Race Wars Mod - AL Plugin

The place to discuss scripting and game modifications for X²: The Threat.

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What do you think?

Tried it - pretty good
41
49%
Tried it - needs more work
19
23%
Couldn't get it to run
12
14%
Not interested
11
13%
 
Total votes: 83

Ampleforth
Posts: 32
Joined: Sun, 9. Jan 05, 06:19
x2

Post by Ampleforth »

Starshooter wrote:Brilliant script. I like it when you invade a sector and a small fleet suddenly appears. I can now conquer the galaxy under the Argon! :twisted:
Thanks! I'm glad you like it! :)
http://www.egosoft.com/x2/forum/viewtopic.php?t=74410 AI Race War AL Plugin - NPC races invade and capture opposing sectors and stations!
Lakefather
Posts: 12
Joined: Thu, 3. Jun 04, 20:48
x3tc

Post by Lakefather »

How about having a percentage chance at certain intervals to make races go to war. For example every 10 minutes there could be a 10% chance that two races will go to war, then when they are at war there could be a 10% chance that they will end it every 10 minutes.

About the ships not engaging, i have had this happen to me a few times. The enemy ships would jump into the sector and sit in the middle, then after a short delay they would either disappear or they would take over the sector.

One last thing, wouldn't it be better to have enemy fleets enter though the jump gates rather than jumping into the middle, i'm just thinking about the technology the races have and to my knowledge none of the races have the ability to jump to a specific point.
AdmiralTigerclaw
Posts: 2131
Joined: Mon, 27. Dec 04, 11:49
x4

Post by AdmiralTigerclaw »

Hey, Tigerclaw here. Trying to trouble shoot a game freeze on my end of things. I have your 2.5 installed. (It's run fine as far as I've seen...)
However, being one of the last scripts I installed, I can't rule it out. Check through it and see if there's any infinite loops hiding in your code. (When the game freezes, my task manager says 100% usage. I'm suspecting an Inf Loop somewhere.) So, in the almighty art of covering the rear, make a check of your code... I'm trying to track down the offending problem through the logs. Currently the settings are set to OFF, but I don't think that means a code isn't running somewhere in the Xverse.
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

Very cool concept and when you get to a sector things play out well, if a little quickly.

Out of sector is another story though. I had a nav sat in power circle and the Para invaded. I was enroute to a station so waited till I docked then pulled up the sector screen.

All ships were sitting exactly at the dead center, I mean all of them squeezed into the exact same space. Even zoomed in to max (like 25000%) they were all sitting on top of each other. Luckily collision detection is off for OOS or they would all have exploded instantly ;p But it was still pretty lame looking. By the time I pulled the sceen up the Para M1 was gone (dead I guess). There was 4 para M6, 3 Argon M6 and the Arg M1 all occupying the same space and only the M1 was getting its shields blasted. I watched the para M6s and not one of them was getting hit the whole time - probably because the M1s turrets couldnt see them if they were sitting inside it LOL. Needs some work on that part IMO.

Also the time frame is pretty far off, there should be 10 - 15 minutes warning at least when an invasion is about to take place. My suggestion would have been to allow invasions from neighboring systems only and start the invading force in the friendly neighbor sector and have them move to the sector to be invaded. At least then it would look and feel like an 'invasion' and be more in like with the X2 simulation rather than the instant arcadish battle that so far have only lasted 1 - 2 minutes from warning to completion. Makes them feel like annoying blips and message spam rather than major engagements and world changing events.

The one I did actualy get to the sector before it started was very cool though, the ships had all moved before the opposing force arived and the battle lasted around 5 minutes or so, was fun to watch. Its just the OOS ones that seem to be bugged ... they all just sit dead center and nothing moves. Is each side spawning in sector with all ships at same time? Could that be causing the sim to mess up because they are all occuping the same coordinates? *shrug* Something going on there.

Love the concept though, you planning on working on this anymore or is it pretty much done as is?

M
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

Couple other problems/bugs ...

If the player (in say a M4) gets the message that the invasion is coming, and imeadiatly jumps to the sector only the 1st ship (the invading.race M2) will arive and go on a rampage killing all 'enemy', no other ships jump in, the script will never complete and the M2 will stay there.

Ive double checked this, if I stay OOS and just watch all ships will jump in and the script runs its course, but if I jump in before all ships arrive something gets messed up. (some part of your script is checking to see if 'player' is in sector and changes a value based on that right?)

After an OOS battle completes and a sector changes hands all combat ships (m5-m2 that Ive noticed) that werent actualy part of the invasion become zombies and just sit there. ie sector patrols and any fighters that happened to be in the sector. For some reason they stay that way until the player arrives in sector again then they all start moving ... some issue with the game not liking sectors changing ownership?

I also modified your script to bring the forces in by random sector gates rather than all appear in the middle ... makes for a more interesting and varied fight :)

M
Guest

Post by Guest »

cannot use this mod as it conflicts with lvs banshee . i use the ship commands to bring up the banshee interface and it lets me choose a race invasion but it wont let me acess the banshe commands anymore
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

Quick update to the bugs I had listed prior ..

It looks like all the zombie fighters were the ones you had created to add to the cap ships ... if the capship is destroyed but the fighters are still alive at the end of combat they just sit there forever with no orders.

I just added an extra script at the end after the wining sides capships have gone home to find fighters with no homebase and remove them.

I couldnt track down the problem with the script aborting if the player enters the sector while the 'found sector' part is running to bring in the ships. If I enter once the battle fully starts its fine but for some reason entering before then kills the script but leaves all the ships that had jumped in so far in place with the enemy race flag still active for the target.race.

Having fun playing with it all ...good stuuf :)

M
Guest

Post by Guest »

pardon my previous post it does work with lvs banshee script . sorry :)
Elwood J Blues
Posts: 192
Joined: Sat, 14. Aug 04, 13:08
x3tc

Post by Elwood J Blues »

There are a few things I've found:-

You can start an invasion more than once. Say you're in a pirate sector you start an invasion, then you get the urge to get 10 million(for nothing), you start 2 invasion and continnue doing so until you're satisfied that you're going to get enough money for nothing.

There are a few more; I meant to come on and say so before but I got sidetracked. I'll post again tomorrow.
Tarcon.
Posts: 222
Joined: Tue, 10. Feb 04, 08:01
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Post by Tarcon. »

This sounds excellent. As stated early in the posts, the post story line X2 becomes a little boring. This kind of possibility should have been included in the original game. Why didn't they think of it.

Are you thinking of getting this signed? I hope so, because I'll look forward to when it is... actually can't wait that long,

I'll give it ago anyway.
keitherwild6
Posts: 44
Joined: Sun, 12. Dec 04, 17:39
x2

Conflict with Mark III wing and patrol commands

Post by keitherwild6 »

The command for the Invade sector is replaced by Missil attack or something...
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Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
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Post by Burianek »

That's a scripting conflict.

You've got a few unsigned scripts installed and they aren't playing nice with each other. (they're both trying to use the same command slot)

How do you fix it? You uninstall one of the conflicting scripts, or you learn how to use the script editor to solve it. :) No easy solution I'm afraid.

Cheers.
"Nature's first green is gold" . . . stay golden.
keitherwild6
Posts: 44
Joined: Sun, 12. Dec 04, 17:39
x2

thanks

Post by keitherwild6 »

Thanks, Burianek, by the way I really like your economy mod.
Found out via conflict detection program (the problem I stated happen to be the example of the program).

Do I just happen to change the name of the t file in question or is it waaay more complicated than that ?
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Burianek
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Post by Burianek »

They're using the same command slot.
Basically, you need to go into the t file and set one of the two commands to a new slot.
Then you need to go into the setup script of the one you changed in the script editor and set the script to use the new command slot that you defined.
There are instructions on how to define a command slot and tie a script into it in the scripting handbook that you can download from the tutorials sticky.
It's not horribly difficult, but if you've never used the script editor, it might take you a little time to get the hang of it.
Cheers.
"Nature's first green is gold" . . . stay golden.
NavaCorp
Posts: 2253
Joined: Tue, 16. Nov 04, 12:08
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Post by NavaCorp »

What would happen if I installed this group of mod/scripts?

Race wars + Xai Adv Combat + AL Response Fleet + Pirate Guild + Bounty Hunter v2 (where they hunt you) + Bounty Hunter (where you hunt them) + Burianek only Economy Rebalance v 0.25 with 2nd resources.

This is the set of script/mod that I've decided to install in my current savegame after I complete the plot: do you think they would work togheter or they'd get in conflict?

If they are compatible what's the best order of installation that I should follow? First Race Wars and Economy Reb. then the scripts or first scripts then mods?

Cheers :)
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Serial Kicked
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Post by Serial Kicked »

I've played a game with all of these, except "bounty hunter (where you hunt them)". It's running fine.


Installation order should not matter. But i always install the mod first.
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Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
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Post by Burianek »

THere's a program you can download (I think it's listed in the tutorials sticky) that attempts to find conflicts when they occur.
Other than that, (and other than learning how the script editor works and scanning the /t files yourself) the best way to see if they conflict is to load them all in and give it a shot.
At least in that list, you have all scripts except from my one mod, so since you don't have mutliple mods, that rules out mod conflicts. So the only thing you'd have to watch for is script conflicts in the command menu.
Cheers.
"Nature's first green is gold" . . . stay golden.
NavaCorp
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Joined: Tue, 16. Nov 04, 12:08
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Post by NavaCorp »

@SerialKicked/Burianek thanks. :)

I thought Race Wars as a mod... :oops:

Bye
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Burianek
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Post by Burianek »

Nah, it's kind of incorrectly named in the title of this thread.
It's really a collection of scripts as far as I can tell. I don't believe it makes cahnges to any game files (which would make it a mod)
Cheers.
"Nature's first green is gold" . . . stay golden.
NavaCorp
Posts: 2253
Joined: Tue, 16. Nov 04, 12:08
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Post by NavaCorp »

Burianek wrote:Nah, it's kind of incorrectly named in the title of this thread.
It's really a collection of scripts as far as I can tell. I don't believe it makes cahnges to any game files (which would make it a mod)
Cheers.
Nice to hear it. So I can use also your Laser Rebalance! :D

Thanks again. :)

Bye

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