[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
Jimmy C
Posts: 1131
Joined: Tue, 17. Jul 12, 02:50
x3tc

Re: [MOD] Unoffical Patch : V1.3.5 : 2023-04-01

Post by Jimmy C » Fri, 14. Apr 23, 03:40

delray wrote:
Tue, 4. Apr 23, 23:19

In short, the way new drones are automatically added to M7Ds upon landing on them for the first time is somehow broken and the M7D is unable to use them normally until player intervenes.
Unless it was changed sometime after 1.3, I know what's causing it. The command ordering the drone to dock to the carrier isn't cleared even after it docks. Just look at the docked drones and you'll see they still have the "Dock at..." command running. Manually order them to end that command and they'll come under the M7D's management automatically. Does your method make the Drone have an M (or was it a H?) before their name? Mine doesn't. Drones will still sortie the next time the M7D carries out the "...using drones" command and that's the most important thing.
Still needs to be fixed.

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by Cycrow » Sun, 16. Apr 23, 23:49

Small update: 1.3.6
  • Fixed unregister god event script commands
  • Fixed script engine version (increased)
  • Fixed drones clearing command when docking at Drone Carrier
  • Fixed jumping out of gateless sectors
  • Fixed mission ships attempting to repair off course
  • Added Sector Colour to property owned menu
  • Added additional script commands
This mainly adds things needed for a Plot Mod


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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by Cycrow » Mon, 17. Apr 23, 22:49

Russian Text files added

delray
Posts: 4442
Joined: Thu, 23. Oct 08, 10:27
x3tc

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by delray » Sat, 22. Apr 23, 15:10

My brother ran into a little issue while doing the Terran plot. The TL (the Mammoth) he was supposed to follow was dodging some larger objects in the sector and kept flying into the atmosphere, killing itself in process. He had to do a whole bunch of jumps out of the sector and back into it to reposition the TL and save his campaign progress.

Shouldn't that ship be made immortal or sth like that?
Where is it?

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by ubuntufreakdragon » Sun, 23. Apr 23, 21:07

can you change the 10th TLasers entry SS_LASER_PD Plasma Burst Generator Relative Value Player from 2496 to 2520?
this will make the gun to be produced one by one instead of 5er batches consuming 6Ec 0.4Spacefuel and 1Ore more per gun compared to the old.
other candidates are:
3 SS_LASER_MASS Mass Driver 2568->2520
6 SS_LASER_FBL Fragmentation Bomb Launcher 4128->4080
12 SS_LASER_CIG Concussion Impulse Generator 8232->8280
29 SS_LASER_MINING Mobile Drilling System 1728->1680
30 SS_LASER_TUG Tractor Beam 13992->14040
IRE is also affected, but changing the values would result in too large effects, while a batch of 5IREs is tolerable.
CIG may cause issues for other races.
The basic idea is for Split/Par/Pirate this value needs to be dividable by 120, for most others by 24.
My X3 Mods

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

mattla
Posts: 4
Joined: Mon, 5. May 08, 13:23
x4

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by mattla » Thu, 27. Apr 23, 12:05

I've found an potential issue/bug in 1.3.6.

I started as a Lost TerraCorp Pilot and finally found the PHQ in Reservoir of Tranquility, but when I try to claim it, the game crashes (loading screen and then main menu) :cry:

If I revert to 1.3.4 everything works fine (with the same save)
No special scripts/mods installed, vanilla FL and Unofficial patch 1.3.6...

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by Cycrow » Thu, 27. Apr 23, 12:39

do you have a save game before claiming it so i can check

mattla
Posts: 4
Joined: Mon, 5. May 08, 13:23
x4

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by mattla » Thu, 27. Apr 23, 12:42

Sorry, should have attached it in my original post... :oops:
Here it is: https://drive.google.com/file/d/18HZXLV ... sp=sharing

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by Cycrow » Thu, 27. Apr 23, 21:46

the script is destroying the HQ by mistake, and killing the player.
this will be fixed in 1.3.7

tigersebel
Posts: 17
Joined: Fri, 9. Sep 11, 16:17
x3tc

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by tigersebel » Sat, 29. Apr 23, 08:46

I installed this unofficial Patch on my save that existed since the release of farnhams legacy. everything works so far. except that it adds the unfoccused jump drive. i tried to use it but every sector i visit is empty. nothing is there. no asterois. no ships. no wares.
Is this supposed to be?

User avatar
N8M4R3
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 392
Joined: Fri, 24. Nov 06, 15:48
x4

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by N8M4R3 » Sat, 29. Apr 23, 10:53

tigersebel wrote:
Sat, 29. Apr 23, 08:46
I installed this unofficial Patch on my save that existed since the release of farnhams legacy. everything works so far. except that it adds the unfoccused jump drive. i tried to use it but every sector i visit is empty. nothing is there. no asterois. no ships. no wares.
Is this supposed to be?
Yes it is. It's not part of the base game but it is available to modify it yourself.
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.14 *** Modified*** :khaak: :thumb_up:
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/

tigersebel
Posts: 17
Joined: Fri, 9. Sep 11, 16:17
x3tc

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by tigersebel » Sun, 30. Apr 23, 17:10

This wasn't what i meant. i mean i know it's not part of the base game. but the unofficial patch here added it. but all sectors i visit are empty. and i don't think this is supposed to be

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by iXenon » Mon, 1. May 23, 10:51

tigersebel wrote:
Sun, 30. Apr 23, 17:10
This wasn't what i meant. i mean i know it's not part of the base game. but the unofficial patch here added it. but all sectors i visit are empty. and i don't think this is supposed to be
Cycrow wanted to add more stuff there. Personally, I'll be happy if there will be a chance to find extra Quantum Processors and Focus Crystals on these sectors (and Terran Xperimental Shuttle :roll: ).

User avatar
N8M4R3
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 392
Joined: Fri, 24. Nov 06, 15:48
x4

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by N8M4R3 » Mon, 1. May 23, 11:56

tigersebel wrote:
Sun, 30. Apr 23, 17:10
This wasn't what i meant. i mean i know it's not part of the base game. but the unofficial patch here added it. but all sectors i visit are empty. and i don't think this is supposed to be
I've checked the unfoccused jump sectors on my end and got at least sometimes asteroids, energy cells and xenons as far as i can see.
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.14 *** Modified*** :khaak: :thumb_up:
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by Cycrow » Mon, 1. May 23, 12:25

ubuntufreakdragon wrote:
Sun, 23. Apr 23, 21:07
can you change the 10th TLasers entry SS_LASER_PD Plasma Burst Generator Relative Value Player from 2496 to 2520?
this will make the gun to be produced one by one instead of 5er batches consuming 6Ec 0.4Spacefuel and 1Ore more per gun compared to the old.
other candidates are:
3 SS_LASER_MASS Mass Driver 2568->2520
6 SS_LASER_FBL Fragmentation Bomb Launcher 4128->4080
12 SS_LASER_CIG Concussion Impulse Generator 8232->8280
29 SS_LASER_MINING Mobile Drilling System 1728->1680
30 SS_LASER_TUG Tractor Beam 13992->14040
IRE is also affected, but changing the values would result in too large effects, while a batch of 5IREs is tolerable.
CIG may cause issues for other races.
The basic idea is for Split/Par/Pirate this value needs to be dividable by 120, for most others by 24.
The CIG, MDS and IRE cant really be changed. Changing them will mess them up for other races. The current values have the most factories producing 1 product

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by ubuntufreakdragon » Mon, 1. May 23, 13:28

Cycrow wrote:
Mon, 1. May 23, 12:25
The CIG, MDS and IRE cant really be changed. Changing them will mess them up for other races. The current values have the most factories producing 1 product
Only changing those without alternative is a good compromise.
I'm sure they wont screw as much as before with the new values, there might be a batch of size 2 for CIG for some races though I doubt it. (Chinese Remainder Theorem helps here)
Testing all factories would be another option. I tested the player factories but not the NPC Complexes.

Managed ships get stuck if they don't have energy to jump and there is no safe route home.
There is also no option to unregister them and unlock their command console in this situation.

Another point, the hub has wrongly rotated docking clamps.

I could offer a hugeship bay for the Marine Training facility, but installing on existing saves is a bit involved.
My X3 Mods

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

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

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by Cycrow » Mon, 1. May 23, 15:11

i did check most of the NPC stations already, so most of them should be fine.
i just didn't check all the player versions

Ormuni
Posts: 11
Joined: Sun, 9. May 21, 16:20
xr

Re: [MOD] Unoffical Patch : V1.3.6 : 2023-04-16

Post by Ormuni » Mon, 1. May 23, 19:20

I don't know if this is a bug or intended behaviour (or if an unofficial patch can change this,) but it seems like encyclopedia subcategories in FL are all expanded by default. It would be great if the old behavior could be restored because the way it works now requires lots of scrolling or closing categories to reach entries near the end of lists like Split or Teladi ships.

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

Re: [MOD] Unoffical Patch : V1.3.7 : 2023-05-01

Post by Cycrow » Mon, 1. May 23, 21:21

New Update: 1.3.7
  • Added force docking flag to MD
  • Added always allowing comms to MD (even if enemy)
  • Added setting attacked reponse in MD
  • Added client state ("nojumpdrive") to MD
  • Added jumping out animation to MD warp object command
  • Added SG_SCRIPT_EDITOR to patch_global (for automatically enabling script editor)
  • Added option to reload external script files in Script Editor
  • Added Autopilot: Collect, to astronauts/marines
  • Adjusted production count of various weapons
  • Improved forced pirate enemies
  • Improved turret scripts
  • Improved station manager ship protection
  • Improved station manager use of emergency jump
  • Improved consuming of dock and secondary wares
  • Fixed loading of additional conversations files
  • Fixed script command, remove all wrecks
  • Fixed height of comm window
  • Fixed SIGNAL_ATTACKED from repeating
  • Fixed mission ships fleeing

Post Reply

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