Terran Revitalization Project (TRP) - 11/26/2013 - Stealing Logi 1.4 FR

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
TrixX
Posts: 2034
Joined: Wed, 18. Aug 10, 14:28
x3tc

Post by TrixX » Thu, 19. Aug 10, 15:55

eldyranx3 wrote:I think the key to Terran trading is faster, more selective traders.
Wouldn't that just equate to changinge 50% of the traders from Baldrics to Scarab's instead?

I'm a little new to the logistics of the traders in the game, but aren't the majority "Free Traders" rather than corporate owned ones? If you need to manage traders better wouldn't it be more logical to have them assigned to a corporate setup where they receive job lots of info to trade. For instance have the Military cargo ships which collect and distribute the needed stuff, then the civilian corporations transporting food and research equipment. Say 3-4 megacorps in total and the military owning the majority of trade in the Terran systems (makes more sense considering their introverted and aggressive stance).

If they are being moved about more logically, then logic would cause less over-traffic through the portals. Also can multiple portals be made? Having multiple through points for the main trade highways would also help ease congestion...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Thu, 19. Aug 10, 16:06

Corporations involve copious amounts of MD, AL, and Jobs to function correctly.

Its usually better to use TS intead of TP's to transport bulk wares.

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Thu, 19. Aug 10, 17:05

I can tell you that using Unleashed plus my own modifications to Terran military, I don't often see congestion in Terran space, and the economy is doing fine(As well as can be expected, given the general lack of certain resources).

For a quick change, how about eliminating the Yokohama from the weapons trader escorts?

Another thing is, a large fleet (M1/2 with 4 M7s) is more likely to block a gate than two smaller fleets.

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Thu, 19. Aug 10, 18:02

If you feel so inclined, did you want to see if my Terran Economic Stimulus script helps with the lack of Bio resources?

I am definitely interested in modifications as long as I don't overlap / step on work by other modders.

J.I.Gorkij
Posts: 86
Joined: Sun, 20. Feb 05, 19:16
x4

Post by J.I.Gorkij » Sat, 21. Aug 10, 23:33

eldyranx3 wrote:Coincidently, I also uncovered an odd bug in the ??? Terran Pirate Base script, where it wont get destroyed if it spawns in the Oort Cloud, but works fine anywhere else :shock: Expect me to pull that one down while I figure out the special brand of stupidity thats causing it.


Ufff, after about 30 days of game time, i finally entered Oort Cloud... My PC was near to blowing up, because I've found about 300-400 Pirate Bases there :lol:
Teladi, Ferengi and Jawa enter bar.
Barman goes: "I am not buying that junk!"

Troubleshooter11
Posts: 723
Joined: Sat, 8. Nov 08, 02:51
x4

Post by Troubleshooter11 » Sun, 22. Aug 10, 00:24

J.I.Gorkij wrote:
eldyranx3 wrote:Coincidently, I also uncovered an odd bug in the ??? Terran Pirate Base script, where it wont get destroyed if it spawns in the Oort Cloud, but works fine anywhere else :shock: Expect me to pull that one down while I figure out the special brand of stupidity thats causing it.


Ufff, after about 30 days of game time, i finally entered Oort Cloud... My PC was near to blowing up, because I've found about 300-400 Pirate Bases there :lol:


The "Yarrrr" was strong in that sector...

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Sun, 22. Aug 10, 00:38

You guys are making me bust a gut, when I should be sputtering endless apologies :wink:

dmichailcz
Posts: 170
Joined: Thu, 18. Jun 09, 13:18

Post by dmichailcz » Mon, 23. Aug 10, 10:02

Small suggestion with pirate station - remove "???" from name of base. It messes up with Map from Scorp, when you try to load your custom map.
I am not very good in english, so please, forgive me...

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Mon, 23. Aug 10, 17:06

Since its small cosmetic change, and I have to come out with a v1.2 to fix the endless Oort Cloud spawn, consider it done!

dmichailcz
Posts: 170
Joined: Thu, 18. Jun 09, 13:18

Post by dmichailcz » Fri, 27. Aug 10, 01:14

eldyranx3 wrote:Since its small cosmetic change, and I have to come out with a v1.2 to fix the endless Oort Cloud spawn, consider it done!
Ehm, sorry, I was mistaken - it was because of too many stations (360 Pirate Bases in Oort Cloud, not because of name). Sry.

Little feedback I've gathered - Economic Stimulus alone is not enough to keep GOD from removing stations. In my game, after about 30 game days (my first visit inside Terran space), number of stations were missing. But less than without mod.
I am not very good in english, so please, forgive me...

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Fri, 27. Aug 10, 02:52

Thanks for the feedback! I'm still tracking down the bug in the ??? Terran Pirate Base script. Its a sneaky little bugger.

User avatar
TrixX
Posts: 2034
Joined: Wed, 18. Aug 10, 14:28
x3tc

Post by TrixX » Tue, 31. Aug 10, 23:48

Big bug with Solar Power Plant to the south of Neptune's West Gate. Collision detection causes it to lose health and explode rapidly. Process repeats every respawn. I now have about 5,000,000 E Cells floating in space and it reduces the FPS to about 3, normally run at 60-90...

Any idea how to fix this? Moving it further SW should solve the location issue as it's not like Neptune is a small sector ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Wed, 1. Sep 10, 04:58

Are you running Terran Economic Stimulus 1.2.1? There was an issue in 1.2 where a new SSP would spawn each reload right on top of the old one.

User avatar
TrixX
Posts: 2034
Joined: Wed, 18. Aug 10, 14:28
x3tc

Post by TrixX » Wed, 1. Sep 10, 06:07

Didn't notice the update to .1 ;)

Grabbing it now :)

Will it fix the issue currently in Neptune or will I need to send a crap load of Baldrics to solve the issue?
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

Zaranthan
Posts: 48
Joined: Thu, 5. Aug 10, 16:53

Post by Zaranthan » Wed, 1. Sep 10, 17:29

You're gonna need to scoop up the ecells if you don't start a new game, but only once. Have a jumpdrive party!

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Wed, 1. Sep 10, 19:03

Look at your sector map. If there is more than one SSP, destroy them all using the Cheat Package. As for the Ecells they should disappear eventually.

User avatar
TrixX
Posts: 2034
Joined: Wed, 18. Aug 10, 14:28
x3tc

Post by TrixX » Wed, 1. Sep 10, 23:23

That's what I thought. If I destroy them will they eventually respawn correctly?
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Thu, 2. Sep 10, 04:51

There should be only one at any given time. The script checks every five minutes to see if any single station exists, and if it is missing, it plunks down the station needed. So, yes.

Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang » Thu, 2. Sep 10, 06:17

Hmmm... I don't know why but the TOA seems to cause an infinite loop during a new game start just a short while after starting a new game, mind checking into it?

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Thu, 2. Sep 10, 14:39

What version / additional scripts are you running?

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”