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

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LV
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Post by LV »

when the uninstall runs this is what the race notoriety's are reset to, if an entry is wrong please tell me as i've never been near the tc plot, obviously there isn't a terran entry here, is one needed?

Code: Select all

001   set notoriety of Argon -> Boron to 100000 points
002   set notoriety of Argon -> Teladi to 0 points
003   set notoriety of Argon -> Paranid to -10 points
004   set notoriety of Argon -> Split to 0 points
005   set notoriety of Argon -> Terran to -1000000 points
006   
007   set notoriety of Boron -> Split to -10 points
008   set notoriety of Boron -> Paranid to 0 points
009   set notoriety of Boron -> Teladi to 0 points
010   set notoriety of Boron -> Argon to 100000 points
011   set notoriety of Boron -> Terran to -1000000 points
012   
013   set notoriety of Teladi -> Split to 0 points
014   set notoriety of Teladi -> Argon to 0 points
015   set notoriety of Teladi -> Boron to 0 points
016   set notoriety of Teladi -> Paranid to 0 points
017   set notoriety of Teladi -> Terran to -1000000 points
018   
019   set notoriety of Paranid -> Argon to -10 points
020   set notoriety of Paranid -> Boron to 0 points
021   set notoriety of Paranid -> Teladi to 0 points
022   set notoriety of Paranid -> Split to 0 points
023   set notoriety of Paranid -> Terran to -1000000 points
024   
025   set notoriety of Split -> Boron to -10 points
026   set notoriety of Split -> Argon to 0 points
027   set notoriety of Split -> Teladi to 0 points
028   set notoriety of Split -> Paranid to 100 points
029   set notoriety of Split -> Terran to -1000000 points
I'm currently testing a much cut down rrf where only 5 ships of each class are tagged and it has improved slowdows greatly while still calling in the ships, i'm just doing some final testing so if someone could put me straight on where the rank reset is wrong i can alter it for 1.4
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PWAGGO
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Post by PWAGGO »

Thanks for the response LV. Unfortunatly I have no idea as to scripting and whats needed I leave that up to people who know more about these things and so can't advise you as to what action to take next.

I will be happy to test any fixes that you may come up with though
Sinnerman264
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Post by Sinnerman264 »

I have just installed with (the only running script alongside MARS) and it is laggy. I was in some Terran sectors, where ship activity is really low, and it was pretty much laggy, but still playable. I'm not sure if I could fight like that, but from what I've understood, you are working on new version, so I'm happy. :)
Kakurate
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Post by Kakurate »

LV, as far as cutting down scripts, is it possible to only have a few Rapid Response Ships active, then if needed, they tag more, and when the conflict is finished, release ships, down to the minimum amount to keep watch on the galaxy?
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LV
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Post by LV »

Ok i've done the following


New for 1.4

Only 5 ships of each class are tagged as RRF ships the rest are ignored to help with CPU load. In addition only trade docks are now constantly linked to the network no other stations are.

this means station running scripts have gone down from 1300+ to 160ish, ships running are also around 10% of what they were and there is a noticeable improvement for me even during in sector skirmishes.



There should only be a maximum of 5 ships for each class and if one is destroyed another should take it's place.

I've removed the jump effect for AI ships jumping out using the emergency jumpdrive as i was seeing my desktop too often and this stopped once i removed the actual "use jumpdrive" command.

The ships will still move to the safe sector but you won;t see that nice little blue flash

I've also added a startup option to set Argon-Terran Relations to friendly,


I also noticed that M1 carriers have a very annoying habit of replacing killed fighter escorts meaning the closest shipyard of that race is sending out ships, I've tried to imperialise this in many ways as i don't want it too happen but it seems hardcoded or my powers are becoming weak.

-----------------------------


Uninstall 1.3 then install 1.4 start the game turn the plugin off, go into the RRF Options in Custom Commands and run the uninstaller in there, give it ten mins, turn it back on and it should re setup.





Also if skirmishes are enabled and you manage to get your hands on one of the races TM "collectors" you will be able to use it to collect flying wares at a much quicker pace than the stock version.

The collectors need a transporter device and jumpdrive to work and will shunt any wares if they are full back to their homebase and drop them off before jumping back to collect the rest.

This software is only available on Race Collector Ships found in skirmish sectors, you will need to cap one to use the feature.
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Kakurate
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Post by Kakurate »

Yay, now I can reinstall RRF to see if it stays lagless.
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Post by Kakurate »

Ok, so after playing around with the new version for about an hour and a half last night, here is what I noticed:

+ Huge improvement in performance overall.
- There seems to be a rather large spike every 20-30 minutes that is VERY noticeable.

I assume that the spike is where you scan the sector? If so, maybe you could stagger the sectors so they all scan at different times.
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kingb33
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Post by kingb33 »

Author of this mod said this:

"The main RRF interface is found in your Custom commands, from here you can monitor the RRF network and also handle the plugin "

I can't find the "Custom Commands" option anywhere at all....where do you find this?

Thx!


Also can I use this mod with the CONFLICTS mod? Or does that mess things up?
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LV
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Post by LV »

custom commands is in the ship menu where you find

1.Navigation
2. Combat
3. Trade

etc etc, if it's not there it is because you have not installed the package to the correct directory
Raumkraut93
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Post by Raumkraut93 »

Hi

@LV

Do you think the RRF is compatible with Patch 2.0 ? I would like to start a new game now and i want to use this script but i don't know if i would have to start a new game then in 2.0, because i don't want to!

thanks
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Locksley
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Post by Locksley »

What are the ramifications on plot and such, things getting destroyed and so on?
Also I am wondering about the different corporations - they should not be hit as hard (or at all?) since they are not necessarily part of the defending race etc?

So far I've had two sectors that have been taken over, I will head over to Cloudbase southeast to check things out when the Paranid invaded.

Haven't heard anything about the original owners trying to take it back, I suspect they will eventually?

Also it would be nice if one could check somewhere what has happened - a log or some such; or a command to send information about sector takeovers and what not to your log or message log.

Is that chirping sound I hear now and again from your script?

I'll take a spinn before I'll go to bed. EDIT: Doh, did some script adjusting instead :P

Thanks for an interesting script and the interesting game experience it brings. Ta.

EDIT: Occasionally it starts plonking and chirping and makina an awful racket; when I turned off RRF it disappeared. I checked a few other scripts to see if there was any interference in some way, but I only tried a few. It stops after a minute or so - faster if one SETA.

The Xenon also have diplomatic talks :? Apparently they broke down, go figure. To clarify - I got the message that diplomatic talks broke down and was advised as usual to stay clear of that sector.
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Post by BlackRain »

Is this compatible with the race assault script?
StormRazor52
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Post by StormRazor52 »

Hey LV, reference to Lockleys comment on chirps and bells, I am having the same problem. It is as if the proximity alarm for stations is going off on any ship I am in. This by the way is with the setting off in the script setup. I might add it seems to also be tied into your other script Imperial Lab's. Even when I un-install both scripts after I have used them it continues until I clear the X3TC Directory and come back clean and start over. But even with all the noise I love these scripts. really enjoy your scripts. :D

PS: I would help try and figure out how to fix them but I can't program or think in code for #&*$. :lol: Thanks for your work
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LV
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Post by LV »

Locksley wrote:What are the ramifications on plot and such, things getting destroyed and so on?
Also I am wondering about the different corporations - they should not be hit as hard (or at all?) since they are not necessarily part of the defending race etc?

So far I've had two sectors that have been taken over, I will head over to Cloudbase southeast to check things out when the Paranid invaded.

Haven't heard anything about the original owners trying to take it back, I suspect they will eventually?
I have added a few sectors that won;t be invaded but unless someone tells me the plot sectors i can't block them as i've never been near the plot
Locksley wrote: Also it would be nice if one could check somewhere what has happened - a log or some such; or a command to send information about sector takeovers and what not to your log or message log.
I'll put in a "log skirmishes" option next release, if i don;t it's because i've forgotten so you'll just have to remind me. There is the option in the RRF interface to show skirmish sectors
Locksley wrote: Is that chirping sound I hear now and again from your script?
Yes it bloody well is and trust me, i've tried to find it but i can't, it's either 924 or 928 in the scripts used as a debug ping to tell me something has happened but at the moment i feel like elmur fudd hunting rabbits.

If your only using rrf and none of my other scripts let me know as i can concentrate on them


Locksley wrote: EDIT: Occasionally it starts plonking and chirping and makina an awful racket; when I turned off RRF it disappeared. I checked a few other scripts to see if there was any interference in some way, but I only tried a few. It stops after a minute or so - faster if one SETA.
can you elaborate
Locksley wrote: The Xenon also have diplomatic talks :? Apparently they broke down, go figure. To clarify - I got the message that diplomatic talks broke down and was advised as usual to stay clear of that sector.
I thought i'd sorted that..... next build
BlackRain wrote:Is this compatible with the race assault script?
No idea
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Raumkraut93
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Post by Raumkraut93 »

Hey

i installed it and i startet a new game. there are now some of the RRF Ships but they dont start the invasion on the sector because it says always "Inv timer blocked".

What does that mean?
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LV
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Post by LV »

the plugin runs the check script every 5 minutes but depending on the time you specified for an invasion if has not reached that time you will get inv timer blocked as you have enabled debug messaging.
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Post by Raumkraut93 »

but i set the time for invasions to 60 minutes and my game is already 1 hour and 44 minutes old. So the 60 minutes are already reached but the invasion still didn't start and the message still comes every 2 minutes!

PS: There also started a new invasion but its the same with the Inv timer blocked...
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LV
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Post by LV »

if i read this right another invasion has started

so i'll explain in more detail

e.g

Code: Select all

Inv Timer set to 30 mins

5 mins: plugin calls invasion script "inv timer blocked" displayed if debug messages on

10 mins: as above

15 mins: as above

20 mins: as above

25 mins: as above

30 mins: Invasion runs "invasion timer running should be displayed"

35 mins: plugin calls invasion script "inv timer blocked" displayed if debug messages on
rinse and repeat

if you are getting invasion then just go into the RRF option menu and turn off the messages, the "inv t blocked" shouldn't show, i forgot to blank that out
Raumkraut93
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Post by Raumkraut93 »

ah okay. i thought the invasion wouldn't start because the "timer is blocked" and I saw a Ship from RRF near the Invaded Sector which didn't move but i think it didnt belong to the invasion because now i have looked in the invaded sector and there are many argons which are invading :)

Thanks

mfg
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Post by Raumkraut93 »

hey again

I want the Argons to try to recapture their sector which was taken over by the Paranid.

So I wanted to know if and what i have to retype in the script so that I can decide which sector is invaded by the Argons, because its an important sector and i don't think the Argon Federation cares about it at the moment, but i want them to try to recapture their sector!

thanks

mfg

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