[SCR][june 08][v. 2.5-] STO 1.57 - overtake sectors
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I love this script! Excellent work Trickmov!
One question though, and maybe since I'm a noob, it's something else happening that I haven't run into before and not related to the script.
I've taken over two Unknown Sectors and Xenon 347 and 472. Shortly after taking over 472, I started getting a "you have lost recognition" voice prompt every few minutes.
I looked at my pilot status and it seems to be the Teladi that suddenly have it in for me. They have also started attacking my satellites in their sectors and one station I have in Spaceweed Drift.
Could it be because I am allowing anyone that wants to, to build stations in my sectors?
Like if there is a Terran or Yaki station in a Sector that I own, would that make the Teladi hate me?
Surely the Teladi aren't mad I took over Xenon sectors, right???
Or is there just a point in the game where the Teladi start getting jealous of my profitsss and start waging war against me.
I'm kind of confused about what's going on, but I sure would like to keep the Teladi as friends. At least for a few more days until I can get my fleet rebuilt (took some losses clearing the Xenon sectors) to where I am ready to fight back against the Teladi.
Thanks for any advice!
One question though, and maybe since I'm a noob, it's something else happening that I haven't run into before and not related to the script.
I've taken over two Unknown Sectors and Xenon 347 and 472. Shortly after taking over 472, I started getting a "you have lost recognition" voice prompt every few minutes.
I looked at my pilot status and it seems to be the Teladi that suddenly have it in for me. They have also started attacking my satellites in their sectors and one station I have in Spaceweed Drift.
Could it be because I am allowing anyone that wants to, to build stations in my sectors?
Like if there is a Terran or Yaki station in a Sector that I own, would that make the Teladi hate me?
Surely the Teladi aren't mad I took over Xenon sectors, right???
Or is there just a point in the game where the Teladi start getting jealous of my profitsss and start waging war against me.
I'm kind of confused about what's going on, but I sure would like to keep the Teladi as friends. At least for a few more days until I can get my fleet rebuilt (took some losses clearing the Xenon sectors) to where I am ready to fight back against the Teladi.
Thanks for any advice!
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True, but they can be bought with the ATF Shipyard script which im using. And since im a Terran dude, i prefer using the Terran stations.Trickmov wrote:You can use the USC Orbital Logistics Dock, the USC Orbital Supply Base and the USC Orbital Support Station. None of these stations can be bought by normal means.
Thanks for the quick update!
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Is there any mod/script that makes the enemys staions stop spawning?
I have looked through the library and cant seem to find any. Is there one?
{Apparently. The script pointed to you in your earlier thread. Merging. jlehtone}
{Apparently. The script pointed to you in your earlier thread. Merging. jlehtone}
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Hi, excellent script (I've been using since X3R). I thought I remembered a feature where ships flying in through a gate were allowed? There is a steady migration of Xenon from unclaimed sectors several jumps away to my shiny new Xenon sector 472, but STO smites them as soon as they (legitmately) invade.
To correct this I initially attempted a distance-to-gate check. This works when I cheat a ship into existence on a gate:
Apparently, however, ships gate-in quite far from the gate (oos):
If that's the reason the feature was removed (if I'm not just delusional :P) then I found a better way:
The 'legitimate' L was spared from a quick death caused by STO, only to meander into the meatgrinder of my sector defenses XD.
This seems to work IS and OOS. I will need to watch the log to make sure spawned intruders really do have a flight time of 0, and making this optional might be a good idea.
To correct this I initially attempted a distance-to-gate check. This works when I cheat a ship into existence on a gate:
Code: Select all
Gate dist check for Xenon M in Xenon Sector 472: South Gate = 0.
Allowing Xenon M in Xenon Sector 472 because distance to South Gate is 0
Code: Select all
Gate dist check for Xenon N in Xenon Sector 472: South Gate = 5240.
Killing Xenon N in Xenon Sector 472.
Code: Select all
if $ship.owner == Xenon
if not $ship -> get local variable: name='STO.donotdestroy'
$ship.age = $ship -> get flight time
write to log file #2323 append=[TRUE] printf: fmt='Flight time check for %s in %s: %s.', $ship, $sec, $ship.age, null, null
if $ship.age >= 4
write to log file #2323 append=[TRUE] printf: fmt='Allowing %s in %s because age = %s.', $ship, $sec, $ship.age, null, null
$ship -> set local variable: name='STO.donotdestroy' value=[TRUE]
else
write to log file #2323 append=[TRUE] printf: fmt='Killing %s in %s.', $ship, $sec, null, null, null
$ship -> destruct: show no explosion=[TRUE]
end
end
end
Code: Select all
Flight time check for Xenon Buster in Xenon Sector 472: 0.
Killing Xenon Buster in Xenon Sector 472.
Flight time check for Xenon L in Xenon Sector 472: 3914.
Allowing Xenon L in Xenon Sector 472 because age = 3914.
This seems to work IS and OOS. I will need to watch the log to make sure spawned intruders really do have a flight time of 0, and making this optional might be a good idea.
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Yes, thanks, this should indeed work and I will include it in the next version (in a few days probably).
This feature was never included in a earlier STO-version, though.
No need to make it optional... the complete destruction of all ships was more a cheat than anything else, so I will make your idea to default (and unchangable).
This feature was never included in a earlier STO-version, though.
No need to make it optional... the complete destruction of all ships was more a cheat than anything else, so I will make your idea to default (and unchangable).
Last edited by Trickmov on Fri, 2. Apr 10, 16:30, edited 1 time in total.
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I wonder how long they'll keep coming, I've been IS since last post. As is, there have been no IS spawns, just a steady stream across several sectors. This is puzzling, perhaps they only jump in when player is oos?
If it never stops an option might be good after all, trading balance for player sanit, considering a Q's ability to dust pretty much anything with it's alpha.
If it never stops an option might be good after all, trading balance for player sanit, considering a Q's ability to dust pretty much anything with it's alpha.
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I think they jump also in when the player is inSector. Can take a while, though.
I had included the destruction only, because it was impossible to hold a overtaken Xenon-sector due to the spawning ships. As I didn't see the "get flighttime"-command, all ships of the former owner race were destroyed. But this was very near to a cheat and I never liked it, as the patroulling ships were also destroyed.
So I think it's now about right. All spawning Xenon-ships will become destroyed, but not the patroulling ones. So it is more realistic, that you have to defend your overtaken sectors properly. Also you can react earlier by having a look on the neighbouring sectors of your overtaken sector.
I had included the destruction only, because it was impossible to hold a overtaken Xenon-sector due to the spawning ships. As I didn't see the "get flighttime"-command, all ships of the former owner race were destroyed. But this was very near to a cheat and I never liked it, as the patroulling ships were also destroyed.
So I think it's now about right. All spawning Xenon-ships will become destroyed, but not the patroulling ones. So it is more realistic, that you have to defend your overtaken sectors properly. Also you can react earlier by having a look on the neighbouring sectors of your overtaken sector.
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Trickmov wrote:I think they jump also in when the player is inSector. Can take a while, though.
I had included the destruction only, because it was impossible to hold a overtaken Xenon-sector due to the spawning ships. As I didn't see the "get flighttime"-command, all ships of the former owner race were destroyed. But this was very near to a cheat and I never liked it, as the patroulling ships were also destroyed.
So I think it's now about right. All spawning Xenon-ships will become destroyed, but not the patrolling ones. So it is more realistic, that you have to defend your overtaken sectors properly. Also you can react earlier by having a look on the neighbouring sectors of your overtaken sector.
Agreed, and the Xenon would be especially stubborn due to their nature. This isn't quite patrolling, however, and I have concerns that it will -never- stop, which would make little sense. With unit after unit destroyed and no gains, eventually giving up would be more beneficial, especially to cold machine thinking. Most likely that would preceed a buildup/surprise attack but the game's AI isn't that clever.
From a pure gameplay perspective this sort of thing is a bad combination with the game's broken OOS combat system, and has effectively kept me from leaving the sector because then the rules change. A 50 LT gate trap + m2 is no longer enough when Qs - which can oneshot most ships in the game - enter every 5-10 minutes.
So far it's not bothered me as I'm working on scripting projects. However, if after a week of constant running the Xenon Conga Line hasn't stopped or at least tapered down, a cheat starts to look more like a bugfix.
This is, of course, a bandaid.
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As far I am understanding the patrol-command, the patrols are going from one race-sector to another. Other races territory is only affected, if it's directly in between the route.
So I think it depends where your overtaken Xenon-sector is. Xenon sector 101 should never see a patrol, also not 347, 472 and 534, if overtaken. All other Xenon-sectors should be in a patroulling range, so you will probably see patrols there.
But I am not absolutly sure about this information. Best would be, if you test it yourself
So I think it depends where your overtaken Xenon-sector is. Xenon sector 101 should never see a patrol, also not 347, 472 and 534, if overtaken. All other Xenon-sectors should be in a patroulling range, so you will probably see patrols there.
But I am not absolutly sure about this information. Best would be, if you test it yourself

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What I'm experiencing is a constant -stream- of xenon flying from 598 -> grand exchange -> belt of aug. -> midnight star -> wastelands -> nathan's voyage -> black hole sun -> 472. This is verified by the satellites I have on that route, each hop has like 3 xenon of various kind enroute.Trickmov wrote: So I think it depends where your overtaken Xenon-sector is. Xenon sector 101 should never see a patrol, also not 347, 472 and 534, if overtaken. All other Xenon-sectors should be in a patroulling range, so you will probably see patrols there.
Mostly it's fighters but the rate of incoming Q's is 5-10 minutes, more of an argon patrol gets lucky. These are all running COMMAND_MOVE_SECTOR (Xenon sector 472), not COMMAND_PATROL.
I run the game 24/7 with no SETA, etc and this has been happening without any noticable slowdown since I took over the sector. Thus the concern :> You've never had this happen?
I'm about to try to destroy the shipyard in 023 to see if this has any effect.
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Well, I didn't test this with the actual version of the game/my script. As it seems something has changed in the spawning of the Xenon during the last updates. I know definatly that in previous versions the Xenon spawned in the overtaken sectors, which seems to be removed now completly (as you already mentioned).
New is imo the moving from another Xenon-sector to an overtaken one. So this does mean also, that there will probably be an endless stream of Xenon-ships heading towards the overtaken sectors.
Currently I don't have a better solution than using STO 1.23, which destroyed all Xenon-ships in the overtaken sectors.
Download STO 1.23 for TC 2.5
If you have already 1.24 running, you have to use it's uninstall (from the menu) save and overwrite then the files in your scripts-folder.
Another solution would be a continous check of all Xenon-ships, but due to performance reasons, I won't do this.
New is imo the moving from another Xenon-sector to an overtaken one. So this does mean also, that there will probably be an endless stream of Xenon-ships heading towards the overtaken sectors.
Currently I don't have a better solution than using STO 1.23, which destroyed all Xenon-ships in the overtaken sectors.
Download STO 1.23 for TC 2.5
If you have already 1.24 running, you have to use it's uninstall (from the menu) save and overwrite then the files in your scripts-folder.
Another solution would be a continous check of all Xenon-ships, but due to performance reasons, I won't do this.
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Blasting the shipyard in 023 might have helped. For a scripted solution to this behavior; They're spawning in Xenon core sectors - perhaps just in 023 - and have the command MOVE_SECTOR (STO'ed sector). Since this gives a script -alot- more leeway (the while loop could be every 30 seconds instead of < second), the performance impact of a check in one sector might use less cycles than the XENON CONGA LINE OF DOOM(tm).Trickmov wrote: Another solution would be a continous check of all Xenon-ships, but due to performance reasons, I won't do this.
Code: Select all
find ship sector=Xenon sector 023, race=Xenon, maxnum=10, refpos=0,0,0
(snip)
while ...
skip if not $ship->get local variable name='STO.hordecheck'
continue
$cmd=$ship->get command
$cmdarg=$ship->get command arg
...etc....maybe continue if flight time > 100 or such
if $cmd == COMMAND_MOVE_SECTOR
if get index of $cmdarg in array $playersectors
....boom...
else
$ship->set local variable name='STO.hordecheck'

Perhaps finding out -what- is causing it (MD script?) might be a better plan.
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Are you sure, that it's only sector 023? If it's really only the SY, it would make sense imo... then it's up to the player to destroy it to prevent Xenon-ships flying to overtaken sectors.
I think the problem is coming from some job-settings so nothing that could be changed by a script.
Destroying only the ships could result into:
1. round: destroy all new ships
2. round: all ships are respawned immidiatly (or with a short time-difference)
3. round: start again
However, I think no script solution will ever give the perfect solution. In every way ships have to be destroyed, the question is only, where this happens
I think the problem is coming from some job-settings so nothing that could be changed by a script.
Destroying only the ships could result into:
1. round: destroy all new ships
2. round: all ships are respawned immidiatly (or with a short time-difference)
3. round: start again
However, I think no script solution will ever give the perfect solution. In every way ships have to be destroyed, the question is only, where this happens

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It's not. I just discovered a page and a half of reds in Hatikvah's Faith...they're coming from X 101 now =[Trickmov wrote:Are you sure, that it's only sector 023? If it's really only the SY, it would make sense imo... then it's up to the player to destroy it to prevent Xenon-ships flying to overtaken sectors.