[SCRIPT] Racers Guild V1.00 : Updated 11/08/2006

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

leloa
Posts: 504
Joined: Wed, 19. Jul 06, 19:11
x3

Post by leloa » Fri, 18. Aug 06, 19:18

one thing that guild has the highest exp per mission rate i get 1300 for lvl1 mission fist place get 2300 for lvl2 s first place(which is not hard if no Starburst or Arow or an Rider variant that fully maxed out there

pirate_assasin
Posts: 46
Joined: Sat, 19. Aug 06, 17:55
x3

Post by pirate_assasin » Sat, 19. Aug 06, 18:02

cycrow....if i didnt have a girlfriend id ask you to marry me...

keep up the good work, especially on that race millitary script...just cant get enough of it...

leloa
Posts: 504
Joined: Wed, 19. Jul 06, 19:11
x3

Post by leloa » Sat, 26. Aug 06, 14:13

one idea for that:DANGERUS RACES with lots of enemyes and to be outlawed
back to topic i found one bug one ship lost in race race just dont end

leloa
Posts: 504
Joined: Wed, 19. Jul 06, 19:11
x3

Post by leloa » Sat, 26. Aug 06, 14:26

pirate_assasin wrote:cycrow....if i didnt have a girlfriend id ask you to marry me...

keep up the good work, especially on that race millitary script...just cant get enough of it...
haha
EDIT:cycrow beware might be reasons other than that on ?her?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22224
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Sat, 26. Aug 06, 16:51

leloa wrote:one idea for that:DANGERUS RACES with lots of enemyes and to be outlawed
back to topic i found one bug one ship lost in race race just dont end
how did the ship get lost ?
i tryed to make it so the racer ships wont get attacked so theyshoudln't get destroyed

leloa
Posts: 504
Joined: Wed, 19. Jul 06, 19:11
x3

Post by leloa » Sat, 26. Aug 06, 18:24

Cycrow wrote:
leloa wrote:one idea for that:DANGERUS RACES with lots of enemyes and to be outlawed
back to topic i found one bug one ship lost in race race just dont end
how did the ship get lost ?
i tryed to make it so the racer ships wont get attacked so theyshoudln't get destroyed
duno yust one never finished race no enemyes nearby

ZoT
Posts: 32
Joined: Wed, 21. Jul 04, 11:58
x2

Post by ZoT » Sun, 3. Sep 06, 12:04

i m now rank professional but i dont see ships for sale in stations...

ZoT
Posts: 32
Joined: Wed, 21. Jul 04, 11:58
x2

Post by ZoT » Tue, 5. Sep 06, 19:02

no one can tell me why? i have to do something?

leloa
Posts: 504
Joined: Wed, 19. Jul 06, 19:11
x3

Post by leloa » Wed, 6. Sep 06, 15:15

ZoT wrote:no one can tell me why? i have to do something?
noone was that far

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22224
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 6. Sep 06, 17:54

ill have to look into it, but you should have the ships available in the racers guild shipyard.

ZoT
Posts: 32
Joined: Wed, 21. Jul 04, 11:58
x2

Post by ZoT » Wed, 6. Sep 06, 20:04

the racers guild shipyard sell nothing..

User avatar
George Wills
Posts: 546
Joined: Wed, 6. Nov 02, 20:31
xr

Post by George Wills » Thu, 7. Sep 06, 09:39

I discovered, that best ship for all class ships race / no overtune is TS with biggest cargo bay and Cargo Bay Energy Divert System, it can be faster than fully tunned Starburst :D And XL sized cargo bay are more usefull than tiny sized one (means no shields, no weapons).
And I didn't try Afterburner MK1 in race yet.

Race committee should prohibit such as devices, isn't it true?

ZoT
Posts: 32
Joined: Wed, 21. Jul 04, 11:58
x2

Post by ZoT » Thu, 7. Sep 06, 16:50

maybe the ships selled by the shipyard r added when the shipyard is generated so the existing race guild shipyards dont have ship for sale..
it could be?
what u think Cycrow?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22224
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Thu, 7. Sep 06, 17:23

no they should be added when when you level up, but its possisble i mad a mistake with the level, ill have lto check this.

well the races already prohibit engine tunings, so i might make it do it for the afterburner and energy divert as well, otherwise it might be too eassy :P

Mafyx
Posts: 11
Joined: Tue, 3. Oct 06, 20:37

Post by Mafyx » Mon, 27. Nov 06, 16:43

leloa wrote:
Cycrow wrote:
leloa wrote:one idea for that:DANGERUS RACES with lots of enemyes and to be outlawed
back to topic i found one bug one ship lost in race race just dont end
how did the ship get lost ?
i tryed to make it so the racer ships wont get attacked so theyshoudln't get destroyed
duno yust one never finished race no enemyes nearby
Get the same problem here, one ship crashed into an asteroid and race didn't finished.

Some little problems that I encountered with those races, is that you have to get very close of the beacon to locked it, that is a lot more harder with an Arrow at 1400m/s than with a standard M5.
This is a problem too when flying an M6 as we tend to hit the beacon. I don't imagine with a cap ship what it can be.

Other thing, is that sometime you can't see the 1st beacon on your radar as most M5 can only hold Duplex scanners.

Starting 3rd rank, M5 races are very hard if you don't have an Arrow.

I could suggest too to have more big ship races, as I found those were the funniest races :D
An astronaut race could be fun too lol !

However those are only smalls remarks, this script add a lot of fun to the game, keep on :thumb_up:

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22224
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 27. Nov 06, 17:14

i need to fix the problem of the race not finishing, i know what the problem is, just gotta think of the best way to overcome it :P

as for getting close to the beacon, well thats intended, and the distance you have to get to is based on the level of the races, its sposed to make it harder.

The same with the beacons not in scanner ranges, its sposed to make it harder.

bassically, its hard to make the other racers as good as the player would be, so instead i added these littles things in to try and level the playing field.

the type of races are completly random, so sometimes u'll get m5 races, and other times u'll get larger races, TL races can be quite funny :P

i do plan on adding other types of races too, including adding beacons protected by lasertowers

Streaks
Posts: 174
Joined: Wed, 16. Aug 06, 09:08
x3

Post by Streaks » Thu, 7. Dec 06, 19:53

Does this script make use of the audio (dialogues and music) of the plot-race in Freedom's Reach?

I mean, is it lke the plot race at all, except that the plot-race was too-screwed even for EGOSOFT to fix, so they got rid of it.

Lentil McBean
Posts: 7
Joined: Sun, 4. Dec 05, 22:23
x3

Post by Lentil McBean » Sun, 25. Feb 07, 22:25

All I have to say is.... more races please!!

Nice work.
--------------------------------------------
If something can go wrong, FIX it!

User avatar
Diablos
Posts: 127
Joined: Mon, 8. Dec 03, 19:26
x3tc

Post by Diablos » Sun, 11. Mar 07, 02:37

Just been having a play on this and think its a great script just wondering if there are any plans to develop it further?

gate races could be very cool, especially if their illegal nature getsthe police to join in :twisted:

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22224
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Sun, 11. Mar 07, 13:11

yeah i do plan on expanding it alot, various different types of races, including combat races as well.

but im doing some bug fixes on my other scripts first

Post Reply

Return to “X³: Reunion - Scripts and Modding”