[SCRIPT] Sector Takeover v2.4.3 [Updated 20-Apr-2007]
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- The_Lost_Marauder
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Re: [SCRIPT] Sector Takeover v2.4.3 [Updated 20-Apr-2007]
Question: and if the surrounding sectors do NOT belong to the ex-owner of the sector I claimed? Should I still worry about seeing enemies raiding my sector?nirwin wrote:* Enemy sectors of the original owner race located within up to 4 jumps of the claimed sector will periodically send small raiding parties to destroy player's Trading Docks to take the sector back. The player must then defend his Trading Docks, and try to claim all enemy sectors of the same race in that part of the X-Universe.
Also, for example, if the sector I conquer is an isolated Xenon sector like the 101 or the 472 will other Xenon still arrive to kick me?
Or should I rather worry about spawning point of enemy ships in this sector?
Final thing about taxes: can they be toggled on/off?
Re: [SCRIPT] Sector Takeover v2.4.3 [Updated 20-Apr-2007]
No, in that scenario the script shouldn't spawn any raiding ships to attack you in your sector. That doesn't mean that hostiles might not come through your gates and attack your property, but it shouldn't be the script doing it.The_Lost_Marauder wrote:Question: and if the surrounding sectors do NOT belong to the ex-owner of the sector I claimed? Should I still worry about seeing enemies raiding my sector?nirwin wrote:* Enemy sectors of the original owner race located within up to 4 jumps of the claimed sector will periodically send small raiding parties to destroy player's Trading Docks to take the sector back. The player must then defend his Trading Docks, and try to claim all enemy sectors of the same race in that part of the X-Universe.
If there is no other xenon sectors in the required range, the script will not spawn any ships to attack your new sector. The xenon are however an incomprehensible race, and you may find yourself on the receiving end of some migration pattern or such, but it should be unrelated.The_Lost_Marauder wrote: Also, for example, if the sector I conquer is an isolated Xenon sector like the 101 or the 472 will other Xenon still arrive to kick me?
Or should I rather worry about spawning point of enemy ships in this sector?
Once all xenon sectors have been conquered, the Xenon may start to warp into their old sectors in an effort to ratake them.
Yes they most certainly can, see the 'options' message under the "Trade" menu I believe, the docs on the first post probably explain it.The_Lost_Marauder wrote: Final thing about taxes: can they be toggled on/off?
- The_Lost_Marauder
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Re: [SCRIPT] Sector Takeover v2.4.3 [Updated 20-Apr-2007]
I was planning to conquer Xenon Sector 101 which is very peaceful (when no terraformers are raiding in) and somewhat far from any possible pirate raid...nirwin wrote:If there is no other xenon sectors in the required range, the script will not spawn any ships to attack your new sector. The xenon are however an incomprehensible race, and you may find yourself on the receiving end of some migration pattern or such, but it should be unrelated.
Once all xenon sectors have been conquered, the Xenon may start to warp into their old sectors in an effort to ratake them.
Yet, it would be pretty annoying being kicked by Xenons appeared from nowhere...
thanks for replaying nirwin
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* Only foe sectors can be claimed. An appropriate adjustment to "Global Commands" menu under "Pilot" menu may be required: for example, to claim an Argon sector, the relation to Argon must be set to "Foe" and then transmitted to "all reachable properties". After the sector has been claimed, the relation can be set back to "Friend".
* In order to claim a sector, the player must destroy all stations in the sector, and build his own Trading Dock in the sector. The ownership of the sector will automatically go to the player within 5 sec. Alternatively, the player can first build his Trading Dock, then destroy all other stations in the sector.
That help?
* In order to claim a sector, the player must destroy all stations in the sector, and build his own Trading Dock in the sector. The ownership of the sector will automatically go to the player within 5 sec. Alternatively, the player can first build his Trading Dock, then destroy all other stations in the sector.
That help?
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- The_Lost_Marauder
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- The_Lost_Marauder
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Here it is!nirwin wrote:Yes, that would be great! If you would like to send me the file, I will add it to the script here too.The_Lost_Marauder wrote:@nirwin: can I translate your script in Italian (creating the file 397352.xml) ?
http://rapidshare.com/files/269883583/397352.xml.html (file updated: 8/21/09)
If you release a new version with translation included could you please advice me? Because I'd tell then to Italian Mods that a new version with Italian Language has been released and there is no need to separately download the .xml file I made.
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I've got a few questions:
1. Suppose a sector is owned by pirates. There are no pirate stations in this sector, but there are a few Teladi stations. Would I have to destroy the Teladi stations before I can claim the sector?
2. What would happen if I took over a few sectors, then uninstalled Sector Takeover?
3. Overall pirate activity in my x-universe has skyrocketed recently, which is causing a lot of trouble for my UT's and such. This is why I installed this script, so that I could eliminate/reduce pirate activity. Is there any way to set up this script so that random pirate spawns are disabled/reduced when I take over all pirate sectors in a given area?
For example, every few minutes (with SETA active), a large group of pirates spawn in the middle of Ianamus Zura, despite the fact that this is an Argon sector. By taking over the three nearby pirate sectors, I want to stop the random spawning of pirate groups in the surrounding systems.
Is this possible?
1. Suppose a sector is owned by pirates. There are no pirate stations in this sector, but there are a few Teladi stations. Would I have to destroy the Teladi stations before I can claim the sector?
2. What would happen if I took over a few sectors, then uninstalled Sector Takeover?
3. Overall pirate activity in my x-universe has skyrocketed recently, which is causing a lot of trouble for my UT's and such. This is why I installed this script, so that I could eliminate/reduce pirate activity. Is there any way to set up this script so that random pirate spawns are disabled/reduced when I take over all pirate sectors in a given area?
For example, every few minutes (with SETA active), a large group of pirates spawn in the middle of Ianamus Zura, despite the fact that this is an Argon sector. By taking over the three nearby pirate sectors, I want to stop the random spawning of pirate groups in the surrounding systems.
Is this possible?
- The_Lost_Marauder
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1) If they really are Teladi factories, there should be no problem in havng them ISPruvmerong wrote:1. Suppose a sector is owned by pirates. There are no pirate stations in this sector, but there are a few Teladi stations. Would I have to destroy the Teladi stations before I can claim the sector?
2. What would happen if I took over a few sectors, then uninstalled Sector Takeover?
3. Overall pirate activity in my x-universe has skyrocketed recently, which is causing a lot of trouble for my UT's and such. This is why I installed this script, so that I could eliminate/reduce pirate activity. Is there any way to set up this script so that random pirate spawns are disabled/reduced when I take over all pirate sectors in a given area?
For example, every few minutes (with SETA active), a large group of pirates spawn in the middle of Ianamus Zura, despite the fact that this is an Argon sector. By taking over the three nearby pirate sectors, I want to stop the random spawning of pirate groups in the surrounding systems.
Is this possible?
2) the sector would return to original owner
3) don't know, sorry
4) Ianamus Zura should be a Teladi sector It's quite strange your report of spawning pirates there...
Are you using other addons/mods more than Sector Takeover?
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Ah, my mistake. You are correct, it is a Teladi sector. And the only other scripts/mods I'm using are the bonus pack, and a satellite deployment script. I've been playing this particular savegame off and on for almost two years, so I can only assume that the pirate spawning is just the god engine acting up.
Sadly there doesn't seem to be anything that can be done from scripts to stop certain races respawning, which is quite a problem for Sector Takeover. The engine likes to keep plenty of each race in game, and if they have no sectors to spawn in, they spawn anywhere they can.
Someone else may have figured a way to stop this annoyance, but I sure haven't.
Someone else may have figured a way to stop this annoyance, but I sure haven't.
- The_Lost_Marauder
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Among LV cheats there is one named "keep clear" which should instantly remove any hostile which is within X km from you.
And if you give this "power" to a satellite (or something else)? You place - i.e. a satellite - in the middle of a sector and everytime an enemy of that race spawn in that sector it gets instantly killed.
Would it be possible?
And if you give this "power" to a satellite (or something else)? You place - i.e. a satellite - in the middle of a sector and everytime an enemy of that race spawn in that sector it gets instantly killed.
Would it be possible?
I guess it should be possible, maybe using the claiming Trading station/HQ, it would also have to only destroy the race that originally owned the sector, and I can imagine it causing problems with the 'raids', though I believe it would be possible to exclude these ships from the destruction.
Might nerf RRF script though if anyone uses that too.
Might nerf RRF script though if anyone uses that too.