The place to discuss scripting and game modifications for X³: Farnham's Legacy
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Cycrow
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by Cycrow » Thu, 27. Apr 23, 12:37
SparrowBY4 wrote: ↑Wed, 26. Apr 23, 21:17
Unable to jump into Aldrin in terran story. Have conditions changed?
What happens when you try to jump ?
you can see the sector and jump beacon?
have you made sure you have 1.3.6 installed as well?
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SparrowBY4
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by SparrowBY4 » Thu, 27. Apr 23, 13:50
Cycrow wrote: ↑Thu, 27. Apr 23, 12:37
SparrowBY4 wrote: ↑Wed, 26. Apr 23, 21:17
Unable to jump into Aldrin in terran story. Have conditions changed?
What happens when you try to jump ?
you can see the sector and jump beacon?
have you made sure you have 1.3.6 installed as well?
The sector appeared according to the plot, but when you try to jump, the phrase "There is no safe way" sounds. Changed the settings of the black list, not a single ship jumps into Aldrin. The version is current. "There is no suitable route to the destination"
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SparrowBY4
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by SparrowBY4 » Thu, 27. Apr 23, 19:14
SparrowBY4 wrote: ↑Thu, 27. Apr 23, 13:50
Cycrow wrote: ↑Thu, 27. Apr 23, 12:37
SparrowBY4 wrote: ↑Wed, 26. Apr 23, 21:17
Unable to jump into Aldrin in terran story. Have conditions changed?
What happens when you try to jump ?
you can see the sector and jump beacon?
have you made sure you have 1.3.6 installed as well?
The sector appeared according to the plot, but when you try to jump, the phrase "There is no safe way" sounds. Changed the settings of the black list, not a single ship jumps into Aldrin. The version is current. "There is no suitable route to the destination"
Problem solved. It's strange, but ships don't jump through the command console, only shift+J. Is that how it was intended?
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rudi_pioneer
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by rudi_pioneer » Thu, 27. Apr 23, 19:21
SparrowBY4 wrote: ↑Thu, 27. Apr 23, 19:14
SparrowBY4 wrote: ↑Thu, 27. Apr 23, 13:50
Cycrow wrote: ↑Thu, 27. Apr 23, 12:37
What happens when you try to jump ?
you can see the sector and jump beacon?
have you made sure you have 1.3.6 installed as well?
The sector appeared according to the plot, but when you try to jump, the phrase "There is no safe way" sounds. Changed the settings of the black list, not a single ship jumps into Aldrin. The version is current. "There is no suitable route to the destination"
Problem solved. It's strange, but ships don't jump through the command console, only shift+J. Is that how it was intended?
I think it’s because console one runs through the script that checks for blacklists, connections, etc (same script AI ship would use, meaning doesn’t distinguish if it’s playership or not). While direct jump doesn’t run the jump script, it just jumps.
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Cycrow
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by Cycrow » Thu, 27. Apr 23, 19:55
SparrowBY4 wrote: ↑Thu, 27. Apr 23, 19:14
SparrowBY4 wrote: ↑Thu, 27. Apr 23, 13:50
Cycrow wrote: ↑Thu, 27. Apr 23, 12:37
What happens when you try to jump ?
you can see the sector and jump beacon?
have you made sure you have 1.3.6 installed as well?
The sector appeared according to the plot, but when you try to jump, the phrase "There is no safe way" sounds. Changed the settings of the black list, not a single ship jumps into Aldrin. The version is current. "There is no suitable route to the destination"
Problem solved. It's strange, but ships don't jump through the command console, only shift+J. Is that how it was intended?
i havn't actually tried it via the command console. But i will check and get it working.
generally in FL you cant jump gateless sectors, this is to prevent jumping to sectors behind HSAP.
i did make adjustments in 1.3.6 to allow this. But i guess the script does some additional check
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Ormuni
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by Ormuni » Thu, 27. Apr 23, 22:10
Cycrow wrote: ↑Thu, 27. Apr 23, 19:55
i havn't actually tried it via the command console. But i will check and get it working.
generally in FL you cant jump gateless sectors, this is to prevent jumping to sectors behind HSAP.
i did make adjustments in 1.3.6 to allow this. But i guess the script does some additional check
I ran into the same bug with Aldrin after the plot and found that the "Jump to Sector" command didn't work but "Jump and Fly to Station" did.
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Cycrow
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by Cycrow » Thu, 27. Apr 23, 22:24
the autopilot to Aldrin/Kha'ak systems and the Goner plot conversation will be fixed in the next version
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SparrowBY4
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by SparrowBY4 » Fri, 28. Apr 23, 14:32
Operation Last Fury also does not start. There is no item in the dialogue menu. Question about the game, in order to access the New Home mission, you need to fulfill the old conditions of Terran plot + Goner plot? Can you fix the station manager? After attacking the merchant, the ship makes a jump, but the manager still sends the merchant to the sector in which the ship was attacked and does not try to save it. It looks strange.
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Cycrow
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by Cycrow » Fri, 28. Apr 23, 14:50
yes, you need to complete the goner and tc plots for A New Home, then get close to Danna's chance.
The station manager is a result of how emergency jump works, as it justs interrupts the current command to jump the ship then carries on their previous command. This is one of the things i plan to improve in 1.3.7
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SparrowBY4
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by SparrowBY4 » Fri, 28. Apr 23, 18:08
So all the plots are tied to the Goner plot, which does not start for me. Xenon or terran will be more aggressive in future patches, what would it look like a war or race conflict?
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Cycrow
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by Cycrow » Fri, 28. Apr 23, 21:39
The Goner plot issue is due to the previous conversations problem. It should work fine in new games, or existing games that started with 0.60.
0.80 will fix it for existing save games though, and including a fixing the kha'ak plot too
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Cycrow
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by Cycrow » Mon, 1. May 23, 00:20
New Update:
V0.80
- Fixed Goner plot in existing save games
- Fixed Kha'ak plot in existing save games
- Fixed Autopilot jumping to Aldrin
- Updated AP Terran Plot
- Adjusted AP Terran Plot to work with TC Terran Starts
- Fixed mission ships trying to flee
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Xeiki
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by Xeiki » Mon, 1. May 23, 21:02
Oh, nice, an update!
Quick question regarding the old sectors you added back in: Bright Profit is there, but the rest of the TC/AP south-eastern corner isn't there, right? Faded Dreams, Sanctity of Corruption, etc? Just wanted to make sure I didn't miss a jumpgate somewhere.
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rudi_pioneer
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by rudi_pioneer » Mon, 1. May 23, 21:08
Xeiki wrote: ↑Mon, 1. May 23, 21:02
Oh, nice, an update!
Quick question regarding the old sectors you added back in: Bright Profit is there, but the rest of the TC/AP south-eastern corner isn't there, right? Faded Dreams, Sanctity of Corruption, etc? Just wanted to make sure I didn't miss a jumpgate somewhere.
I didn't see those, but since I'm able to go through the quests my guess is that they aren't considered essential for plots?
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Cycrow
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by Cycrow » Mon, 1. May 23, 21:24
yeah it was just bright profit that was added back.
as that sector is referenced specifically in the plot voices.
the plots that went to those other sectors have been adjusted to use different ones instead.
only the sectors essential to the plots and cant easily be changed have been added back
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olsch
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by olsch » Wed, 3. May 23, 23:18
When starting a new custom game and also in my existing savegame (challenging sandbox start) the Argon Sector M148 and the one directly north of it are accessible from the start, but do not appear on the galaxy map.
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Cycrow
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by Cycrow » Wed, 3. May 23, 23:23
do all the gates works, and the sector has everything in it ?
if its just not appearing on the map, it sounds like a problem map model file. Do you have any other mods that might change it?
have you tried it in other starts, like Argon Patriot?
to see if it works there
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olsch
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by olsch » Wed, 3. May 23, 23:53
All gates work and everything is there.
I just reinstalled the old plots mod. Now the sectors appear on the galaxy map. But they are there, no matter what start I choose. Shouldn't they be added at a later time?
All other mods I use don't alter the map.
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Cycrow
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by Cycrow » Thu, 4. May 23, 01:34
Some of the TC plots are available from most starts from the beginning, like Final fury and the goner plot.
So the TC map is active from the beginning. The BoP and AP sectors are added later.
The same is true for the Torus, its there from the start. As it doesn't make sense to have it destroyed, then built then destroyed again.
So all these will be added in as soon as you load a previous save.
I guessing the order between the unofficial patch and plots got mixed. It's an issue in the plugin manager I need to fix