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

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Moonrat
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Post by Moonrat »

Yacek wrote:You can still set the relationship options races in "Hot War".
Will that change the incremental upwards/downwards changes in my reputation with the races when I complete a mission? Or does it only affect race incursions into another's territory?
Yacek wrote:You can also disable the "True Relations".
If I do this won't the race reputation balancing then be disabled? This was the main reason I loaded the mod....
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Jack08
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Post by Jack08 »

Moonrat wrote:
Yacek wrote:You can still set the relationship options races in "Hot War".
Will that change the incremental upwards/downwards changes in my reputation with the races when I complete a mission? Or does it only affect race incursions into another's territory?
Yacek wrote:You can also disable the "True Relations".
If I do this won't the race reputation balancing then be disabled? This was the main reason I loaded the mod....
The Hotwar editor actually changes the relation between races, so you can set argon to hostile to paranid. So yes, it will effect the behavior of true relations.

so true relations is being too aggressive? i've been getting allot of reports of it being too aggressive if it is ill try to tone it down.

--------

@siath: ill see what i can do about detecting a war sector, i've never actually worked with stock AP so i don't know how to deal with them :D

i've always worked with the war disabled and RRF offline.
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Moonrat
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Post by Moonrat »

Jack08 wrote:...so true relations is being too aggressive? i've been getting allot of reports of it being too aggressive if it is ill try to tone it down.
It seems aggressive to me (at least) when you're playing a "longer" game. How about having a user specified adjustment factor which defaults at 1000, if it was set at 500 it would be 50% less change than now, and 1500 would be 50% more change? That'd would then allow players to control quite how much IR affected their reputation change with other races?

Code: Select all

096   $temp = get notoriety from race $race2 to race $race
097   if ( $temp < 0 ) AND ( $race != $race2 ) AND ( $gain != 0 ) 
098   * only multiples of 5 are allowed they say
099   $div = ( $gain * ( $standing - 3 ) ) / 270
                          .
                          .
112   else if ( $temp > 0 ) AND ( $race != $race2 ) AND ( $gain != 0 ) 
113   $div = $gain / 30 
Looking at the code (to my untrained eye), is there a significant different calculation one way compared to another, partcularly if you have a high trade+fight rank ?
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Jack08
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Post by Jack08 »

TBH i haven't the first clue how this code works, ill study and rewrite it. I didn't change it from the original IR.
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siath70
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Post by siath70 »

I would think it would have to be done by location or name. I've never played with sectors my self.

I do know the following are war sectors.
Asteriod Belt
Circle of Labor
Heretic's End
Omicron Lyrae
Treasure Chest

That's as far as I've gotten... I'm sure there is a few more though.

Although, I guess that would put the Terrans out of IR2.0. They really don't have anywhere else to go except down that corridor. I guess you could let them jump to a sector to try to get a foot hold and once they have it under control make them work from there or something. Anyway I don't know just tossing some ideas. Frankly i wish the whole AP thing included the whole universe kind of like IR2.0 does. But, that's a whole different discussion.

Anyway great work and thanks for the fast replies. have a good day.
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Yacek
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Post by Yacek »

Jack08 wrote:TBH i haven't the first clue how this code works, ill study and rewrite it. I didn't change it from the original IR.
It seems to me that the reputation value changes are changes in the amount of reputation points.
For large values ​​of reputation (high level), these changes have very little effect on reputation. At low values ​​(low level) changes are very large (even a possible increase or decrease in the number of levels).
Do you gave would be to rewrite the code so that the changes were the rates? For example, 0.01% of the value of reputation?
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djrygar
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Post by djrygar »

the real problem with relations is that vanilla missions throw huge amounts of notoriety points. You can easily get 1.000-50.000 points from mission pretty early in game and thats a lot.
easiest solution is to use Litcube's mission fixes for generic missions. It lowers prizes to reasonable levels. They are here on forums for download

or just play around with this divider there, Increase this '270' to some bigger number
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Oromish
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Post by Oromish »

I've been running IR 2.0 for a little over a month without any major issues, until I decided to enable Economy booster earlier today after claiming my own sector.

It started spamming specific sectors with huge amounts of stations. Just over the time of 20 minutes it added another 7 stations to below sector.
Picture
It didn't build any stations in the recently taken sectors from invasions nor in my player sector.
I'm fairly certain I am using the latest version of IR since I did a clean install of X3 2 months back, and grabbed it from the link from the first post.

Could this be a compatibility issue, or did I misunderstand how EB works and how many stations it would deploy?
Binesi
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Post by Binesi »

Yes, this script was spamming crazy amounts of stations in my game too. I started noticing many ships heading to sector M138 but didn't really think about it until I finally opened up the sector map to see why I had 3 ships there and wow... like 8 of every type of food and basic resource. Same thing in Saturn and maybe other sectors.

Anyway, I tried a clean universe in hopes of getting rid of it but they didn't go away so I guess I'm restarting my game.
Holy Slayer
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Post by Holy Slayer »

HI there is this mod still beeing maintained any issues? is economy booster not working properly?
Bejla
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Post by Bejla »

Hi

Is there a way to remove a sektor from the ecobooster blacklist?
dreamer2008
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Post by dreamer2008 »

Sardaukar2488 wrote:
Bejla wrote:Thanks for the reply.
Yes, I could use that, but i think it would be better if dont have to cheat.
Its not so much a matter of cheating as it is fixing a game issue. For example in my game im missing about half the hotkey commands for XRM like jumpdrive deployment kits, OWP activation and that kind of thing. To get around that if i want to say buy an OWP, i will find a shipyard, buy it, deploy it in the TL like normal but because i cant activate it then i use the cheat scripts to destroy it and spawn in a "normal" OWP with exactly the same equipment in the same spot i deployed the inactive one.

My suggestion was for you to use it in much the same fashion, to solve a game issue, not actually "cheat".
Is this still a problem with XRM? Or did it get fixed?

Also, should I uninstall STO if using this mod?
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Jack08
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Post by Jack08 »

dreamer2008 wrote:
Sardaukar2488 wrote:
Bejla wrote:Thanks for the reply.
Yes, I could use that, but i think it would be better if dont have to cheat.
Its not so much a matter of cheating as it is fixing a game issue. For example in my game im missing about half the hotkey commands for XRM like jumpdrive deployment kits, OWP activation and that kind of thing. To get around that if i want to say buy an OWP, i will find a shipyard, buy it, deploy it in the TL like normal but because i cant activate it then i use the cheat scripts to destroy it and spawn in a "normal" OWP with exactly the same equipment in the same spot i deployed the inactive one.

My suggestion was for you to use it in much the same fashion, to solve a game issue, not actually "cheat".
Is this still a problem with XRM? Or did it get fixed?

Also, should I uninstall STO if using this mod?
I'm not really sure what your quote refers to, i think it was the dock re-spawn issue, and no it has not been fixed. STO wont cause issues - i think, you can use it along side IR, just don't enable IR's player sector takeover feature.
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dreamer2008
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Post by dreamer2008 »

Thank you for the answer, and the mod! Can't wait to see how it works in game :) .
Gri431
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Post by Gri431 »

Why removed Xsenon and Khaak in IR 2,0 ?
Sarcolemma
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Post by Sarcolemma »

Not sure if this has been asked before, if so I apologize in advance, but is it possible to reset a sectors ownership back to the original owner after another race has claimed it with a fleet invasion?

In my game most of the pirate sectors and a few Xenon sectors have been taken over by the Argon, Paranid, or Teladi. I'd like to be able to give them back to the pirates and Xenon.

I ran the clean universe command. I know it clears ships spawned by IR, but does it reset the ownership and just not change the text of who owns it displayed in the universe menu?
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joelR
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Post by joelR »

Sarcolemma wrote:Not sure if this has been asked before, if so I apologize in advance, but is it possible to reset a sectors ownership back to the original owner after another race has claimed it with a fleet invasion?

In my game most of the pirate sectors and a few Xenon sectors have been taken over by the Argon, Paranid, or Teladi. I'd like to be able to give them back to the pirates and Xenon.

I ran the clean universe command. I know it clears ships spawned by IR, but does it reset the ownership and just not change the text of who owns it displayed in the universe menu?
I dont believe this is possible (short of cleaning the universe) but you can use MBRR alongside IR and have MBRR handle the sector takeovers. You can configure MBRR to have specific races attempt to take back sectors that were originally owned.

You will want to clean the universe and then make the necessary changes in MBRR and disable sector takeover in IR.
dRakot
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Re: [SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

Post by dRakot »

Jack08 wrote:
  • [ external image ] or Download: .RAR (Right click, Save As - or Save Link As... Having issues with the web server)
  • Install with Plugin Manager
  • Start a New Game, or Load an Existing Game
  • Activate The Script Editor
  • Save the Game, then Load the Game
  • IMPORTANT: Dont forget to bind the IR Comm System Hotkey, and Configure the plugin (or it wont do anything :P)
Hey, i play ap 2.5.3, bought on steam, and i have a very stupid problem... I do not know how to activate the script editor. If it is related with binding IR Comm system hotkey - i cannot find it too... When i open plugin configuration i can see only 2 wares options, nothing else. I use only 3 default libraries* from plugin manager. Could someone explain me how to activate it step by step? I tried to use forum's search enginge and i read like 20 pages in this topic, but i have found nothing. Is it because steam is installed in programfiles(x86), which is a crappy folder?

*i verified installed files and i'm missing all 3 readme.txt ...


@Down Thank you, it helped.
Last edited by dRakot on Mon, 22. Apr 13, 16:15, edited 1 time in total.
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joelR
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Re: [SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

Post by joelR »

dRakot wrote:
Jack08 wrote:
  • [ external image ] or Download: .RAR (Right click, Save As - or Save Link As... Having issues with the web server)
  • Install with Plugin Manager
  • Start a New Game, or Load an Existing Game
  • Activate The Script Editor
  • Save the Game, then Load the Game
  • IMPORTANT: Dont forget to bind the IR Comm System Hotkey, and Configure the plugin (or it wont do anything :P)
Hey, i play ap 2.5.3, bought on steam, and i have a very stupid problem... I do not know how to activate the script editor. If it is related with binding IR Comm system hotkey - i cannot find it too... When i open plugin configuration i can see only 2 wares options, nothing else. I use only 3 default libraries* from plugin manager. Could someone explain me how to activate it step by step? I tried to use forum's search enginge and i read like 20 pages in this topic, but i have found nothing. Is it because steam is installed in programfiles(x86), which is a crappy folder?

*i verified installed files and i'm missing all 3 readme.txt ...
To enable the script editor change your PILOT name to Thereshallbewings. Exactly as I typed it there. Its case sensitive. After a short pause it will be active.
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imortalvalk
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Post by imortalvalk »

Not sure if anyone has posted a fix for this yet but, I just went to mars and it seems the economy booster has spammed the sector with stations, too many to be considered sensible. No idea if it has done it with other sectors but one is enough, game restart unless there is a fix, and have to keep it disabled in my new game too. If there is a fix awesome.

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