RRF (Race Response Fleets with Race Wars) 2.2 21/9/10

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LV
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Post by LV »

it's just you

for the rest, i'll try to do a couple of hours with rrf this week to work on latest reported
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zibafu
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Post by zibafu »

:(

dont suppose you could upload this and the implibrarys script to another location just for me could you :)

cant get this to work

I get

SERVER ERROR - server cannot complete request

which apparently is error 500, but its happening on anything of yours I try
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Khaakbuster
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Post by Khaakbuster »

LV you must be kidding...

Boron Heavy Response Platform:
[ external image ]

Is there a way to turn this off? Doesn't make sense to me to have stations jumping around. ;)
Sarvoth
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Post by Sarvoth »

I don't imagine this would mesh with X-Tended would it? Heh.
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Post by HotSake »

I had this issue, too, but it went away as soon as I set the RRF option to force Terran and Argon to be friendly. The Scabbard for the first Terran plot mission stopped jumping around and flew in normally. I think it was reading Argon ships as hostile and since it's a plot ship, it just kept warping while they were in the sector.
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Khaakbuster
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Post by Khaakbuster »

It's not just the Argons. I had to remove this script completely a moment ago because Argons and Paranid suddenly had hostile ships in their sectors and killed all my satellites there.
I really liked the version from X3:Reunion and never had problems with that but this one is just broken as it seems. Too bad, another 3 hours down the drain... :(
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Post by Khaak_Slayer »

Whenever I install and enable this in the plugin manager, my game freezes 5 seconds after loading a save or a new game for what seems indefinitely, at first I assumed it was perhaps populating sectors but it wouldn't take this long. What might this conflict with?

Edit: Sorry I was mistaken, I seem to get the freeze whatever script I install on top of the scripts I already have, very strange.
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RichardDaborn
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Post by RichardDaborn »

Hi LV.

I'm not really getting this script.

Let me explain, I love the Reunion version you made, any trouble the RRS ships jump in and there is the potential for big battles, with this they seem to be quite rare so far the argon and Boron have conquered most of the terran sectors without the Terrans firing a shot, that seems terribly unbalacing.

The messages with assasination missions against stations and ships are all coming up with rewards 'null'

Also i love your Arena script for X3R get two fleets to slug it out and the potential for RRF ships getting involved is very high resulting in biiig battles. Ive not seen yoyu do an arena script i hope you will i loved it in X3R.
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Bléral
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Post by Bléral »

I can only guess you didn't install it right, or there's something messed up in your game. In my experience, Terrans were very able to defend themselves, and RRF ships are completely reactive - although not instantaneous, which is a good thing. And Assassination missions messages were fine, too - no 'null' rewards that I remember. Please, triple-check your install again?
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Khaakbuster
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Post by Khaakbuster »

Do you have the colored ships in your universe? You know the ones being named "... Response <ship type>". These are the ones that "kick ass" in the case of an aggression. If they are not there maybe you forgot to install the imperial libraries. RRF calls several functions from the libraries to accomplish certain things. I didn't check if they are used for assassination missions as well but for ship selection/creation they certainly are.
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Number of RRF Ships limitation

Post by Olazabal »

I've played with this script moments ago and was wondering if every race has a limited number of rrf ships or are they unlimited?

For example I just started war with the split and their rrf's started jumping in the sector. After I killed a few the following capital ships jumped out when their shields got critical. As soon as one capital jumped out, the next few jumped in and so on.

How long do I have to kill those damn Split? Is it even possible to destroy their whole fleet?
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Post by RichardDaborn »

Khaakbuster wrote:Do you have the colored ships in your universe? You know the ones being named "... Response <ship type>". These are the ones that "kick ass" in the case of an aggression. If they are not there maybe you forgot to install the imperial libraries. RRF calls several functions from the libraries to accomplish certain things. I didn't check if they are used for assassination missions as well but for ship selection/creation they certainly are.
Ok ill try that. thanks. :)
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Re: Number of RRF Ships limitation

Post by Khaakbuster »

Olazabal wrote:I've played with this script moments ago and was wondering if every race has a limited number of rrf ships or are they unlimited?

For example I just started war with the split and their rrf's started jumping in the sector. After I killed a few the following capital ships jumped out when their shields got critical. As soon as one capital jumped out, the next few jumped in and so on.

How long do I have to kill those damn Split? Is it even possible to destroy their whole fleet?

The number of RRF ships seems somehow limited but if some are destroyed the script checks if it can "recruit" some more for the job. I enabled logging in my script and it says that for example the Split have 29 M1 class ships and 21 of them are tagged. "Tagged" probably means in use by RRF. Not to mention the 14x M2, 10x M8, 35x M7 and 34x M6... :twisted:
Killing them all is somewhat ... unlikely ;)
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Post by Olazabal »

I managed to handle a dozen of them with my Pheonix Destroyer. The challenge are the hammerhead missiles the RRF ships tend to use quite often, that limits a few of my turrets to missile defense.

35 M7 is a pain in the ass. Especially those M7Ms. So we are talking about 70 Big Ships. I guess I have to order my M2 fleet and the CODEA Carriers to Tkr's Deprevation then and prepare for a laser show 8)

And a few hundred Ion Mines around the gates will give the RRF a warm welcome.
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Post by RichardDaborn »

Ive got a bit of a problem uninstalling the script, i followed the in game instructions, disabled the script ran the uninstaller etc.

Saved and exited when the prompt came up the script was gone.

Reloaded the game, played it for a bit to ensure the game was free of it. Yes it was.

Reloaded the script with the libraries which i missed before.

The game still thinks its uninstalled and the script wont run just lists the uninstall features. I waited to see if it would revert back. Nope not having it at all.
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LV
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Post by LV »

have you turned the plugin back on again rusti
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RichardDaborn
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Post by RichardDaborn »

You mean it has an on switch?

Why didnt you say so! :P

I'll try it again and if it dont work i'll wee into your helmet. :)

PS: will you be doing an Arena like your x3R one. I liked watching the fleets slugging it out. :)
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Post by RichardDaborn »

OK problem solved.

I had to go back into the artificial life menu and switch the RRF option back to yes.

Then to get RRF ships to jump about to attack enemies I had to switch 'patrol home sectors' to off. (which i didnt do why sec invations were going unchallenged!)
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Post by RichardDaborn »

OK LV now ive seen it in action i have a few suggestions.

1) The sector invasions are far too powerful even on normal. Literally in around 5 mins the sector is taken over the RR ships dont jump in fast enough before the colony ship arrives.
I suggest that you possibly might add a 'low' setting to the sector invasion strength you only have normal or high.

2) Add a yes/ no option for the colony ships. This way the sector invasions will act like the old Arena for x3r, you get the attacking fleet and the rrf in battle which will turn into big prolonged fights. Thats what im talking about.

3)Not enough RRF ships in the universe, i see sectors with lots of capitals but little or no RRships the script in X3R snatched them all up. This script is more, restrained. needs beefing.

Thanks LV, its a great script, be even better with a few tweaks. :)
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LV
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Post by LV »

1) I've spent much more time testing the invasions than you have playing them ;) If i tone down anymore the ships will be waxed as all stations must be gone before colony ship jumps in

2) You get longer skirmishes with as long as the colony ship exist, it would also mean muchos code changing

3) The TC engine can't handle a full ships RRF, that's why it only uses a certain amount at any one time

Therefore 3x no :P
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