Race Response Fleets 1.6 : Test Slaves Needed
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Race Response Fleets 1.6 : Test Slaves Needed
EDIT 20/10/05
Plugin now installed in main JTP thread http://www.egosoft.com/x2/forum/viewtopic.php?t=85639
A minor update
All destroyed stations in Networked sectors will now respawn
The rebuild may not be a duplicate of the destroyed station but it will be from a sector that race owns so a destroyed SPP may respawn as a bogas factory if it was Boron owned.
Also if asteriods are present of a sufficient yield mines will be built on existing asteroids in that sector.
There is also a cap on the amount of the same type of station being built so you cannot have more than one type of high end fab in the sector.
Do not install this if you do not want normal stations to respawn
Feedback welcome before i add it to the full JTP thread
RAR Download Link
EXE Download Link
THIS IS STILL A BETA
Plugin now installed in main JTP thread http://www.egosoft.com/x2/forum/viewtopic.php?t=85639
A minor update
All destroyed stations in Networked sectors will now respawn
The rebuild may not be a duplicate of the destroyed station but it will be from a sector that race owns so a destroyed SPP may respawn as a bogas factory if it was Boron owned.
Also if asteriods are present of a sufficient yield mines will be built on existing asteroids in that sector.
There is also a cap on the amount of the same type of station being built so you cannot have more than one type of high end fab in the sector.
Do not install this if you do not want normal stations to respawn
Feedback welcome before i add it to the full JTP thread
RAR Download Link
EXE Download Link
THIS IS STILL A BETA
Last edited by LV on Thu, 20. Oct 05, 19:40, edited 3 times in total.
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Slave NavaCorp is at your orders Lord V.!
Because a resp. fleet have already destroyed half of a Boron sector in my game I'll give a chance to Boron to rebuild...
Besides stations respawning is another thing missing in X2.
I just don't understand why you want a different kind of station to respawn: I think that if a race lost an SPP and therefore had a shortage of e-cells they'd rebuild another SPP not a Cahoona bakery or Bogas Fab!?
However I'll feedback you after a couple of days keeping an eye mainly on Great Trench (Condors and Phoenixs are still there... ).
Bye
Because a resp. fleet have already destroyed half of a Boron sector in my game I'll give a chance to Boron to rebuild...
Besides stations respawning is another thing missing in X2.
I just don't understand why you want a different kind of station to respawn: I think that if a race lost an SPP and therefore had a shortage of e-cells they'd rebuild another SPP not a Cahoona bakery or Bogas Fab!?
However I'll feedback you after a couple of days keeping an eye mainly on Great Trench (Condors and Phoenixs are still there... ).
Bye
- Serial Kicked
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Woot !
I will install it asap for testing
I will install it asap for testing
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It will only pickup existing stations, any that are already dead will stay that way although i can guide you how to edit the counter for a specific sector if you pm meNavaCorp wrote:Slave NavaCorp is at your orders Lord V.!
Because a resp. fleet have already destroyed half of a Boron sector in my game I'll give a chance to Boron to rebuild...
Because it's a hell of alot less code which i currently dont have time to write, I also like varietyI just don't understand why you want a different kind of station to respawn: I think that if a race lost an SPP and therefore had a shortage of e-cells they'd rebuild another SPP not a Cahoona bakery or Bogas Fab!?
I'll be testing also.
Is it possible to have fighters respond to fighter attacks? Something to the effect of, if there is a fighter attack, the surrounding sectors will send fighters to reinforce the position. It wouldn't involve jumpdrives, but just fighters coming in from the surrounding sectors.
Even if that isn't possible, the enhancement of respawning stations will add alot to the mod. Great work!
Is it possible to have fighters respond to fighter attacks? Something to the effect of, if there is a fighter attack, the surrounding sectors will send fighters to reinforce the position. It wouldn't involve jumpdrives, but just fighters coming in from the surrounding sectors.
Even if that isn't possible, the enhancement of respawning stations will add alot to the mod. Great work!
Re: Race Response Fleets 1.6 : Test Slaves Needed
Is it possible to use the respawn stations script alone, without the response fleets?Lord Vader wrote:All destroyed stations in Networked sectors will now respawn
The rebuild may not be a duplicate of the destroyed station but it will be from a sector that race owns so a destroyed SPP may respawn as a bogas factory if it was Boron owned.
Also if asteriods are present of a sufficient yield mines will be built on existing asteroids in that sector.
Grumman - killjoy extraordinaire
Re: Race Response Fleets 1.6 : Test Slaves Needed
Yes but i dont have timeSteelRush wrote:
Is it possible to have fighters respond to fighter attacks? Something to the effect of, if there is a fighter attack, the surrounding sectors will send fighters to reinforce the position. It wouldn't involve jumpdrives, but just fighters coming in from the surrounding sectors.
Yes but i dont have timegrumman wrote: Is it possible to use the respawn stations script alone, without the response fleets?
LV feels like he's talking to his boss
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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
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Intelligent respawning psuedo-random NPC stations would be very cool! . maybe even growth depending on your wealth and status to compete against you.
We can always strip out that part of the code and modify it. Fun to use with Pirate Guild. Gives the universe as a dynamic changing universe. Plus there is another mod called Race Wars I have not tried yet.
We can always strip out that part of the code and modify it. Fun to use with Pirate Guild. Gives the universe as a dynamic changing universe. Plus there is another mod called Race Wars I have not tried yet.
- Serial Kicked
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Could you add a global variable like "jtp.station.respawn" (TRUE/FALSE) to your script so i can detect it in mine ? It would allow my pirates to attack stations if your script is active. Thanks
More feedback later.
More feedback later.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
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- Serial Kicked
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Nice nice nice script
I'm using it on Terradine 1.8 + XaiCorp Combat AI + Pirate Guild 1.2 Beta + Full BonusPack + Misc non related scripts.
I've sent about 20 Star Destroyers to destroy the Earth System. About 10 Argon M2 and M1 moved to the sector to destroy my ships. My fleet has lost about 10 ships, Argon defenses were wiped out. My remaining ships start to destroy stations. And a few minutes after, new stations appear on random location in the sector. Great ! The only issue i see is that station respawning is way too fast. IMO You should at least wait 1/2h - 1h before rebuilding it.
Another misc ideas:
You should use 2 AL slots in the final version. One related to the JumpFleet itself and one related to station respawning (and give me two nice global variable to detect if one or both parts are active ).
It's probably related to X² OOS battle system, and that you can't do much about it. But, sometimes when attacking a sector OOS, and when the JtP M1/M2 is attacked and destroyed quickly, the jumpfleet isn't sent. I've not read your script atm (will do soon), but i suppose you're using Signal_Attacked to call the jumpfleet. Maybe if you also check with Signal_Killed, you may avoid this glitch.
I'm using it on Terradine 1.8 + XaiCorp Combat AI + Pirate Guild 1.2 Beta + Full BonusPack + Misc non related scripts.
I've sent about 20 Star Destroyers to destroy the Earth System. About 10 Argon M2 and M1 moved to the sector to destroy my ships. My fleet has lost about 10 ships, Argon defenses were wiped out. My remaining ships start to destroy stations. And a few minutes after, new stations appear on random location in the sector. Great ! The only issue i see is that station respawning is way too fast. IMO You should at least wait 1/2h - 1h before rebuilding it.
Another misc ideas:
You should use 2 AL slots in the final version. One related to the JumpFleet itself and one related to station respawning (and give me two nice global variable to detect if one or both parts are active ).
It's probably related to X² OOS battle system, and that you can't do much about it. But, sometimes when attacking a sector OOS, and when the JtP M1/M2 is attacked and destroyed quickly, the jumpfleet isn't sent. I've not read your script atm (will do soon), but i suppose you're using Signal_Attacked to call the jumpfleet. Maybe if you also check with Signal_Killed, you may avoid this glitch.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Done jtp.station.respawn will be the GVSerial Kicked wrote:Could you add a global variable like "jtp.station.respawn" (TRUE/FALSE) to your script so i can detect it in mine ? It would allow my pirates to attack stations if your script is active. Thanks
.
Intended for testing, I'll turn it upThe only issue i see is that station respawning is way too fast. IMO You should at least wait 1/2h - 1h before rebuilding it.
It's on the todo list, setting up the AL menu is something i still struggle with though TBHYou should use 2 AL slots in the final version. One related to the JumpFleet itself and one related to station respawning (and give me two nice global variable to detect if one or both parts are active ).
IIRC it's setup that way but i spent about 3 hrs balancing the timing fire rates any change will be a royal pain as things go wrong when tweaking the call times so it will stay this way for nowIt's probably related to X² OOS battle system, and that you can't do much about it. But, sometimes when attacking a sector OOS, and when the JtP M1/M2 is attacked and destroyed quickly, the jumpfleet isn't sent. I've not read your script atm (will do soon), but i suppose you're using Signal_Attacked to call the jumpfleet. Maybe if you also check with Signal_Killed, you may avoid this glitch
Ta, for the feeback slaverinos
LV's TC Scripts
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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
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
AL option for respawning now installed
Stations will take time to build
Plenty of tweaks done
You will either have to test fresh or disable the plugins and seta for a while then re-enable
RAR Download Link
Stations will take time to build
Plenty of tweaks done
You will either have to test fresh or disable the plugins and seta for a while then re-enable
RAR Download Link
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
- Serial Kicked
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Cool
I'll test this with my script asap.
I'll test this with my script asap.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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I've noticed that the AI will liberally make mines on free or just-freed asteriods LOTS quicker even with the update than me (leaving me looking like an idiot with my hired TL going like "I WAS GOING TO MINE THAT YOU GOD$#%#$% AI!!!"), or am I simply taking too long to get a TL with the needed mines to the 'riod (I got there about 3 game hours after the asteriod was found)?
Also, maybe add the ability for AI to rebuild the factory with a LT for protection. They should learn that if it died once, it should have some sort of standing defense if in case it gets attacked again.
Also, maybe add the ability for AI to rebuild the factory with a LT for protection. They should learn that if it died once, it should have some sort of standing defense if in case it gets attacked again.
I've tried it (1.6a) for a few days and I haven't had any problem until now. There isn't FPS slow down unlike it was in the 1.5.
However: does this script create a log-file where we can find how many station have respawned and where? I'm just curious to check it because the universe it's so big and I don't remember all the original factories.
Bye
However: does this script create a log-file where we can find how many station have respawned and where? I'm just curious to check it because the universe it's so big and I don't remember all the original factories.
Bye
I'll put one in the final for you which will be forthcoming this weekend as i've had no reports of bugsNavaCorp wrote:I've tried it (1.6a) for a few days and I haven't had any problem until now. There isn't FPS slow down unlike it was in the 1.5.
However: does this script create a log-file where we can find how many station have respawned and where? I'm just curious to check it because the universe it's so big and I don't remember all the original factories.
Bye
Lord Vader wrote:I'll put one in the final for you which will be forthcoming this weekend as i've had no reports of bugsNavaCorp wrote:I've tried it (1.6a) for a few days and I haven't had any problem until now. There isn't FPS slow down unlike it was in the 1.5.
However: does this script create a log-file where we can find how many station have respawned and where? I'm just curious to check it because the universe it's so big and I don't remember all the original factories.
Bye
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No bug found yet
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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