way to specificity the race that places stations.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
fisher 2000
Posts: 185
Joined: Sat, 20. Jun 09, 16:13
x3ap

Post by fisher 2000 »

Just wondering if this mod is compatiable with the terran revitalisation mod ?

http://forum.egosoft.com/viewtopic.php?t=283693
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

-pault193- wrote:Just wondering if this mod is compatiable with the terran revitalisation mod ?

http://forum.egosoft.com/viewtopic.php?t=283693
To be honest i have no idea - I've never tried it.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

What would happen if you combine this mod with XRM AP?
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Cronos988 wrote:What would happen if you combine this mod with XRM AP?
Unknown, There have been reports of odd happenings, but the only way to know for sure would be to try it.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
TouchMyNipple
Posts: 181
Joined: Wed, 15. Sep 10, 13:09
x4

Post by TouchMyNipple »

Well i use them combined. the only thing i expect is job spawns happening after a sector is wiped out and taken over. But who cares? Just a reason to setup a patol force and a money sink - too much free money in XRM
Haste-whip TrixX!
Libelnon
Posts: 120
Joined: Mon, 22. Aug 11, 13:22
x4

Post by Libelnon »

I'm still using the original, but I notice neither IR or IR2.0 have anything for pirates. How do they compare otherwise?

Also, shoutout to the mod developers. IR rocks.
Sorry, were you expecting a witty one-liner?
parkel
Posts: 24
Joined: Thu, 1. Apr 10, 14:48
xr

Post by parkel »

Would it be possible to add something that will give you money for each enemy kill you do when a race is occupying a sector?

I was looking at the racial invasion menu then saw a Boron fleet about to invade a Xenon sector (right at the Xenon sector warp gate). I waited for the Boron fleet to go in, then jumped in along with them to help them take the sector.

Killed a couple of Xenon ships, capped 2 Xenon LX for myself (NPC Bailing ftw :D) and stayed with them till all the stations were gone from the place.

And........ I didn't get anything at all.

For helping them take the sector, I should at least get some credit... Right...?
>_>
Stratonev
Posts: 4
Joined: Sat, 15. Sep 12, 00:29

Post by Stratonev »

Hello, i have some problems getting the script to work.

At first, in the AL menu it shows up as ''locked''. I can open the menu though.

Secondly, all i see in the menu is exactly this:

-4
-4
-4
-4
-4

Does anyone know how to fix it? I want to play badly :(

I only use Cycrow's cheat package and IR2.0.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Stratonev wrote:Hello, i have some problems getting the script to work.

At first, in the AL menu it shows up as ''locked''. I can open the menu though.

Secondly, all i see in the menu is exactly this:

-4
-4
-4
-4
-4

Does anyone know how to fix it? I want to play badly :(

I only use Cycrow's cheat package and IR2.0.
Are you running a game that is not locale 44(English)? if so, copy the 7777-L044.xml file that appears in your t folder, and rename it to 7777-L0XX.xml, where XX is the locale of your game, also - open up the file and change every reference to language=44 to XX.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire

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