[MOD] Unoffical Patch : V1.3.14 : 2024-02-28

The place to discuss scripting and game modifications for X³: Farnham's Legacy

Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums

Post Reply
Curious Max
Posts: 16
Joined: Wed, 28. Dec 16, 15:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sun, 8. Jan 23, 15:53

Cycrow wrote:
Fri, 30. Dec 22, 20:05
If both stations are owned by the player then the station manager will never transfer money between them
Why is there a different algorithm for delivering resources to the station (with and without station manager)?

Curious Max
Posts: 16
Joined: Wed, 28. Dec 16, 15:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Mon, 9. Jan 23, 12:29

Player HQ ---> Station Info ---> Section "Stations" ---> Column "Stock" is empty. That is, the number of stations in the HQ warehouse is not specified.

Section "Objects that can be Recycled" ---> There are no stations. Only ships are listed.

krypt3r
Posts: 1
Joined: Wed, 18. Jan 23, 03:40

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by krypt3r » Wed, 18. Jan 23, 04:16

Hello. I have some problem with v1.3.4 under Linux (Steam). I installed this patch via PluginManager. Then I tried to load a save file from v1.2. My single stations dissapeared in Stations tab. They still exist in their sectors, I checked them, but I can't see them in Stations tab. I tried to reinstall them with my TL, I also tried to build a new single station, I tried to add these stations to the Favourites tab using the station console, but result was the same — there are no any single stations in Stations tab. I see only Xenon Gate Hub, Spacelab HQ and my own complex. Is there a way to fix this problem without starting a new game? I do not use any scripts or mods.
Screenshots:
From v1.2
From v1.3.4

Curious Max
Posts: 16
Joined: Wed, 28. Dec 16, 15:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sun, 29. Jan 23, 08:44

What are the conditions for ALL HIDDEN SECTORS (HAP) to become available?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Sun, 29. Jan 23, 09:13

krypt3r wrote:
Wed, 18. Jan 23, 04:16
Hello. I have some problem with v1.3.4 under Linux (Steam). I installed this patch via PluginManager. Then I tried to load a save file from v1.2. My single stations dissapeared in Stations tab. They still exist in their sectors, I checked them, but I can't see them in Stations tab. I tried to reinstall them with my TL, I also tried to build a new single station, I tried to add these stations to the Favourites tab using the station console, but result was the same — there are no any single stations in Stations tab. I see only Xenon Gate Hub, Spacelab HQ and my own complex. Is there a way to fix this problem without starting a new game? I do not use any scripts or mods.
Screenshots:
From v1.2
From v1.3.4
Check your filters in the options tab, its possible you have something disabled that's hiding them

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Sun, 29. Jan 23, 09:14

Curious Max wrote:
Sun, 29. Jan 23, 08:44
What are the conditions for ALL HIDDEN SECTORS (HAP) to become available?
Only a selection per game are available, these are randomly chosen at the start.

The others will never become available unless you mod them in

Curious Max
Posts: 16
Joined: Wed, 28. Dec 16, 15:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sun, 29. Jan 23, 09:41

Cycrow wrote:
Sun, 29. Jan 23, 09:14
Curious Max wrote:
Sun, 29. Jan 23, 08:44
What are the conditions for ALL HIDDEN SECTORS (HAP) to become available?
Only a selection per game are available, these are randomly chosen at the start.

The others will never become available unless you mod them in
Does this rule apply to Custom Game as well? After launching Custom Game, all the HAPs are shown on the maps. Only the LFL doesn't see everything.

Curious Max
Posts: 16
Joined: Wed, 28. Dec 16, 15:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sat, 11. Feb 23, 19:38

Wishes for the new version (Custom Game Settings):

Dynamic Relations - Enable/Disable
Disappearance (dismantling) of stations - Enable/Disable (add god factory removal exclusion ALL RACES)
Available HSAPs - All/Random
Last edited by Curious Max on Sat, 18. Feb 23, 11:40, edited 1 time in total.

unknown1
Posts: 617
Joined: Mon, 10. Dec 07, 12:12
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by unknown1 » Mon, 13. Feb 23, 23:02

Hi.
Just installed this and was wondering where or how can I acces the new game starts? For some reason I don't have them in the New Game menu.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Mon, 13. Feb 23, 23:59

They should be found in the sandbox and challenging starts section. They will unlock at the same time as the originals.

Does the game show the correct version ?
It should show 1.3.4 in the main menu

unknown1
Posts: 617
Joined: Mon, 10. Dec 07, 12:12
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by unknown1 » Tue, 14. Feb 23, 09:47

Ah, I found them in the sub menus. I assumed they would be in the first page and when I didn't see them I panicked :) :)

Curious Max
Posts: 16
Joined: Wed, 28. Dec 16, 15:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sat, 18. Feb 23, 11:51

Please tell me, will version 1.3.5 or 1.4 be released? We are very much waiting!
Last edited by Curious Max on Sat, 18. Feb 23, 11:54, edited 1 time in total.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Sat, 18. Feb 23, 11:53

1.3.5 is in the works.

But it's currently in hold while my home is being renovated, as my PC is currently packed away

iXenon
Posts: 177
Joined: Wed, 1. Jun 22, 20:00

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by iXenon » Sat, 18. Feb 23, 12:27

Cycrow wrote:
Sat, 18. Feb 23, 11:53
But it's currently in hold while my home is being renovated, as my PC is currently packed away
The home renovation may take even more than getting marines will all the five stars :P

P.S. Is there a chance to get next official update? Just thinking if it would be possible to get Steam achievements that are currently broken.

Curious Max
Posts: 16
Joined: Wed, 28. Dec 16, 15:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sat, 18. Feb 23, 13:08

Cycrow wrote:
Sat, 18. Feb 23, 11:53
1.3.5 is in the works.

But it's currently in hold while my home is being renovated, as my PC is currently packed away
I sincerely wish you to make an excellent home renovation!!! And get back to work on the project!!! :)

User avatar
alexalsp
Posts: 1820
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by alexalsp » Sat, 18. Feb 23, 13:44

Curious Max wrote:
Sat, 18. Feb 23, 13:08
Cycrow wrote:
Sat, 18. Feb 23, 11:53
1.3.5 is in the works.

But it's currently in hold while my home is being renovated, as my PC is currently packed away
I sincerely wish you to make an excellent home renovation!!! And get back to work on the project!!! :)
:x3:

User avatar
ubuntufreakdragon
Posts: 5189
Joined: Thu, 23. Jun 11, 14:57
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by ubuntufreakdragon » Thu, 23. Feb 23, 01:41

Here some bugs:
bartering at a trade station to SELL wares for wares has a broken interface.

building a SPP for a mission adds Crystals both as primary and secondary resources.
Another discrepancy are Cahonna factories, they are missing Delexian Wheat as Resource.

there is a illogical crease fire under certain circumstances with weapon switch on.
effectively an enemy was killed using short ranged weapons and all others have larger distance.
I will look up this case myself.found and fixed
https://www.dropbox.com/s/kq85fhznttgzx ... k3.7z?dl=1

repairing a ship at HQ overwrites several settings like turret commands ammo resupply jump energy...
these settings should also be part of a equipment template.

Agents spending multiple task on buying an item should get better chance increase for the next try than using a single task only.

If you allow managers to collect flying wares, they burn 100's of EC for jumping to collect 7EC flying in a war area.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

Agimar
Posts: 251
Joined: Wed, 22. Dec 04, 11:38
x3ap

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Agimar » Thu, 23. Feb 23, 10:56

ubuntufreakdragon wrote:
Thu, 23. Feb 23, 01:41
Here some bugs:
...
Another discrepancy are Cahonna factories, they are missing Delexian Wheat as Resource.

...
For player-owned/build that should be like this. Only the cahoona-factories which are allready there, needs wheat.

User avatar
ubuntufreakdragon
Posts: 5189
Joined: Thu, 23. Jun 11, 14:57
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by ubuntufreakdragon » Thu, 23. Feb 23, 22:02

Agimar wrote:
Thu, 23. Feb 23, 10:56
ubuntufreakdragon wrote:
Thu, 23. Feb 23, 01:41
Here some bugs:
...
Another discrepancy are Cahonna factories, they are missing Delexian Wheat as Resource.

...
For player-owned/build that should be like this. Only the cahoona-factories which are allready there, needs wheat.
It's about build mission created NPC stations.
The hole issue seams to be related to differences in primary resources between NPC and Player versions of stations, so likely missile forges are affected too.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

BrigandPhantos77
Posts: 517
Joined: Wed, 27. Dec 17, 05:47
x4

Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by BrigandPhantos77 » Fri, 24. Feb 23, 19:28

Cycrow wrote:
Sat, 18. Feb 23, 11:53
1.3.5 is in the works.

But it's currently in hold while my home is being renovated, as my PC is currently packed away
Hey Cycrow, I hope your doing good. I saw someone post this question a few times without answer. Is there any chance of your unofficial patches being signed? Like some players I prefer to keep un-modified if possible. Only curious. I know your busy, but thanks in advance if you could give an answer. :D
Peace is a state of mind!
War is absolute!
~ Phantos ~

Post Reply

Return to “X³: Farnham's Legacy - Scripts and Modding”