AL Plugin : X3 Race Response Fleets Final 1.7a 3/12/07

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LV should be the father of my children
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Total votes: 622

X-it
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Post by X-it »

This script sounds perfect to go hand in hand with the new enemy activities in 1.3. Downloaded and installed. Thanks!
Lidza
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Post by Lidza »

I've just reset my X3 to stop losing Teladi rank.

I've reset to the save pre-patch 1.3 to see the races fighting Xenon and Khaak. :) and the script is working fine in this area ;)

Also to look into rank issue... to see if I'm going to continue losing Teladi rank without a reason.
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Sandalpocalypse
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Post by Sandalpocalypse »

LV,

I got like 12 Argon Centaurs responding to Xenon invasions (the mission) - in Eighteen Billion! I presume this is not on purpose, and is because of the 'Ahulane' mercenary.

Admittedly I have modified the Jobs file so more M6s spawn. (they seem to sit in dock though...)

Is there any way we can flag a Jobs listing so that JTP will not activate on that ship?
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LV
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Post by LV »

what script and COMMAND_ are the ships you want to block running normally?
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Sandalpocalypse
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Post by Sandalpocalypse »

Wing.Protect is the script, I'm not sure what command that gives.

EDIT

Jobs.Wing.Protect gives COMMAND_ATTACK_SAME
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LV
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Post by LV »

see your pm's sand, i have sent the code to change, it's too big to post here
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Sandalpocalypse
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Post by Sandalpocalypse »

Awesome. Thanks LV! :D
Skillers
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Post by Skillers »

May have already been answered, but what constitutes an attack in this script? It's just I'm worried that I may inadvertantly activate it with a misfire of my weapons (I.E. Miss enemy, hit station). How much has to be done until they respond? Is it the same as the station "standown or we will take action" then take action after repeating thing? Or instantaneous?
Skillers
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Post by Skillers »

Great script! Just tested it as Ore Belt (which has my only station in) had 4 clusters in it. I was a bit shocked when 6 Centaurs popped in the sector, but got myslef a police licence and bagged some kills worth 15K while the Centaurs acted as my cver (my lil old Buster wouldn't stand a chance on it's own).

But as I said in the above post there is one small problem. I was fighting round an Ore Mine, so I had to be careful with my shooting as if even one of my shots scraped it's surface I was in trouble (had to try a few times till I was happy). If you could somehow increase this so that you actually have to be attacking the thing (like do 10% damage on your own, or hit it with X shots in X seconds [or missiles]) before it goes bad? I think this may be a problem with the gam and not your script, though. Suppose it's better round smaller stations.
X-it
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Post by X-it »

I've noticed this as well. I accidentally hit the fire button just after leaving a Teladi trading station and while facing it (was going the opposite way). It remained blue for a few seconds (standing with Teladi very good), but then it suddenly turned red. I know I should have stuck around at this point to see what happened, but I reloaded... :roll:
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BaronDeKalb
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Post by BaronDeKalb »

Great script, thanks LV. i mean of course the AI should be protecting their
own assets :lol:

perhaps a future version could contain pre-emptive strikes against known
enemies even if that happens to be a player's empire....

also it would be awsome to see some race wars start, not just battles between pirates amd Kha'ak all the time, of course it would have to end at some point...
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LV
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Post by LV »

it looks as if the 1.3 patch made the ego stuff more agressive, I'm still hunting down the rapid change to enemy problem but it should be done today/tommorow latest for a 1.4 version

while i'm here

i was bored, does this look better than the normal way ships are shown or is it lame?


[ external image ]
unfunfofmpc
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Post by unfunfofmpc »

Just keep the names how they were; however, build in a routine (and update k.create.ship using it) that correctly outfits the capital ships, the same way the Universe does it.
X-it
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Post by X-it »

LV wrote:i was bored, does this look better than the normal way ships are shown or is it lame?


[ external image ]
This definitely looks good, and since you've apparently already made it I vote for it to be kept in. :)

By the way I love this script. Even in those vanilla taxi missions where you get chased by Xenons it's great. If there are lots of Xenons, I hide behind a station until the Xenons starts shooting at me. They hit the stations, and in comes the cavalry!

By the way I notice that the station normally turns red when I do this, even when I don't shoot at it. Is this intentional? If so it's quite clever. The station gets mad because you use it as cover. And with the notoriety fix included it's no real problem either.

Really love this script! :thumb_up:
Skillers
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Post by Skillers »

Yes, the new display is good. Firstly, you can see the ships that are meant to be fighting, and you can see what type they are with a glance (the type is always shown in the ship's ID, but colour makes it much nicer).
"Warning, cargo bay now contains; Gate, Home of Light"
X-it
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Post by X-it »

I think the notoriety fix for the Xenons is a little bugged:

[ external image ]

Should it even be possible to fix notoriety for the Xenons?

Anyway, I got about 1,5 billion credits richer after this. I'll reload... :P
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LV
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Post by LV »

Huh :?:

The xenons should not work :?:
X-it
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Post by X-it »

Could there be a conflict with Cycrow's BBS Extras script?
Cycrow wrote:===========================================
Name: X3 BBS Extras
Version: V1.30
Author: Cycrow
Updated: 30/12/2005
===========================================

V1.30
* Added tag for damaged capitol ships
* Fixed displaying of pirate capitol ships in only pirate bases
* Added reputation hacks
* Reduced prices slightly on station and gate positions
* Added gate and station locations in pirate docks as well
Not sure what this does in his script, as I haven't found any references to reputation hacks in the game except the ones from your script.
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LV
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Post by LV »

Updated to 1.4

Fixed (hopefully)

Stations do not go red immiediatly (for some reason returning the stations shield % was giving me a value of -43)

Loads of tweaks including all Response ships now change sectors periodically, Ship naming changed as per pics above

If you do not want your ships renaming

Code: Select all

035   if $loc != null
036    $name = $protector -> get name
037   *$vxv = $loc + ' Military ' + ' Cruiser'
038    skip if $objc != Cruiser M6
039     $vxv = sprintf: pageid=8804 textid=9, $orace, $wtc, null, null, null
040    skip if $objc != Battle Ship M1
041     $vxv = sprintf: pageid=8804 textid=8, $orace, $wtc, null, null, null
042    skip if $objc != Destroyer M2
043     $vxv = sprintf: pageid=8804 textid=7, $orace, $wtc, null, null, null
044    $protector -> set name to $vxv
045   end
Comment out this part of the code in the script plugin.lv.jtp.callshipa as soon as you install 1.4 :)


See first post for DL link
LV's TC Scripts
Readme's For All My Scripts


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DrunkenPirate
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Post by DrunkenPirate »

Can I just extract this over the top of the 1.3 version or do I have to go through that Uninstall crud?

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