[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

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+JAZZ+
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Post by +JAZZ+ » Wed, 8. Aug 18, 19:11

The option to disable invations on pirate sectors doesn't seem to work.
Got them disabled but get constantly invations in these sectors.

Could you fix that?
Pirates got no chance when every race attacking them.

TechSY730
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Post by TechSY730 » Sun, 12. Aug 18, 00:46

Are you talking about Pirate sectors getting taken over, or sending ships into pirate sectors at all?

For the former, that seems to be working.

The latter is kind of weird. There is nothing in place to stop them from sending ships into pirate sectors. Instead, they will not pursue targets while in pirate sectors (unless they get attacked first).

I can update this so they are less willing to send ships into pirate sectors to begin with if it is disabled.

+JAZZ+
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Post by +JAZZ+ » Mon, 13. Aug 18, 11:53

Are you talking about Pirate sectors getting taken over, or sending ships into pirate sectors at all?
sending ships to pirate sectors.
I can update this so they are less willing to send ships into pirate sectors to begin with if it is disabled.
That would be great. As is said the most pirate sectors getting overrun by race military.
Is it possible to make the same option for xenon sectors too?
I experienced the same thing in theses sectors.
I see one fleet of every race in one xenon sector.
They got no chance.

TechSY730
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Post by TechSY730 » Mon, 13. Aug 18, 19:16

I've got a change in the works to make it that ships and scouts won't call into pirate sectors (stations that happen to be in pirate sectors will still call for help) EDIT: only if you have disabled pirate invasions for that race.

I could certainly add a new option for Xenon sectors too, but it wouldn't be a simple thing (like it wouldn't be this version I am about to release).

But if you enable MBRR for Xenon sectors (the setting for that is in "Artificial Life Settings" under "Gameplay Settings", NOT in the main settings due to limitations of how AL works), and bump up the Xenon token multiplier (this one is in the main MBRR settings) from the default of 2x to 3x, I have found that the Xenon can hold off the assaults from the other races and have enough left over to send some assaults out of their own.

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Tenlar Scarflame
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Post by Tenlar Scarflame » Tue, 14. Aug 18, 16:57

Hey folks, I've picked up X3TC again for the first time in a very long time, and when shopping for a solution for galaxy-wide warfare, I decided I'd give MBRR a try. I just wanted to pop in and say that yall have done a fantastic job with this mod. It's quite stable, the balance of power seems at least approximately fair, and the borders are shifting juuuust quick enough to keep me on my toes but not so fast as to just be chaos. :thumb_up: Keep up the good work!
My music - Von Neumann's Children - Lasers and Tactics

I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.

TechSY730
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Post by TechSY730 » Tue, 14. Aug 18, 21:10

Version 4.10:

Note: I was mistakenly writing versions as "major.0.minor" instead of "major.minor" in the patch notes. From here on out, I will be using "major.minor"

Balance changes:
* MBRR will now be a bit more aggressive (by being less aggressive, lol) about respecting the setting to not invade pirate sectors
* When MBRR creates ships, it will augment the default "missile resupply count settings" instead of plow over top of it. This should hopefully lead to ships carrying more missiles
> This only effects new ships; existing ships will retain their current missile resupply settings
* Missiles will be reloaded in a randomized order, so if the ship wants more missiles then it has cargo space for, the set of missiles it will get won't always be the same
* Ships finding a target will now "cheat less" to find a target. Meaning they will no longer "magically" find things many times greater away then their scan range and is not seen by any other ship in that faction.
* Xenon scouts are now more willing to skip over sweeping certain enemy sectors and try to go deeper

Bug Fixes:
* Fixed issues where scouts wouldn't be less likely to scout enemy sectors if invasions were disabled
* Fixed an issue where missile boats (any ship with a missile turret) could get stuck in a loop of running out of missiles and never returning to base to resupply.

Known Issues:
* Scouts will try to "scout deep" even if border only invasions is enabled for that race

MilitaryBaseResponseRevamp-V4.10-14.08.2018.spk:
https://drive.google.com/open?id=1t6Oqv ... n8bjofEEar


Also, a question for the few of you still using my fork. I didn't want to make a new thread for what is effectively a fork (cause that feels a little rude to the original creator), but do you think that it would be easier to track if I did?

Mountain_Puncher
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Post by Mountain_Puncher » Thu, 16. Aug 18, 23:16

I don't think it would be rude to make a new post. However, to do so would be irrelevant to me because I know to check here every once in awhile. A newer person may see the date of the last update in the post's title and not know that you have enhanced MBRR.

Although I'm not sure what still needs fixing, since this is working very well as far as I can tell. Albeit if you want to keep fixing it more, you have my support.

TechSY730
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Post by TechSY730 » Sun, 26. Aug 18, 17:37

Version 4.11:

Balance Changes:
* Race relations are reset based on notoriety upon sector change (unless the sector change was to chase a target) and when docking at the military base.
> This prevents an accidental friendly fire by someone from forever tarnishing an mbase ship and likely causing worse incidents later on the road
> Note that all races use the notoriety system with each other. This is how "default" relations are set. It's just that only the relation with the player is it dynamic based on action.

Bug Fixes:
* Fixes an issue where a ship that is still being setup could still be called for defense

Performance Improvments:
* Tweaked a number of loops to increase responsiveness

https://drive.google.com/open?id=1PUszr ... qsXI3R0GQj

Mountain_Puncher
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Post by Mountain_Puncher » Mon, 3. Sep 18, 19:57

I've spent a little more time playing this game with this mod and I realized I was missing something. How do I call an invasion or defense fleet? I set my player ship in additional ship commands to recon, and when in a sector under allied control it says "defend" but I see no way to expend prestige on defense (default 50 I had 267) and when in an adjacent enemy territory (all races set to hostile) the recon up-link says off.

stardis
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Post by stardis » Thu, 20. Sep 18, 12:13

TechSY730 wrote:Version 4.11:

Balance Changes:
* Race relations are reset based on notoriety upon sector change (unless the sector change was to chase a target) and when docking at the military base.
> This prevents an accidental friendly fire by someone from forever tarnishing an mbase ship and likely causing worse incidents later on the road
> Note that all races use the notoriety system with each other. This is how "default" relations are set. It's just that only the relation with the player is it dynamic based on action.

Bug Fixes:
* Fixes an issue where a ship that is still being setup could still be called for defense

Performance Improvments:
* Tweaked a number of loops to increase responsiveness

https://drive.google.com/open?id=1PUszr ... qsXI3R0GQj

Thank you for keeping updating the mod. :thumb_up:

I'm new to the game and the mod. I have two questions.

1.Do I need to install ( Community Plugin Config Menu, Galactic News System, Extended Communication System, JSON parser library) before Version 4.11?

2.Is the Version 4.11 campatible with the MOD X-Tended - Terran Conflict 2.2a?

CloneSargaent
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Post by CloneSargaent » Sun, 23. Sep 18, 20:40

XMTC(X-tended mod TC) already has Race Response fleets.

Read the manual for how it functions(go page 70) https://poisonedparanid.com/storage/mir ... l_V2-1.pdf

TechSY730
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Post by TechSY730 » Mon, 24. Sep 18, 18:29

@Mountain_Puncher It works on a timer. So long as that command is running in your ship, every now and then, if you have permission from that race, you will scan for enemies and call for ships if need be every now and then. I am not aware of how long that timer is. I think if you have aligned yourself with a race, you will be able to call in offense, not just defense, but I have not tried that yet.

@stardis Community Plugin Menu and JSON parser are absolutely required
Extended communication system is needed to redeem prestige points for rewards or align yourself with a race
Galactic News System is optional. Without it, news posts about invasions won't work, but other forms of notifications (message logs, etc.) still will.
Please note the fork of the news system included in LIFE is currently not a substitute. Both mods will still work, but MBRR will not use it to post articles. I'd like to solve this at some point once I figure out how to deal with the per-race article feature LIFE adds.

stardiis
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Post by stardiis » Tue, 25. Sep 18, 03:14

@CloneSargaent @TechSY730 Thank you for your response.

TechSY730
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Re: [SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by TechSY730 » Fri, 9. Nov 18, 18:02

For those of you still playing and using this even as X4 is soon upon us, thank you. :)

As a reminder, MBRR can work on the Xenon race, but needs to be enabled in Artificial Life settings instead of the main configuration menu, but it is not enabled by default
I plan on adding a message to that effect in the configuration menu.
A say this is because a lot of people have been mentioning how weak this script pack makes the Xenon seem in comparison, while if you let this script handle Xenon too, they still remain threatening.

Version 4.12:

This version introduces changes you will need to click "Install/update" for in the MBRR configuration menu

Bug Fixes:
* Wings that are big ships (corvette class escorts and up basically) now properly escort the target they are protecting instead of trying dock at it and failing
- This can happen when MBRR takes over a ship with escorts that was spawned by the jobs system
* Fixes an issue where wings whose home ship died or cannot dock with could cause them to get stuck sitting there doing nothing forever
- They will be "unstuck" upon "install/update"
* Cleaned up some bugs with the logic for "find a new ship when the ship I am escorting/a wing of dies"

General improvements:
* Some of the free floating DEBUG.unstick scripts that fixed stuck ship bugs from previous versions that were not "hooked up" to anything (you had to manually run them using the script editor) are now integrated into the "install/update" option of the configuration menu
* "Big ship" wings will now try to resupply at military bases/equipment docks they come across if they need it
* The "helper task" that runs in the background of MBRR ships now does a better job at detecting exceptional circumstances (like ownership change) and terminating itself if needed


Balance changes:
* MBRR ships will no longer restock on dumbfire missiles
- They may still fire them to empty out their existing stock of dumbfire missiles, but they will not reload them anymore when resupplying

MilitaryBaseResponseRevamp-V4.12-09.11.2018.spk
https://drive.google.com/open?id=1ItKOi ... bLTYx4ZFVy

TechSY730
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Re: [SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by TechSY730 » Sun, 16. Dec 18, 19:30

New version, for those of you still not on X4. :)

Version 4.13:

Bug Fixes:
* Fixes an issue where MBRR ships could sometimes reset the relations of mission controlled ships (like protect station for example), breaking the mission AI (the ships that are to attack the station fail to)
* The restocking logic is now a little more aggressive avoiding restocking on dumbfire missiles

Balance Changes:
* Increased the respawn time of Xenon relay scouts to a min of 1 minute and a max of 5 minutes
- This should make killing Xenon scouts a little more impactful
* Scouts are now a little more mindful about relation to the sector's owner when deciding to call for ships

MilitaryBaseResponseRevamp-V4.13-16.12.2018.spk:
https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm

Taylor2008
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Re: [SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by Taylor2008 » Sun, 16. Dec 18, 20:13

Very nice !!
For my installation of LxXRM i had to extract the .spk , i think this is ok ?!

alphalvr
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Re: [SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by alphalvr » Sun, 13. Jan 19, 18:30

Thank you for your efforts, it is appreciated. :mrgreen:

shiftyoliver
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Re: [SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by shiftyoliver » Sun, 15. Sep 19, 04:58

Is this compatible with Albion Prelude?

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alexalsp
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Re: [SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by alexalsp » Wed, 15. Feb 23, 14:50

What version of the game is the mod for? 2.5 - 3.0 - 3.4?

TC? AP? FL? :gruebel:

meppo
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Re: [SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

Post by meppo » Fri, 27. Oct 23, 04:37

does anyone know what's up with the recon uplink? i'm playing on AP XRM, when i turn it on it says defending when i'm in friendly sectors, but no reinforcements come, and when i'm in hostile sectors it's just off, i've done all the requirements like friend/foe settings etc etc, the overall mod is def working since i have around 800 prestige and i can call in generals from a station, along with every other benefit, was wondering if i'm just being impatient or if something's broken idk

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