Have seen the occasional pirate M6 appearing as a result of taking pirate base BBS missions (vanilla X3 v2.5 with current bonus pack).Nanook wrote:There are no pirate M6's, including Ospreys, in vanilla X3. You must have some scripts or mods running.
[SCRIPT] Sector Takeover v2.4.3 [Updated 20-Apr-2007]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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The distinction is that they are "regular" ships that have their race set to "Pirate", rather than a separate ship with distinct stats like the pirate Falcons, Novas, etc.GCU Grey Area wrote:Have seen the occasional pirate M6 appearing as a result of taking pirate base BBS missions (vanilla X3 v2.5 with current bonus pack).Nanook wrote:There are no pirate M6's, including Ospreys, in vanilla X3. You must have some scripts or mods running.
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Hi Guys
Thanks for the input, I assume I can disable this with the stop patrol option in the sector take over.
Aplogies to MODs, I didn't think it would turn into a script question, I would have posted it in the other forum.
Many Thanks Guys
Thanks for the input, I assume I can disable this with the stop patrol option in the sector take over.
Aplogies to MODs, I didn't think it would turn into a script question, I would have posted it in the other forum.
Many Thanks Guys
Regards - Jerry
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Can't seem to takeover Maelstrom
Hey, I would first like to say this script is great and has added alot to the game, so thank you for that. However, I tried to start a new game as a Teladi and wanted to start off playing on the far right side of the X-verse where I hardly go. I started off by putting a Trading Station right in the center of Maelstrom and then used the explorer software script to have a ship explore the sector up to 250 km out and found no stations. But the sector remains Pirate and won't change to Nopileos (that's my charactor's name). The Trading Station is not named with a $ It is just called Nopileos Inc. General Store. So I am not sure why it wont claim the sector. The two unknown sectors below Maelstrom are now claimed as mine and both have trading stations with the same name so I know that's not a problem. Is there something special about pirate systems? Or am I missing some hidden station in Maelstrom? It is not a critical problem just kind of annoying since I had planned on owning those three sectors that connect to Teladi space. Any help here would be appreciated thanks
Don't make me slap Ye!
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Hi
I have found that although you follow the script rules the sector name and attributes remain with the original owners. However, I havent had any problems in Brennans Triumph with Pirates trying to return.
I think the acid test is that other races will build stations there if its considered a safe sector. The same has applied to the three Xenon sectors I claimed.
I would just get on with building what you want there (wouldn't hurt to put some serious defence in there patroling for you), you know the asteroids in those sectors, well the Yatch one are all null value - sighs.
Hope This Helps.
I have found that although you follow the script rules the sector name and attributes remain with the original owners. However, I havent had any problems in Brennans Triumph with Pirates trying to return.
I think the acid test is that other races will build stations there if its considered a safe sector. The same has applied to the three Xenon sectors I claimed.
I would just get on with building what you want there (wouldn't hurt to put some serious defence in there patroling for you), you know the asteroids in those sectors, well the Yatch one are all null value - sighs.
Hope This Helps.
Regards - Jerry
i7-4770 3.4GHz | 8 GB DDR RAM | ASUS Z87 Board | 500GB SSD | GeF GTX 650 1GB Mem | X-Fi SB Sound | Win 7 Pro (64bit) SP1 | DirX V11
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I am not sure how or why, but it appears the problem was related to the Bala Gi Missions. I did those last night and afterwards I looked at Maelstrom and it was no longer Pirate it said Nopileos. Thank you for the suggestions Firebird that's what I did until Bala Gi came up now it is all fixed.
Don't make me slap Ye!
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When I use the option to "not" have other races build in my sector, they build there anyway..What's the deal with that?.. ...I don't want other races in my claimed sectors and have had to start over many times trying to get the darn option to work right..Anybody have the same problem or have the solution?..thanks
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another bump... but not for TC.. lol
i was wondering how hard it would be (for the author/someone who knows how to script) to edit this so HQs can take over sectors (if they cant already?) and so you dont have to blow up every station?
cos i wanna take over a few places with mission based stations in, and i cant cheat kill them without killing the story off that i might play when i get bored.
maybe set it so you only have to kill the trading station/shipyard/EQ then you can claim the sector?
and if the sector doesnt have any to begin with you can claim it simple by placing a hq/trading station.
other than that, combining this with RRF, and improved xenon makes the game so much more fun! and hard... lol
i was wondering how hard it would be (for the author/someone who knows how to script) to edit this so HQs can take over sectors (if they cant already?) and so you dont have to blow up every station?
cos i wanna take over a few places with mission based stations in, and i cant cheat kill them without killing the story off that i might play when i get bored.
maybe set it so you only have to kill the trading station/shipyard/EQ then you can claim the sector?
and if the sector doesnt have any to begin with you can claim it simple by placing a hq/trading station.
other than that, combining this with RRF, and improved xenon makes the game so much more fun! and hard... lol
Cosmic Spacehead
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Wow, haven't looked at this page in quite a while, sorry everybody.
@everyone who wants this in TC
I have only just started to really get "into" TC, and sadly the scripting interface hasn't really improved. Which puts me off scripting for the game
I have however recently remade my other script (unlimited resources) for TC, and seeing that nobody else has taken it upon themselves to update this script for TC, I will do my best to find the time to update it.
I'm not promising to add much/anything to it, but I will hopefully re-write some of the more troublesome bits whilst I'm at it.
I will keep you posted.
---edit---
Oh and it 'kinda' works with XTM to the best of my knowledge, but it does kinda have a "blind spot" with the non-vanilla parts of it
You can modify it to take over sectors with HQs (from what I remember) there should be a flag in the main script called HQ_CLAIMING or something like that, just needs to be set to TRUE. If you need more help with that PM me and I'll help you out.cale_online wrote:another bump... but not for TC.. lol
i was wondering how hard it would be (for the author/someone who knows how to script) to edit this so HQs can take over sectors (if they cant already?) and so you dont have to blow up every station?
cos i wanna take over a few places with mission based stations in, and i cant cheat kill them without killing the story off that i might play when i get bored.
maybe set it so you only have to kill the trading station/shipyard/EQ then you can claim the sector?
and if the sector doesnt have any to begin with you can claim it simple by placing a hq/trading station.
other than that, combining this with RRF, and improved xenon makes the game so much more fun! and hard... lol
@everyone who wants this in TC
I have only just started to really get "into" TC, and sadly the scripting interface hasn't really improved. Which puts me off scripting for the game
I have however recently remade my other script (unlimited resources) for TC, and seeing that nobody else has taken it upon themselves to update this script for TC, I will do my best to find the time to update it.
I'm not promising to add much/anything to it, but I will hopefully re-write some of the more troublesome bits whilst I'm at it.
I will keep you posted.
---edit---
Oh and it 'kinda' works with XTM to the best of my knowledge, but it does kinda have a "blind spot" with the non-vanilla parts of it
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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?