[script/mod] ImprovedRaces R15.31 (24.04.2012)
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Ok then some more bugs I'm spotting.
The player is still recieving free ships I've noticed I've aquired Ospreys. Although the Xenon don't spawn if they don't own a sector I've now noticed they don't respawn 2 game hours after that sector has been wiped out but not claimed.
Why not make the Xenon respawn after every game hour?
This free ship issue is really annoying. I'm sending ships to Xenon sectors to be destroyed but the Xenon aren't respawning there.
The player is still recieving free ships I've noticed I've aquired Ospreys. Although the Xenon don't spawn if they don't own a sector I've now noticed they don't respawn 2 game hours after that sector has been wiped out but not claimed.
Why not make the Xenon respawn after every game hour?
This free ship issue is really annoying. I'm sending ships to Xenon sectors to be destroyed but the Xenon aren't respawning there.
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are you sure you did 'reistall' after updating to never versions?
havent seen message about this for long time. None in RC10
But I will look at this, as it surely may be irritating
Also seems quardians still were producing themselves in large numbers. Fortunatelly I have been given some help here and finally squeezed this bug.
as for xenons.. yeah.. but I would care about it. Random spawns are nonsense, they are just annoying. Xenons create strong fleets and are moving from north-east pretty effectively. one thing that bugs me is that player can set ring of fire at all gates leading from xenon sectors and stop their activity for good (because 80 Gazz' LTs will kill any ship entering trough gate and so it may stop invasion immediately). I need solution for this.. I will try to add some delay before they stop invasion
best solution will be that sleeping Xenon stations will produce sector patrols, so no station = no patrols
They should be independent from invasion forces
they do pretty well when set on normal difficulty and number of ships about 500. Unfortunatelly keeping vanilla xenons from spawning will leave more room for invasion ships ;> so if you want them to be weaker, do not use jobs file.. no vanilla xenons = more genocide xenons
How about ATF/OFF? are ships names correct or not?
havent seen message about this for long time. None in RC10
But I will look at this, as it surely may be irritating
Also seems quardians still were producing themselves in large numbers. Fortunatelly I have been given some help here and finally squeezed this bug.
as for xenons.. yeah.. but I would care about it. Random spawns are nonsense, they are just annoying. Xenons create strong fleets and are moving from north-east pretty effectively. one thing that bugs me is that player can set ring of fire at all gates leading from xenon sectors and stop their activity for good (because 80 Gazz' LTs will kill any ship entering trough gate and so it may stop invasion immediately). I need solution for this.. I will try to add some delay before they stop invasion
best solution will be that sleeping Xenon stations will produce sector patrols, so no station = no patrols
They should be independent from invasion forces
they do pretty well when set on normal difficulty and number of ships about 500. Unfortunatelly keeping vanilla xenons from spawning will leave more room for invasion ships ;> so if you want them to be weaker, do not use jobs file.. no vanilla xenons = more genocide xenons

How about ATF/OFF? are ships names correct or not?
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Sounds like RoF is working properly to me. If player wants to plop down hundreds of lasertowers for defense, they should at least work. To even get enough LTs for the RoF to be effective you need to build yourself a huge complex...djrygar wrote: one thing that bugs me is that player can set ring of fire at all gates leading from xenon sectors and stop their activity for good (because 80 Gazz' LTs will kill any ship entering trough gate and so it may stop invasion immediately). I need solution for this.. I will try to add some delay before they stop invasion
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However they in the end start destroying the LT's OOS.djrygar wrote:yes but it means you can equally good completly disable Improved Xenons, why waste CPU cyccles and dropping framerate if there is no real outcome?
xenons wil produce themselves, die at first gate, reproduce, die, reproduce.. you will not even see one.
Yeah, went into the config menu and hit reinstall. Atleast I think I did... bare with me I just woke up. I'll retry it again but I could of sworn I did.
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I just went trough code to see if it still possible to grant ships to player and cannot find anything. But in other hand.. this part is so mangled it can be in front of my eyes and I will not see it.. anyway: in RC9 I introduced this bug (thats for sure) but quickly fixed it
but today I found another one (but nothing critical, just one feature did not worked as intended, but very minor thing..). And I added small feature - Guardians will be only produced by Khaak stations if there is Queen present. This way player will be warned that she may jump out of destroyed one. Also for good fixed limiting guardians (max 20). This bug was in few different places. Finally it works (checked few times)
Unfortunately, I cannot do anything about 'granting ships' - you are using RRF and it also messes with relations and sectors, it may be connected. If someone not using RRF will also spot this bug, I will spend more time and try to find it. There is one part of code I dont understand (and it does touch takeovers) it is completle nonsense for me, but I dont think its good idea to delete something I dont understand ;D
perfectly, it would be great to know if those ships are granted by ATF/OFF or some regular shipyard - those are separate scripts, and have quite different code for maintaining relations.
but today I found another one (but nothing critical, just one feature did not worked as intended, but very minor thing..). And I added small feature - Guardians will be only produced by Khaak stations if there is Queen present. This way player will be warned that she may jump out of destroyed one. Also for good fixed limiting guardians (max 20). This bug was in few different places. Finally it works (checked few times)
Unfortunately, I cannot do anything about 'granting ships' - you are using RRF and it also messes with relations and sectors, it may be connected. If someone not using RRF will also spot this bug, I will spend more time and try to find it. There is one part of code I dont understand (and it does touch takeovers) it is completle nonsense for me, but I dont think its good idea to delete something I dont understand ;D
perfectly, it would be great to know if those ships are granted by ATF/OFF or some regular shipyard - those are separate scripts, and have quite different code for maintaining relations.
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Another thing I just noticed while starting the hub. You should make it so that it will not take money out your account if you select yes and don't have the 550 million. I'm going to have no money untill that debts paid which means I'll have to reload just before the hub.
I'm not sure whether or not the free ships are conflicting or if they're from an older version but I noticed that I had extra ships than last time I checked that was when I mentioned the Hive Queen problem.
EDIT - Hold on, did your previous versions hold Player Response in the ships names. If not then yes it would be RRF conflicting. I'll remove RRF for now and see if problems persist.
EDIT 2 - For some reason I've lost one of my sectors to the Terrans however I had no message about combat and nothing changed except the Race who controls it?
EDIT 3 - There also still seems to be Xenon fighters spawning at Xenon sector 101 which I have claimed however, none now at Xenon 347. Did you miss 101 when changing the job files?
EDIT 4 - Jesus Christ, it's like deep sea discovery here. I think that sector being Terran may have something to do with uninstalling RRF. It's happened twice now. I had to reclaim with RRF to avoid being bankrupt by 500 million. That's really, really too high for a unknown sector. Like I said 50-100 million is reasonable, 200 million is pushing the boat out, 550 million is seriously Effered up.
EDIT 5 - Final edit for today the spawning has nothing to do with RRF. It wasn't active and still I had Your Pregrine spawn in Legend's Home and Unknown Sector-Avarice. Seems to be whenever I give them a command to go get themselves destroyed in Xenon Sector 478 or whatever it is by Blackhole Sun a few minutes later another one decides to spawn. It pretty much gamebreaking because I now have about 100 odd ships which don't belong to me.
I'm not sure whether or not the free ships are conflicting or if they're from an older version but I noticed that I had extra ships than last time I checked that was when I mentioned the Hive Queen problem.
EDIT - Hold on, did your previous versions hold Player Response in the ships names. If not then yes it would be RRF conflicting. I'll remove RRF for now and see if problems persist.
EDIT 2 - For some reason I've lost one of my sectors to the Terrans however I had no message about combat and nothing changed except the Race who controls it?
EDIT 3 - There also still seems to be Xenon fighters spawning at Xenon sector 101 which I have claimed however, none now at Xenon 347. Did you miss 101 when changing the job files?
EDIT 4 - Jesus Christ, it's like deep sea discovery here. I think that sector being Terran may have something to do with uninstalling RRF. It's happened twice now. I had to reclaim with RRF to avoid being bankrupt by 500 million. That's really, really too high for a unknown sector. Like I said 50-100 million is reasonable, 200 million is pushing the boat out, 550 million is seriously Effered up.
EDIT 5 - Final edit for today the spawning has nothing to do with RRF. It wasn't active and still I had Your Pregrine spawn in Legend's Home and Unknown Sector-Avarice. Seems to be whenever I give them a command to go get themselves destroyed in Xenon Sector 478 or whatever it is by Blackhole Sun a few minutes later another one decides to spawn. It pretty much gamebreaking because I now have about 100 odd ships which don't belong to me.
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Right ! If in RL one would conquor a country in a war - would he pay for being the regular owner ?! No.Lord_Dakier wrote: EDIT 4 - Jesus Christ, it's like deep sea discovery here. I think that sector being Terran may have something to do with uninstalling RRF. It's happened twice now. I had to reclaim with RRF to avoid being bankrupt by 500 million. That's really, really too high for a unknown sector. Like I said 50-100 million is reasonable, 200 million is pushing the boat out, 550 million is seriously Effered up.
I think the takeover-tax and the sector-tax should both be configurable by the user (on/off and amount).
Cheers E.
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you don't conquer sector. You don't claim it. By destroying enemies you prove that you are able to defend it, so you are given opportunity to take control over it. Killing enemies is nothing unusual in universe, it does not make huge impression on others. 
Payment, as descriptions says, is registration payment. Yes, prices should be lower for some sectors, but there is no way to extract some of sector parameters via script, thus I will have to make mix of mission director and scripting to make it as it should be. But it will take some time.
Lord Dakier:
both Hive Queen and granting ships were problem in RC9 and first RC10 (RC10 was updated after few hours after publishing). I'm publishing R11 with latest small fixes. I think you should remove IR completely (clean it) remove scripts, reload and save game (to have save clean of IR), then install new, because something says me you are using some old files. I'm also updating addons, maybe try this jobs file. seems like using 'creation flags' does not have any impact on what is happening... probably you will see xenons again. My feeling is I should take care of Xenon part now and create mechanism that will allow to completely remove Xenon jobs, so there will be full control over their spawning.
I am finishing some project for my client currently, so after few days I will have more time for IR

Payment, as descriptions says, is registration payment. Yes, prices should be lower for some sectors, but there is no way to extract some of sector parameters via script, thus I will have to make mix of mission director and scripting to make it as it should be. But it will take some time.
Lord Dakier:
both Hive Queen and granting ships were problem in RC9 and first RC10 (RC10 was updated after few hours after publishing). I'm publishing R11 with latest small fixes. I think you should remove IR completely (clean it) remove scripts, reload and save game (to have save clean of IR), then install new, because something says me you are using some old files. I'm also updating addons, maybe try this jobs file. seems like using 'creation flags' does not have any impact on what is happening... probably you will see xenons again. My feeling is I should take care of Xenon part now and create mechanism that will allow to completely remove Xenon jobs, so there will be full control over their spawning.
I am finishing some project for my client currently, so after few days I will have more time for IR
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No but, you'll be seen as a war criminal and of pissed of the UNmr.WHO wrote:If I conquer the region of Australia, do I need to pay UN for registering it as my property??

However, you are pretty much right. I've noticed the AI adds 4 stations out of the 2 sectors I claimed on trade lanes. Now the fee could be part of this however your looking ata low cost. If you conqeur a sector however it's yours. Your Australia example is pretty good.
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Ive been playing IR 13, its a great script and i just noticed this. I have to say that 10 mil is WAY to low, but then you went to the other extreme of 550 mil. I would say that 50-150 mil would be the best. i havent used this version yea but if you havent upped the payment you get from having the sectors, then 550 is crap. i have 9 sectors right now, all unknown sectors, in my current game. i get 10 mil an hour from them. All i did was build one station set up a CAG and claim them and then the other races put stations in them. It would take 495 hours to pay them off if i paid 550 mil for each one, thats 20 days.
Im not sure about everyone else but i dont normally play for 20 days. the 550 mil makes it r******* to buy a sector, the pay off is too long.
The reason i was looking at this updated is because i would like to kill off the xenon if i can, but 550 mil per sector and they have like 12 home sectors or something, i know its supposed to be hard but thats just crazy.
im gonna say that 100 mil is still a bit high but its not too high and not really exploitable. You can make your money back in a few game days and not game months. Its still worse than building a factory complex thats self sustaining.
Ill keep an eye on this and when that changes ill prob update.
Im not sure about everyone else but i dont normally play for 20 days. the 550 mil makes it r******* to buy a sector, the pay off is too long.
The reason i was looking at this updated is because i would like to kill off the xenon if i can, but 550 mil per sector and they have like 12 home sectors or something, i know its supposed to be hard but thats just crazy.
im gonna say that 100 mil is still a bit high but its not too high and not really exploitable. You can make your money back in a few game days and not game months. Its still worse than building a factory complex thats self sustaining.
Ill keep an eye on this and when that changes ill prob update.
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@ djrygar
Small bug thingy.
When I was out killing a swarm near one of the spawned Khaak stations the message for "credits received" stalls the ship death/explosion for 1-2 seconds.
Any chance you can put in a delay for that?
If the swarm is big it's a problem as your turrets keep firing on the already dead ship and don't switch to the next one.
It's also a bit annoying as you don't know if a ship really is dead so you can switch your main guns to the next big target.
Anyway just thought I'd mention it.
Other than that it's cool addition, keep up the work
Argo.
Small bug thingy.
When I was out killing a swarm near one of the spawned Khaak stations the message for "credits received" stalls the ship death/explosion for 1-2 seconds.
Any chance you can put in a delay for that?
If the swarm is big it's a problem as your turrets keep firing on the already dead ship and don't switch to the next one.
It's also a bit annoying as you don't know if a ship really is dead so you can switch your main guns to the next big target.
Anyway just thought I'd mention it.
Other than that it's cool addition, keep up the work

Argo.
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sorry for lack of answers for few days.. it's getting warmer outside -> this time my DJ-ing hobby had higher priority ;> improved races can wait, chicks cannot 
Arghonaut:
yes, I also was seeing thing you mentioned even in R14 RC1. I also was reporting it to 7ate. I was sure it is related to 'splitting khaak', but in fact it is payment related. very strange. Of course disabling payments in options resolves this. Probably it would be even better to show total payments every 5 minutes.
I wasn't really interested in resolving this as money should be acquired trough fight missions
Lord:
ok, seems like its still present. I will play and watch, because only way to fix it is to have similar sitation as yours. I cannot suplicate your error right now.
But I also want to change commonwealth military AI pretty seriously, and give up all this 'counterstrike' idea. Probably it will also fix your problems.
I already lowered payment for sectors to 390mln. And thats my last word
(except maybe for unknown sectors, but I still havent implemented it yet.)
hedge0035:
you play usually for 20 days
well, for contradiction my game has been started about november and continues to this day. Everyones has different habit so adjusting features to some specific scenarios is not good thing.

Arghonaut:
yes, I also was seeing thing you mentioned even in R14 RC1. I also was reporting it to 7ate. I was sure it is related to 'splitting khaak', but in fact it is payment related. very strange. Of course disabling payments in options resolves this. Probably it would be even better to show total payments every 5 minutes.
I wasn't really interested in resolving this as money should be acquired trough fight missions
Lord:
ok, seems like its still present. I will play and watch, because only way to fix it is to have similar sitation as yours. I cannot suplicate your error right now.
But I also want to change commonwealth military AI pretty seriously, and give up all this 'counterstrike' idea. Probably it will also fix your problems.
I already lowered payment for sectors to 390mln. And thats my last word

(except maybe for unknown sectors, but I still havent implemented it yet.)
hedge0035:
you play usually for 20 days
well, for contradiction my game has been started about november and continues to this day. Everyones has different habit so adjusting features to some specific scenarios is not good thing.
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Ah cool, I'll disable the payments then.djrygar wrote:Arghonaut:
yes, I also was seeing thing you mentioned even in R14 RC1. I also was reporting it to 7ate. I was sure it is related to 'splitting khaak', but in fact it is payment related. very strange. Of course disabling payments in options resolves this. Probably it would be even better to show total payments every 5 minutes.
I wasn't really interested in resolving this as money should be acquired trough fight missions
Thanks for the reply

Argo.
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One of 7ate9tin11s principes, when he created this mod was modularity - so the people could choose what the want and that the don't.I already lowered payment for sectors to 390mln. And thats my last word Very Happy
(except maybe for unknown sectors, but I still havent implemented it yet.)
Why don't you take an example of it and make sector takeover fee settable by player like:
1- none
2- cheap (10 mln)
3- small (50 mln)
4- medium (100 mln)
etc.
this way everyone would be happy.
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because it means messing with options.
I dont have slightest idea how X3 menu system works (well, I see the code so there is some idea, but..).
7ate directly calls option settings in so many places in code, that I am afraid that when I change one thing in IR menu, it will break whole plugin *because it is being called like: check state of option 5 in menu 4. So I cannot add/remove anything to the menu, because it would change order of things in array that keeps settings. 7ate directly calls elements of those arrays by numbers (ie he 'hardcoded' them) in so many places in code it is hard to make change without breaking something.
thats exacly why I choose 'small' steps'. This is not my code, and not my style of programming (personally I would use global variables for each option and use some meaningful variable names like KhaakDifficultyLevel or something like that)
reading something like
IF [this]->get option state [4] module [2]
=inc $temp
does not give you much information whats being changed. And this is hardest part in changing this plugin
I dont have slightest idea how X3 menu system works (well, I see the code so there is some idea, but..).
7ate directly calls option settings in so many places in code, that I am afraid that when I change one thing in IR menu, it will break whole plugin *because it is being called like: check state of option 5 in menu 4. So I cannot add/remove anything to the menu, because it would change order of things in array that keeps settings. 7ate directly calls elements of those arrays by numbers (ie he 'hardcoded' them) in so many places in code it is hard to make change without breaking something.
thats exacly why I choose 'small' steps'. This is not my code, and not my style of programming (personally I would use global variables for each option and use some meaningful variable names like KhaakDifficultyLevel or something like that)
reading something like
IF [this]->get option state [4] module [2]
=inc $temp
does not give you much information whats being changed. And this is hardest part in changing this plugin