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.

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eldyranx3
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Post by eldyranx3 » Fri, 13. Aug 10, 17:55

Terran Economic Stimulus v1.2 - Changed to an AL Plugin using t-file 8460, preventing GoD from removing added stations. Also included several missing Terran Shield Complexes, and added (1) MRE and (1) Ore Mine L to compensate the Terran Economy.

Known Issue: Betty will call the Terran Shield Complexes 'M/AM Launcher Fabs'. This cannot be changed without modding the game.

Troubleshooter11
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Post by Troubleshooter11 » Fri, 13. Aug 10, 17:56

Terran station defence and patrol sector missions would be nice i think, if thats possible.

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eldyranx3
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Post by eldyranx3 » Fri, 13. Aug 10, 17:57

TOA to Jump Gate v1.3 - Adjusted call script setup, reducing game engine overhead.

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eldyranx3
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Post by eldyranx3 » Fri, 13. Aug 10, 18:01

Troubleshooter11 wrote:Terran station defence and patrol sector missions would be nice i think, if thats possible.
Im just now getting into Modding. The Mission Director doesnt look too, hard and it should be relatively easy to add Terrans to the list of stations offering those missions. A better question would be: who would Terrans defend against?

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Post by Troubleshooter11 » Fri, 13. Aug 10, 18:02

eldyranx3 wrote:
Troubleshooter11 wrote:Terran station defence and patrol sector missions would be nice i think, if thats possible.
Im just now getting into Modding. The Mission Director doesnt look too, hard and it should be relatively easy to add Terrans to the list of stations offering those missions. A better question would be: who would Terrans defend against?
*points at the Terran plot involving Xenon popping up and attacking stuff*

*points at the new gates your addon installed, allowing xenon to more easily invade terran space*

:D

EDIT: installed your updated TOA-to-gate and stimulus packages btw :) nice work!

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eldyranx3
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Post by eldyranx3 » Fri, 13. Aug 10, 18:16

Thanks Troubleshooter11. Please let me know how the non-dynamic Bio fabs work out in the TRP development thread. There is still an unbalanced need for Protein Paste, but the station refills itself if it ever gets destroyed.

There shouldn't be an issue with going from v1.1 to v1.2, as the script checks the previous station to see if it exists before adding / replacing another.

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eldyranx3
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Post by eldyranx3 » Sat, 14. Aug 10, 11:21

Terran Economic Stimulus v1.2.1 - Identified an issue where a glitch in the script compiled through the X3TC External Script Editor would continuously spawn the SPP L added to Neptune.

After leaving the game on SETA for (4) Game Days, I only lost (2) XL SPP's and about (1) Weapon and (2) Missile Fabs. GoD spawned (1) Weapon and (1) Missile Fabs to replace them. I consider that a good indication of stability.

If anyone wants to do Extended Testing out to (10) Game Days, let me know how it turns out.

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.

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eldyranx3
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Post by eldyranx3 » Sat, 14. Aug 10, 12:44

USC Merchant Marines v1.0 - Adds 25% more transports to Terran Space. In addition, these military transports are over-tuned to 210 m/s and have maximized cargo holds. They only transport Energy or Bio goods, helping to maintain constant production of MREs and C-Rations.

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Post by eldyranx3 » Wed, 18. Aug 10, 18:33

Terran MOB (Main Operating Base) v1.0 - Adds a Terran Main Operating Base in the far reaches of the Oort Cloud, offering semi-permanent Weapon and Missile Fabs that receive continual resupply.

Every Terran station in the farthest Terran Unknown Sector receives a random amount of wares every game hour. USC and ATF commanders should take note that it may take several hours to fill the stock, and NPC weapon merchants have also been informed of this new source of weapons and missiles.

This script is mainly for those who don't wish to build their own Terran supply stations or attempt to fix the Terran Economy.

Varek Raith
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Post by Varek Raith » Wed, 18. Aug 10, 23:22

eldyranx3 wrote:USC Merchant Marines v1.0 - Adds 25% more transports to Terran Space. In addition, these military transports are over-tuned to 210 m/s and have maximized cargo holds. They only transport Energy or Bio goods, helping to maintain constant production of MREs and C-Rations.
Did you see this? Scroll to the bottom.
http://forum.egosoft.com/viewtopic.php? ... &start=120
Small Update:

Having had some time to play through a real game with Unleashed's modified flights, I am of the firm opinion that part of the reason the Terran economy fails is due to traffic congestion. There *are* Terran traders that traffic in their different wares, and they *are* actively flying in their space. But due to the huge number of Vanilla-based flights in their space traveling through gates (traders, military, etc), there is constant backup and queueing for gate travel. Kudos to vkerinav for cluing me into this - I can confirm it is happening in even a Vanilla TC game and needs to be addressed. What that does is force traders to queue up outside gate space, sometimes for 10+ minutes while military forces or other traders try to fly through. It took me 5-10 minutes personally on more than one occasion with the autopilot running.

The next changes to the mod (that will be included in the v1 release package) will have changes to Terran military and traders. That includes wings for their military, which further complicate the issue. I will be attempting to keep their power curve while reducing total flights, and the amount of wandering through gates they perform. Additionally, they will have their number of traders re-reduced to assist with traffic control, while their tunings will remain high. Additionally, race military levels in sectors with Military Bases needs to be adjusted, due to the high number of flights there that drop FPS regularly (sometimes to a slideshow).

I have yet to check Aldrin space (haven't hit the quests in my game for it yet), so if anyone has feedback on RC2 and Aldrin economy, I'd love to hear it.

vkerinav
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Post by vkerinav » Thu, 19. Aug 10, 03:56

Have you considered linking Jupiter 3 to Saturn 3, and so on, as a means of easing congestion by providing alternate routes?

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Post by Requiemfang » Thu, 19. Aug 10, 04:39

SOLUTION! Increase the cargo holds on all terran transport ships and then decrease the amount of trade wings there are in terran sectors!!!!!!! the effect? less traffic!!!!!!!!!! :lol: really though if it was that easy ES would have come up with a solution by now... I'm surprised they haven't done a thing with all the patches they've done. They need to stop neglecting the issue with Terran space and solve it once and for all :P

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eldyranx3
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Post by eldyranx3 » Thu, 19. Aug 10, 04:44

@ Varek Raith: There are no gate traffic pile ups OOS, as there are no collisions. If anything, their insane military patrols are to blame while IS. Ive lost count of how many times Ive almost been run over by Skinirs.

@ vkerinav: In consideration for TOA to Jump Gate v1.4.

@ Requiemfang: You can only max the cargo holds of the basic baldrics so much in the TJobs file. This is where Cadius' ship pack reigns. Im not doing anything that steps on well developed Terran Mod ground.

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Post by Jaga_Telesin » Thu, 19. Aug 10, 04:54

eldyranx3 wrote:@ Varek Raith: There are no gate traffic pile ups OOS, as there are no collisions. If anything, their insane military patrols are to blame while IS. Ive lost count of how many times Ive almost been run over by Skinirs.
Normally with standard flight calculations this would be true. But with gate travel and bi-directional queuing, it is not. Collisions don't matter, but the rate at which the queue can handle ships (for each direction) does not change.

OOS traffic is very much affected when it is *gate travel* between sectors. Terran space is thick with ships, including military moving between sectors. It is a major problem, and has a horrible effect on the economy. It is compounded by the fact that traders cannot jump between sectors, but *must* fly via the gates. Gate queuing and the total number of gate travelers is the problem here, unfortunately. Unleashed will be including fixes, bringing the Terran economy as close to "healthy and working" as is possible via the Jobs file(s).

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eldyranx3
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Post by eldyranx3 » Thu, 19. Aug 10, 05:02

Yes, I agree in that respect, that the sheer number of traders can slow down a game. If I were to make a bigger change to the TJobs file, it would be to cut down on those weapon merchants. But, I kept the USC Merchant Marines script small (just two entries) in case a larger mod project wanted to fold in what changes I made.

I think the key to Terran trading is faster, more selective traders.

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TrixX
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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

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eldyranx3
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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
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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.

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eldyranx3
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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.

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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!"

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