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Military Base Response re Military Base Response revamp

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Size 350.53 KB

Filedate Thursday, 27 October 2011 00:00

Filename MilitaryBaseResponseRevamp-V2.16-27.10.2011.spk

Downloads 1,344

Created Sunday, 06 February 2011 19:31

Changed Sunday, 06 February 2011 19:31

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Arrow Replaces the stock behaviour for the main military with more intelligent and interactive threat response and invasions. Including news articles, a Xenon military AL plugin, race relation options, scoring system, and player recon uplink to call on allied military. Plus it's all fully configurable via an extensive config menu. 


Arrow Required: Community Plugin Config Menu by Cycrow 

Arrow Required: Galactic News System by XTC team (SPK package)

Arrow Required: Extended Communication System by Serial Kicked. 

Arrow Required: JSON parser library v1.1 (thread

Arrow Recommended: No Station Wrecks mod. 


Updating 

The forum post notifying of a new release will contain information on updating to the latest version. 


Installing 
  1. Install prerequisites and plugin from above links.
  2. Load your saved game or start a new game.
  3. Important - open the config menu. The act of opening the config menu creates a bunch of necessary variables.
  4. Hit "Install/update" in the config menu.
  5. Quit the config menu, then go into your AL settings and enable Xenon Military Bases (optional).


Uninstalling 
  1. Disable Xenon Military Bases in AL plugin menu.
  2. Open config menu.
  3. Reset race relations to 'default' (if you want).
  4. Hit 'Reset sector ownerships' (if you want).
  5. Hit 'Uninstall' in the config menu.
  6. Once subtitle showing progress has disappeared, save and quit game.
  7. Uninstall plugin.


Details
  • Recon ships, destruction of big ships and attacks on stations signal a more intelligent response from military outposts. 

    Military ship patrols are now sleeker and spend more time rearming. These patrolling ships will be called on by their military outpost to respond to threats. Carriers use their fighters somewhat more intelligently and will restock with new fighters at their home base. 

     
  • Rearguard (optional, enabled by default). 

    Rearguard ships are called in when there is a lack of military ships available. Each race has a limited set of tokens to spend on Rearguard ships. These tokens regenerate after a while. Token settings can be set via the menu. 

    To help tune token settings, the value of each ship type is given in the spoiler tag below. These values are also used in the military prestige scoring system detailed further down. They were originally supplied by 7ate, original scripter of Improved Races, and I feel are honed to be well balanced: 
    Spoiler
    M5 = 1 :: M4 = 4 :: M3 = 8 :: TM = 8 :: M8 = 10 :: M6 = 14 :: M7 = 35 :: M2 = 55 :: M1 = 60 :: M0 = 80. Ships that can carry fighters get a (relatively small) fighter contingent added for free and restock for free at outposts/equipment docks.
    Spoiler


     
  • Invasions, sector takeovers, and race relations (optional, enabled by default). 
    • Recon ships can signal invasions of enemy sectors where enemy stations or a large military buildup is detected. 
       
    • Along with the invasion fleet a General can be sent in his flagship destroyer to seize the sector and oversee reconstruction. Races will tend to invade and conquer sectors bordering their own, however they may go further afield, unless configured not to via the config menu. 
       
    • Use the Extended Communication System on a military outpost to ally with a race. Once allied, if you have at least 500 prestige points (configurable), you can request a General to invade a sector. This General will not be accompanied by a fleet - you will be expected to protect him. [Hint: use theReconnaissance uplink (discussed below) to continuously attempt to call in reinforcements as they become available]. 
       
    • Via the menu you can change the relations between the major races to role-play a warfare scenario. In the config menu under "Invasion settings" enable "Show/enable reputation modifiers" then hit "Save options". There will now be a new menu category where you can change relations.

     
  • Xenon military bases (optional, disabled by default). 
    • The Xenon can now have their own military outposts. This is via an AL plugin, which is disabled by default. 
       
    • Xenon ships will be retasked to their local military outpost and Relay scouts will be spawned (the Xenon analogue of Recon scouts). The Xenon will defend their territory aggressively and will lay waste to surrounding sectors. Once the nearest sectors are cleared they will move outward, destroying all stations and threats in their wake. 
       
    • Xenon Emissary mode: use the Extended Communication System to comm a military outpost to join the Xenon as their Emissary. You will forsake your reputation with all other races. Your only concern becomes the annihilation of all biological races. Utilize the Reconnaissance uplink (described below) to call down the Xenon military might on unsuspecting sectors. 

      As a reward for your service, any ship you dock at a Xenon Military Outpost will be:
      • Repaired to 100%.
      • Upgraded - all software installed on your personal ship will be installed on the docked ship.
      • Tuned to max engine tunings.
      • Refueled with energy cells, according to the ship's refuel settings.
      • Resupplied with missiles and ammunition, according to the ship's resupply settings.
      • Also, System Override Software will be available for purchase from outposts, making claiming abandoned ships a bit easier.

      A couple of things to bear in mind:
      • Don't forget to set your friend/foe settings to reflect your new allegiances - the Reconnaissance uplink will not work otherwise.
      • You will have to leave the sector before nearby Xenon become friendly. Alternatively, once allied use the Extended Communication System on the outpost to self-destruct 'malfunctioning' Xenon that may be attacking your ship(s).
      • You can disable the Xenon Emissary option in the config menu and it will undo the changes.
      • It may take a while before a Xenon fleet is available and jumps in after you.
      • You may want to increase the "Xenon token multiplier" in the menu.

     
  • Military prestige scoring (optional, enabled by default). 
    • Ships targeted by a race's military may be tagged, shown as a letter after their name. For example "Xenon J {AEP}" means Argon, Terran (Earth) and Paranid have marked this ship as a threat. If you destroy those ships, you will get some prestige score, shown in a subtitle when you make a kill. You can modify the amount of prestige you get with the menu option "Prestige gain modifier". 
       
    • You will gain some notoriety when you destroy these ships. The amount of notoriety gained is equal to the value displayed when you kill it. This means you can gain notoriety for kills outside of race-owned sectors, for example during an invasion of a Xenon sector. 
       
    • By default you require a police license before you can score prestige points with a race (except Terran and Xenon). 
       
    • You can also help out the Xenon and get reputation (and notoriety) with them (disabled by default). 
       
    • You can use the Extended Communication System on a military outpost to see your score with that race, as well as the available options for using your prestige. This includes:
      • Making an expense claim - trade prestige for credits.
      • Availability of the Reconnaissance uplink for calling defense and/or invasion (detailed below).
      • Requesting a sector takeover (detailed above).

     
  • Integration with XTC team's Galactic News System (optional, enabled by default). 

    Open the Galactic News System to see the latest news on all conflicts across the galaxy. The timeout period for articles can be set in the config menu (default is 15 mins - set to 0 or less to disable). All news is timestamped, so you know how fresh the info is. 

    You can/will get extra notifications in the form of subtitle, message and logbook entries with basic information, which will refer you to the GNS for more details (configurable through the menu). 

     
  • Player ship Reconnaissance uplink (optional, enabled by default). 

    A new command, only available on your personal ship, "Reconnaissance uplink" under "Additional Ship Commands", allows your ship to act as a recon scout. 

    When in a friendly sector you will constantly send enemy fleet strengths to the nearest military outpost. When in an enemy sector you will send enemy fleet strength to the nearest military outpost of your ally. 

    You may choose your ally by using the Extended Communication System on a military outpost. You will require a police license to ally yourself with a race. 

    Requirements for calling defense forces:
    • 50 military prestige points (configurable).
    • Police license (except Terran and Xenon) (configurable).
    • Player must have positive notoriety with sector owner.
    • Player ship must have sector owner set as friend in friend/foe settings.

    Requirements for calling invasion forces:
    • 200 military prestige points (configurable).
    • Police license with ally (except Terran and Xenon) (configurable).
    • Ally must have negative notoriety with sector owner.
    • Player ship must have sector owner set as enemy in friend/foe settings.

     
  • Fully configurable. 

    Check the the config menu to configure GNS articles and notifications, Rearguard token settings, invasion modes, prestige scoring, etc. If there is something you want an option for, just ask!


Please do let me know your thoughts on improving this plugin. For detailed info on what is going on, enable the debug option in the menu and check out your log01002.txt file in your savegame folder. 

DISCLAIMER


Changelog 
v2.13: 
- Added: menu option "Reset prestige to zero". 
- Added: menu option "Prestige gain modifier". 
- Modified/fixed: captured sectors will now spawn docks. 
- Modifed/fixed: ore and silicon mines respawning in captured sector will be claimed instead of destroyed. 
- Fixed: ECS comm message bug in Xenon Emissary mode. 
v2.12: 
- Added: trade prestige points for credits. 
- Added/modified: ECS comm - new prestige options/info menu. 
- Modified: sectors taken by ally of original owner will give to original owner rather than claim themselves. 
- Modified: station spawning in captured sectors now destroyed rather than seized. 
- Modified: rebalanced default prestige requirements. 
- Modified: changed Rearguard ship names and Xenon outpost names. 
- Fixed: ships called to attack illegal station null sector idling problem. 
v2.11.2: 
- Fixed: Xenon AL plugin stealing Controllers. 
- Fixed: sector commander array too small, so Xenon not included. 
- Fixed: another OWP added to invalid ship list. 
v2.11.1: 
- Fixed: carrier fighters not noticing if carrier has changed race. 
v2.11: 
- Added: ECS comm option to call in a General to take over a sector. 
v2.10.2: 
- Modified: spawn suppression compatibility with Improved Races. 
- Fixed: wait in spawn suppression causing 'ghost' ships. 
v2.10.1: 
- Modified/fixed: extra checks in ship respawn suppression for if sector owner has not changed and takeover is enabled. 
v2.10: 
- Added: sector takeover. 
- Modified: simplified standard notifications to give only basic info and refer to GNS for more details. 
v2.9: 
- Added: Xenon Emissary mode. 
- Modified: more info given when ECS comm an outpost. 
- Modified/fixed: fighters stay undocked and escort carrier if it's attacking. 
- Fixed: patrol ships were not resupplying ammo. 
v2.8.1: 
- Added: menu option "Stations attacked in pirate sectors call response". 
- Modified: extra message when ECS comm Outpost with negative notoriety. 
- Fixed: player recon uplink and attacked stations calling invasion despite invasion disabled. 
- Fixed: player recon uplink failing when player ship relations set to Neutral. 
v2.8: 
- Added: player ship reconnaissance uplink. 
- Modified: Rearguard tokens and spawning rewritten, with tokens being per-race rather than per-outpost. 
- Modified/fixed: quite a lot I can't remember because it was ages ago. 
v2.7.2: 
- Modified: 'enemy of my enemy is my friend' logic - patrols in neutral space will attack mutual enemies. 
- Fixed: (temporary) fix for GOD spamming respawn of Rearguard ships. 
v2.7.1: 
- Added: if part of patrol group (via ECS comm) the fighter/escorts of that patrol group will protect the player. 
- Added: menu option to stop Recon scouts from calling destroyers to eliminate illegal/enemy stations within Pirate sectors. 
- Added: menu option to allow Xenon to post articles on the Galactic News Service (disabled by default). 
- Modified: more/different voices for ECS comm. 
- Fixed: bug in "install/update" script that would use Xenon version of scout script instead of race version. Also was bug where all carrier -owned fighters would become recon scouts when pressing "install/update", whooops! 
- Fixed: patrol ships moving through neutral territory were checking for and attacking enemies. 
v2.7: 
- Added: integration with XTC team's Galactic News System. 
- Added: once joined a patrol via ECS comm, the patrol ship will periodically mark nearby enemies for points scoring system, even if no police license. 
- Modified: scouts check couple of random points rather than just centre of sector, for higher chance of spotting enemy ships/stations far from sector centre. 
- Modified: patrol ships can now resupply at friendly equipment docks whilst patrolling, rather than just at their homebase Outpost. 
- Modified: Rearguard tokens are now per race rather than per outpost. 
- Modified: OOS fighters will use standard fight script rather than advanced "acp" scripts (performance enhancement). 
- Modified: replaced several scripts for neatness and modularity, along with several minor performance tweaks. 
- Removed: minor notifications (made impossible due to performance tweak). 
- Fixed: no voice when ECS comm a ship. 
- Fixed: M8/M7M will stock up on way more missiles than other ships. 
- Fixed: M8 will use (vanilla) bomber script rather than standard fighter fight script. 
- Fixed: score tags in {} braces instead of [] due to possible message log corruption (blank messages from Unknown). 
v2.6.3: 
- Modified: Rearguard moving to dismantle will check for and attack enemies en route. 
- Fixed: bug causing bailed ships to resume flying. 
v2.6.2: 
- Modified: default Rearguard values for new install lowered from 200 to 100. 
- Fixed: re-enabled and heavily tweaked tasks to counter god's interference. 
- Fixed: bug in fighter wing new leader choosing once old leader dies. 
v2.6.1: 
- Added/modified: ECS now works with Big as well as Huge ships. 
- Modified: orphaned fighters and expired Rearguard now patrol their way to their destination. 
- Fixed: disabled race controlled logic since it keeps overriding MBR's job scripts 
v2.6: 
- Added: ECS comm of military outposts will give option to jump you to your chosen patrol group. 
- Modified: uninstall script rewritten to be more comprehensive. 
- Modified: several minor performance enhancements and tweaks. 
- Modified: several scripts tidied and easier to read (no impact on script logic). 
- Fixed: bug in scoring system, where ship name may not be restored properly on script update. 
v2.5.3: 
- Added: first beta integration with Serial Kicked's ECS (Extended Communication System). 
- Fixed: carriers considering fighters owned even if they've been captured. 
- Fixed: packaged some vanilla scripts rather than the proper replacement ones. 
v2.5.2: 
- Added: race reputation modification via config menu. 
- Modified: more AI tweaks and performance enhancements than you can shake a stick at. 
- Fixed: bunch of bugs. 
v2.4: 
- Added: first iteration of scoring system. 
- Modified: various AI fixes and enhancements, most of which I can't remember. 
- Fixed: lasertowers and other stationary objects no longer considered a threat. 
v2.3.2: 
- Fixed: bug in carriers assigning fighters to wings. 
- Fixed: notification of 'invasion' when race goes to help defend friend's sector. Now notifies as defence rather than invasion. 
- Fixed: destroyed big ships signaling retaliation invasion even when invasions are disabled. 
- Fixed: bug in 'fixed' vanilla bestbuy script. 
v2.3.1: 
- Modifed: improved patrol behaviour. 
- Fixed: infinite respawn of Xenon M5s. 
v2.3: 
- Modified: wings of carrier fighters grouped by type (M3/4/5). 
- Modified: number of replacement fighters lower to help FPS. 
- Modified/fixed: fighters should now bail via NPC Bailing Addon. 
- Modified/fixed: scouts will stop calling invasions sooner after option is disabled in config menu. 
- Fixed: carriers idling indefinitely near Military Bases. 
- Fixed: Xenon Relay drones not respawning after death. 
- Fixed: a load more exceptions for special ships being used as fighters/Rearguard. 
- A gazillion or so minor tweaks and bugfixes. 
v2.2: 
- Modified: Rearguard ships moving to dismantle will no longer be called for defence. 
- Modified: default Rearguard settings modified a little for balance. 
- Modified/fixed: crowding around Military Bases waiting for restock issue fixed 
- Fixed: performance degradation over time caused by jobs and this plugin both respawning fighters. 
- Fixed: #deca and other special ships no longer used by Rearguard. 
v2.1: 
- Modifed: better capital ship targeting. 
- Modifed/fixed: various tweaks and fixes thanks to user feedback. 
- Fixed: fighter handling when carrier/leader destroyed. 
- Fixed: workaround for bug in stock !move.move.destroy. 
v2.0 - major update: 
- Added: invasion mode. 
- Added: Xenon Military Bases. 
- Modified: enhanced carrier fighter management. 
- Modifed: destroying big ships and attacking stations causes Recon-like response. 
- Modified/fixed: threat response is more proportionate, with ships being held back if determined insufficient. 
- Modified: AI updates and performance improvements. 
v1.2: 
- Added: menu options - message timeout, token control for Rearguard. 
- Added/modified: ships now use jumpdrive, refueling if possible/preferable. 
- Added/modified: carrier fighter control. 
- Modifed: M8/M7M resupply once they've shot their wad 
- Modified: carriers restock with fighters upon resupply, using Rearguard tokens 
- Modified: ships are given jumpdrive/nav software when they go to restock. 
- Modified: patrols now shorter before resupply. 
- Fixed: error with sending ships of different classes. 
v1.1: 
- Added: illegal fabs will now be destroyed. 
- Modified: only get help requests if playership is foe to enemy. 
- Modified: Rearguard ships will be dismantled after a while. 
- Modified: reduced tokens for better balance. 
- Modified: config menu reorganised a bit. 
- Modified: some code restructuring to make updates easier. 
- Fixed: infinite token issue. 
v1.0: 
- Initial release


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