[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]
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@Scoob: well spotted... interesting issue that, since the standard jump scripts are called, but with a random gate as target (since all going through same gate causes collisions and also you get defenders just camping the gate, so invasions become impossible). I'll have to add an exception to stop that.
@aka1nas: yeah, a General can only seize the sector once there are no more enemy big ships or enemy stations, these include enemies other than the sector owner. I figured that if other enemy ships are there then the sector is 'contested', so cannot be claimed.
@FriedTrix: periodic scripts should be done as an AL plugin. There should be some details in the tutorial sticky. Basically you need a 'al.plugin.X' script (where X is your script name), which will be called whenever a game is loaded (similar to setup.X and init.X). This script registers another script as an AL plugin. That other script must handle various events (start, stop, timeout, etc). Check al.plugin.mbase for how its handled for Xenon.
The alternative is a script in a loop, which is started on null, i.e.:
$nul = null
START $nul->call script 'X' :
That method is really not recommended though.
$flags.station = [Find.Multiple] | [Find.Enemy]
... you'll find the 'find station' command is passed that variable. [Find.Multiple] means the command will return an array of stations, rather than a single one. [Find.Enemy] means those stations will all be enemy stations. The "|" is the bitwise OR operator, for combining flags.
{Station 2016} is any station, military or non-military, dock or factory, just any station.
Bear in mind that a station cannot have weapons mounted. The closest you can get is with OWPs, which are just ships that can't move.
@aka1nas: yeah, a General can only seize the sector once there are no more enemy big ships or enemy stations, these include enemies other than the sector owner. I figured that if other enemy ships are there then the sector is 'contested', so cannot be claimed.
@FriedTrix: periodic scripts should be done as an AL plugin. There should be some details in the tutorial sticky. Basically you need a 'al.plugin.X' script (where X is your script name), which will be called whenever a game is loaded (similar to setup.X and init.X). This script registers another script as an AL plugin. That other script must handle various events (start, stop, timeout, etc). Check al.plugin.mbase for how its handled for Xenon.
The alternative is a script in a loop, which is started on null, i.e.:
$nul = null
START $nul->call script 'X' :
That method is really not recommended though.
$flags.station = [Find.Multiple] | [Find.Enemy]
... you'll find the 'find station' command is passed that variable. [Find.Multiple] means the command will return an array of stations, rather than a single one. [Find.Enemy] means those stations will all be enemy stations. The "|" is the bitwise OR operator, for combining flags.
{Station 2016} is any station, military or non-military, dock or factory, just any station.
Bear in mind that a station cannot have weapons mounted. The closest you can get is with OWPs, which are just ships that can't move.
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.
Black holes are where God divided by zero.
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In practice, do Xenon sectors ever get claimed with MBRR? Are the Generals responsive enough that they can take over the sector in the time between Xenon respawns?ThisIsHarsh wrote:
@aka1nas: yeah, a General can only seize the sector once there are no more enemy big ships or enemy stations, these include enemies other than the sector owner. I figured that if other enemy ships are there then the sector is 'contested', so cannot be claimed.
Also, what if there are Generals present from two friendly races? I.E. Argon and Boron.
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Yeah, I find Xenon sectors get taken quite readily. Big ships don't spawn that often in Xenon sectors, especially when there are no stations left.aka1nas wrote:In practice, do Xenon sectors ever get claimed with MBRR? Are the Generals responsive enough that they can take over the sector in the time between Xenon respawns?ThisIsHarsh wrote:
@aka1nas: yeah, a General can only seize the sector once there are no more enemy big ships or enemy stations, these include enemies other than the sector owner. I figured that if other enemy ships are there then the sector is 'contested', so cannot be claimed.
Also, what if there are Generals present from two friendly races? I.E. Argon and Boron.
If there are two friendly Generals, then its just first come first serve - first General to attempt to seize a sector gets it, and the other General flys home.
It still takes a while for the sector to be claimed, even if there are no enemies, since the General has to finish his patrol sweep, to be certain there are no enemies about

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.
Black holes are where God divided by zero.
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Is this mod compatible with 3.0?
I notice a few weird things going on with my last save game from 2.7.1
Boron set me as enemy even when I have highest notoriety with them.
Also, when I start a new game with Terran defender, once I fly to Neptune, there are no Xenon fighters to be killed. Once I disable this mod in mod manager, I could find Xenon ships and the mission seems normal to me.
Don't know if there is conflict between the other mods I use or not. It is just me who have problems?
I notice a few weird things going on with my last save game from 2.7.1
Boron set me as enemy even when I have highest notoriety with them.
Also, when I start a new game with Terran defender, once I fly to Neptune, there are no Xenon fighters to be killed. Once I disable this mod in mod manager, I could find Xenon ships and the mission seems normal to me.
Don't know if there is conflict between the other mods I use or not. It is just me who have problems?
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I haven't actually tested with 3.0 yet, RL keeping me too busy
. Having said that, there shouldn't be any problems like your relation with Boron, I'll have to look into that.
As for not being able to find Xenon, chances are the improved military AI has killed them all already. Also, make sure you're using the latest version of this plugin, because old versions had an issue where Xenon would teleport away if they spawned outside their own sectors.

As for not being able to find Xenon, chances are the improved military AI has killed them all already. Also, make sure you're using the latest version of this plugin, because old versions had an issue where Xenon would teleport away if they spawned outside their own sectors.
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.
Black holes are where God divided by zero.
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Just wondering, did you alter any of the job files to stop the Xenon from spawning like mad when their sector has been taken over?ThisIsHarsh wrote:I haven't actually tested with 3.0 yet, RL keeping me too busy. Having said that, there shouldn't be any problems like your relation with Boron, I'll have to look into that.
As for not being able to find Xenon, chances are the improved military AI has killed them all already. Also, make sure you're using the latest version of this plugin, because old versions had an issue where Xenon would teleport away if they spawned outside their own sectors.
I fly an OWP. What about you?
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And how or where can I buy some weapons for my ships?ThisIsHarsh wrote: [...]
Once you have joined the Xenon, set your relations to them to Friend and all other races to Enemy.
To make the Xenon ships in the sector like you, leave the sector and re-enter - it takes ages for the Xenon ships to recognize you as a friend otherwise. If Xenon ships are getting in your way, comm the Nexus and all Xenon ships currently targeting you will self-destruct.
Dock any ship you own at the Nexus to be repaired, etc.
Your only source of income is captured ships that you sell to the Xenon shipyards.
In your personal ship's command console, under "Additional Ship Commands" start the "Reconnaissance uplink". At first this will only work for defense, you need to get 100 more prestige points before your recon work will call in invasions (or you can just change the points required in the config menu).
To get more points, join the Xenon in defense/invasion, where you see enemy ships tagged with {X} after their name. Killing those ships will earn you points.
BTW: 0X6765656B does actually have a meaning - you deserve a biscuit if you can figure it out.
I started a new game, flew to the next Xenon Sector,
joined the Xenon, earned some money and now....
I have a Xenon Q and no possibility to arm it.
It's a little bit annoying because
I don't want to cheat weapons, shields etc. the whole time.
It's a waste of time

"Man kann nicht sagen, dass sich Zivilisationen nicht weiterentwickeln - in jedem Krieg werden auf eine andere Weise Leben ausgelöscht."
(Will Rogers)
(Will Rogers)
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I think not,
because both of them have similar features like sector take over,
and I think that both of them use similar scripts to make this possible.
If you use both of them at the same time,
it is possible that it will crash your X³ TC or some features don't run correctly.
It's not a sure answer
but I hope it's a logical one^^
I wouldn't try it...
If you want a "hell hole warzone", I think you must play RRF and Pirate Guild with Guild difficulty at Very High and as an enemy of the guild^^
Maybe this is what you call a "hell hole warzone""
(For me it is
)
because both of them have similar features like sector take over,
and I think that both of them use similar scripts to make this possible.
If you use both of them at the same time,
it is possible that it will crash your X³ TC or some features don't run correctly.
It's not a sure answer
but I hope it's a logical one^^
I wouldn't try it...
If you want a "hell hole warzone", I think you must play RRF and Pirate Guild with Guild difficulty at Very High and as an enemy of the guild^^
Maybe this is what you call a "hell hole warzone""

(For me it is

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hey i love what this plugin is doing to my game. the fleets are soooo fun to watch and destroy. one problem though. i am running 3.0 and the extended coms system is not working with the military outposts or bases. is there a specific base i can try it on. all i could find as far as bases are the military base in argon m148. what is a station that the comms system will definatly work on? coms is working for pirate guild 3 just fine. and mbrr is working with the news system. but so far i have not been able to ally with anyone or collect my prestige because i cannot hail anyone.
Please get back to me on this.
Please get back to me on this.
What GoD taketh away, Cycrow giveth back.
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@breytac
It should be no problem runnen RRF with MBR.
I am playing this combo with more mods and it is running fine.
It will use your CPU and memmory but it runs on my pc ( P4 3.2 Ghz with 2 Gb ram DDR400 with graphic GT220)
Just be sure if you save the game to give it time to save otherwise your savegame will be corrupted.
It should be no problem runnen RRF with MBR.
I am playing this combo with more mods and it is running fine.
It will use your CPU and memmory but it runs on my pc ( P4 3.2 Ghz with 2 Gb ram DDR400 with graphic GT220)
Just be sure if you save the game to give it time to save otherwise your savegame will be corrupted.
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I guess you mispelled sides, but yes that's what I wanted to know. If whether or not I could freely change side as I saw fit.ympcylo wrote:@Strategist
I do not know if I understood your question.
But I think you want to know if you can change site by the recruitment at outpost.
The answer is yes.
Also I'd like to know what's the difference between your mod as LV's RRF (Race Response Fleets with Race Wars) mod?
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Strategist wrote:I guess you mispelled sides, but yes that's what I wanted to know. If whether or not I could freely change side as I saw fit.ympcylo wrote:@Strategist
I do not know if I understood your question.
But I think you want to know if you can change site by the recruitment at outpost.
The answer is yes.
Also I'd like to know what's the difference between your mod as LV's RRF (Race Response Fleets with Race Wars) mod?

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They will invade as long the owner of the invaded sector is hostileaka1nas wrote:Can races in MBRR invade unknown sectors as well? I haven't noticed them really try yet in my current game. I am contemplating adding Ketraar's Random Sector Management plugin into my game, but it's much less cool if no one will claim all of those new sectors!
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