
[AL PLUGIN]Conflicts Official Release Thread - v0.85 released -> Collaboration works!
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I wouldn't mind being able to officially ally with someone and take missions with them. Maybe assist their fleets in taking or defending sectors (getting payment of course or maybe free ships/weapons/stations), and meanwhile you would reap the benefits and suffer the consequences of being in an alliance that is at war.
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Yay, the message pop-ups are gone. That and the mar's on ai drew me away from this, but ill have to try it again soon.
Ok, a few questions.
With this and Death Match Arena installed at the same time, will a race try to take over the added sector DMA creates? If so can a check be put in for that one sector and everyone ignores it?
I use the extreme mod of Cmod3 right now which has,
Extreme Mode
- Pirates patrols are Endemic, roam in large packs of 8+.
- Escorts of pirate, yaki and Xenon capital ships doubled, extra m7 and m6.
- Khaak Actvity Doubled, extra Capships.
- Yaki Activity Doubled, extra Capships.
- Xenon sectors are no-fly zones, overwhelming destroyer-K presence.
Im guessing with that plugin it will make those 4 races overpowering?
I had something else to ask but the morning coffee hasnt kicked in so i cant remember :/
Ok, a few questions.
With this and Death Match Arena installed at the same time, will a race try to take over the added sector DMA creates? If so can a check be put in for that one sector and everyone ignores it?
I use the extreme mod of Cmod3 right now which has,
Extreme Mode
- Pirates patrols are Endemic, roam in large packs of 8+.
- Escorts of pirate, yaki and Xenon capital ships doubled, extra m7 and m6.
- Khaak Actvity Doubled, extra Capships.
- Yaki Activity Doubled, extra Capships.
- Xenon sectors are no-fly zones, overwhelming destroyer-K presence.
Im guessing with that plugin it will make those 4 races overpowering?
I had something else to ask but the morning coffee hasnt kicked in so i cant remember :/
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**Please download 0.83b, there was a big problem with the sector targetting algorithm
--For your deathmatch zone... empires will NOT target that sector for attack unless it has been set to argon or w/e owner... please try it out and see if they go for it
--As to the combat mode extreme... this will be made MORE fun with conflicts, because the conflicts ships will have more enemies to play with... and it will make things more... interesting. Might make yaki/xenon/etc.. stronger but.. i think that the races with conflicts mod installed should be able to fight them back.
Please test it and tell me how it goes
--For your deathmatch zone... empires will NOT target that sector for attack unless it has been set to argon or w/e owner... please try it out and see if they go for it

--As to the combat mode extreme... this will be made MORE fun with conflicts, because the conflicts ships will have more enemies to play with... and it will make things more... interesting. Might make yaki/xenon/etc.. stronger but.. i think that the races with conflicts mod installed should be able to fight them back.
Please test it and tell me how it goes

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Thanks for all the fixes. Awesome job!
BUT I have something I would like to see added... an option we can set where we can choose the type of alliances... Say for example:
examples only....
Option #1: All races can ally with any other race or go to war with any other race
Option #2: Argon and Terran races can ally with all races EXCEPT Xenon and Khaak
Option #3: All races EXCEPT Terran and Argon can ally with each other
Option #4: Terran, ATF & Argon races are allied. All other races start neutral, Xenon and Khaak start enemy
Option #5: Somehow the ability to set what each race can ally with or not...
You get the idea... It would allow your script to really add a new dimension for every new game you would start! Where one game you are allied with The Terrans, the next game they might be your bitter enemy... etc etc...
I know this can happen 'randomly now' but I like to have a little control so if I am in the mood for a certain type of game, I can not have to worry about what is going to happen... Option #1 would leave the random factors in place where anything can happen.
BUT I have something I would like to see added... an option we can set where we can choose the type of alliances... Say for example:
examples only....
Option #1: All races can ally with any other race or go to war with any other race
Option #2: Argon and Terran races can ally with all races EXCEPT Xenon and Khaak
Option #3: All races EXCEPT Terran and Argon can ally with each other
Option #4: Terran, ATF & Argon races are allied. All other races start neutral, Xenon and Khaak start enemy
Option #5: Somehow the ability to set what each race can ally with or not...
You get the idea... It would allow your script to really add a new dimension for every new game you would start! Where one game you are allied with The Terrans, the next game they might be your bitter enemy... etc etc...
I know this can happen 'randomly now' but I like to have a little control so if I am in the mood for a certain type of game, I can not have to worry about what is going to happen... Option #1 would leave the random factors in place where anything can happen.
Take it light.....
Malakie
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Malakie
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Mavor,
Am playing/testing your latest build. Started a brand new game clean. I am still getting the pop-up window message! I have even turned OFF getting messages, no message and no log entry, and I am still getting the popup windows telling me that invasions are being formed and invasions are happening...
You know... I wonder if this is a conflict between this script and the 'Invasion Warnings' script from ThisisHarsh?
I will check that and see what happens...
Am playing/testing your latest build. Started a brand new game clean. I am still getting the pop-up window message! I have even turned OFF getting messages, no message and no log entry, and I am still getting the popup windows telling me that invasions are being formed and invasions are happening...
You know... I wonder if this is a conflict between this script and the 'Invasion Warnings' script from ThisisHarsh?
I will check that and see what happens...
Take it light.....
Malakie
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Malakie
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Is it posible to get a option put in later on to only get messages partaining to a certain faction?
So like if i chose argon, then i would only get messages when argon fleets are sending defence/offence, or if a another faction invades/attacks a sector owned by argon or myself.
My universe is pretty happening right now. I click OK about 5 times every minute with all the invasions or defence going on.
So like if i chose argon, then i would only get messages when argon fleets are sending defence/offence, or if a another faction invades/attacks a sector owned by argon or myself.
My universe is pretty happening right now. I click OK about 5 times every minute with all the invasions or defence going on.
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Hmmmm the messages should NOT be displaying like that with the latest patch.. i'm going to do another pass on the code.
**Double checked the code... the messages do NOT auto-popup anymore, so you must be getting message spam from "race invasion warning". It could be because my mod works in the same fashion as vanilla race invasions?? hmm.
As to the message spam... i guess I could add an option to decrease the frequency.. but on my end even if i have 4 or 5 races at war it doesn't really feel like spam...
I am testing version 1.3 with my script now, please, anyone, tell me if you see anything wierd going on after the patch.
**Double checked the code... the messages do NOT auto-popup anymore, so you must be getting message spam from "race invasion warning". It could be because my mod works in the same fashion as vanilla race invasions?? hmm.
As to the message spam... i guess I could add an option to decrease the frequency.. but on my end even if i have 4 or 5 races at war it doesn't really feel like spam...
I am testing version 1.3 with my script now, please, anyone, tell me if you see anything wierd going on after the patch.

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I was thinking more along the lines of plot branches. An Argon station in Argon Prime can give you a diplomatic escort mission for Boron/Split/Teladi sectors. If the spawned attack force destroys the diplomatic escort, then the game spawns a war for you or begins to flow the forces towards such an end.Mavor wrote:I haven't. Sounds like a fun idea... though clicking a mission and having a war "pop up" is kinda wierd... i like the sandbox idea that I am doing with conflicts
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Mavor wrote:Hmmmm the messages should NOT be displaying like that with the latest patch.. i'm going to do another pass on the code.
**Double checked the code... the messages do NOT auto-popup anymore, so you must be getting message spam from "race invasion warning". It could be because my mod works in the same fashion as vanilla race invasions?? hmm.
As to the message spam... i guess I could add an option to decrease the frequency.. but on my end even if i have 4 or 5 races at war it doesn't really feel like spam...
I am testing version 1.3 with my script now, please, anyone, tell me if you see anything wierd going on after the patch.
I am going to remove the race invasions message script. I will let you know what I find...
Take it light.....
Malakie
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Malakie
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Well I have started to get the crash bug again. I downloaded the new MARS (4.03?) version so that might be one of the problems. I also downloaded the Turret Fix mod so I dunno if that is another issue.
I am going to turn mars off to see if that is it.
Edit: Isn't the turret mod, and turning off MARS didn't work. I didn't completely uninstall MARS though so I dunno if that would help. The only other thing that has changed in my setup is I downloaded the newest Salvage Command Software (the one that isn't by Cycrow).
I have no clue why it does it (plays for 30 minutes then hangs with stuttering sound). Grrr.
I am going to turn mars off to see if that is it.
Edit: Isn't the turret mod, and turning off MARS didn't work. I didn't completely uninstall MARS though so I dunno if that would help. The only other thing that has changed in my setup is I downloaded the newest Salvage Command Software (the one that isn't by Cycrow).
I have no clue why it does it (plays for 30 minutes then hangs with stuttering sound). Grrr.
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Have the same problems as you are.. I am also seeing another problem... All ships just stop fighting and moving.. completely.. Then suddenly they start up again... then stop again... Like someone is freezing time.. I can move, fight, do whatever and many other ships seems to continue on... but ships in a fight all suddenly just 'freeze'. Wierd beyong words..SpenzOT wrote:Well I have started to get the crash bug again. I downloaded the new MARS (4.03?) version so that might be one of the problems. I also downloaded the Turret Fix mod so I dunno if that is another issue.
I am going to turn mars off to see if that is it.
Edit: Isn't the turret mod, and turning off MARS didn't work. I didn't completely uninstall MARS though so I dunno if that would help. The only other thing that has changed in my setup is I downloaded the newest Salvage Command Software (the one that isn't by Cycrow).
I have no clue why it does it (plays for 30 minutes then hangs with stuttering sound). Grrr.
Also, I still get the dam pop-ups.. I have turned off the options to have messages show. I have removed invasions notifications script... in fact this is a brand new clean install of the game and scripts so....
Take it light.....
Malakie
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Malakie
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Do you have the steam version? I do and since steam hasn't released the 1.3 patch yet, I am hoping that this will only happen with 1.21, but if you have 1.3 and it is still happening, it would be good to know.Malakie wrote:
Have the same problems as you are.. I am also seeing another problem... All ships just stop fighting and moving.. completely.. Then suddenly they start up again... then stop again... Like someone is freezing time.. I can move, fight, do whatever and many other ships seems to continue on... but ships in a fight all suddenly just 'freeze'. Wierd beyong words..
Also, I still get the dam pop-ups.. I have turned off the options to have messages show. I have removed invasions notifications script... in fact this is a brand new clean install of the game and scripts so....
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What you are experiencing is just the game queuing orders to the CPU. In big battles the game overloads. What I am experience is a complete game freeze after 20-30 minutes, will a 5-second sound loop. Think of the freeze you get when the HDD swaps out video files for the billboard ads, only it never ends and stays frozen.Malakie wrote:
Have the same problems as you are.. I am also seeing another problem... All ships just stop fighting and moving.. completely.. Then suddenly they start up again... then stop again... Like someone is freezing time.. I can move, fight, do whatever and many other ships seems to continue on... but ships in a fight all suddenly just 'freeze'. Wierd beyong words..
Also, I still get the dam pop-ups.. I have turned off the options to have messages show. I have removed invasions notifications script... in fact this is a brand new clean install of the game and scripts so...
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Yup spenz looks like the v1.3 so called "fixed lockups caused by third party scripts" actually is now causing a lockup. I'm not sure how i'm going to catch where this crash is coming from, since there are no options to examine what part of the script was running before the crash.
I will experiment with changing some of the functions but as of now I have no idea how to debug a crash that happens random times into a game....
I will experiment with changing some of the functions but as of now I have no idea how to debug a crash that happens random times into a game....