[SCR] Custom Start v1.4.0 (21-04-14)

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

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skillz
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Post by skillz » Thu, 17. Jan 13, 13:40

oddgit,

Worked fine for me, I'm not the maker so I'm not sure how much help I could lend. I would say that another addon/addon's might be the cause? A conflict? Hopefully someone can help you more than I.
The Journey is the Reward

[img]http://www.ioncode.com/3per.png[img]

Nhoo
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Post by Nhoo » Sat, 19. Jan 13, 11:16

oddgit

Same for me, the menu never poped up.

But you can make it work by activating setup.gen in the script editor.

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TheCoolSideofthePillow
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Post by TheCoolSideofthePillow » Sat, 19. Jan 13, 21:25

What is the "Headquarters" option for?

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TTD
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Post by TTD » Sat, 19. Jan 13, 22:35

Headquarters option gives you a Commonwealth PHQ installed in a TL.
You can choose to have a TL at start or it will just give you TL with the PHQ

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TheCoolSideofthePillow
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Post by TheCoolSideofthePillow » Sun, 20. Jan 13, 01:21

Ok, that's what I thought it did. Tried it out, in Albion Prelude, and I am a little disappointed that it is not functioning like the one in Terran Conflict. It looks the same, has the same name, even shows that there's a Buster in the blueprint list; but I don't get access to put new ships into the production queue, reverse engineering queue, no paint job options, nothing. It's not even like a normal dock where I can change the goods it can buy and sell.

Is this maybe a bug I am experiencing, or would I need another mod to give full PHQ functionality to Albion Prelude?

Also: The relations to Pirates and Yaki don't seem to work correctly. I don't think that's an issue with your mod though as even using Cycrow's cheat plugin, I can't get Pirates or Yaki to be non-hostile towards me (global commands have them as friend, and I set race relations of both to +50,000). This makes using this mod to start as a custom pirate guy impossible.

milytar
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Post by milytar » Sun, 20. Jan 13, 11:37

First thanx for that interesting mod,but sadly i have too one bug;middle of battle when i want look local map game crash and so every time when i do so!Its original shortcut button ( . ) and i dont changed it and other mods dont used it and other mods work well and dont mess with each other!
And one day ... one day i will be there ...
And if not... then i will be here ...

Me

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TTD
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Post by TTD » Sun, 20. Jan 13, 12:23

TheCoolSideofthePillow wrote:Ok, that's what I thought it did. Tried it out, in Albion Prelude, and I am a little disappointed that it is not functioning like the one in Terran Conflict. It looks the same, has the same name, even shows that there's a Buster in the blueprint list; but I don't get access to put new ships into the production queue, reverse engineering queue, no paint job options, nothing. It's not even like a normal dock where I can change the goods it can buy and sell.

Is this maybe a bug I am experiencing, or would I need another mod to give full PHQ functionality to Albion Prelude?

Also: The relations to Pirates and Yaki don't seem to work correctly. I don't think that's an issue with your mod though as even using Cycrow's cheat plugin, I can't get Pirates or Yaki to be non-hostile towards me (global commands have them as friend, and I set race relations of both to +50,000). This makes using this mod to start as a custom pirate guy impossible.
If you have the PHQ launched from from a TL,then all should be well.
For some reason,if you just place a PHQ into a sector,ie... using Cycrow's cheat to place them, you get the results you are having.
I used this with the AP - TC mod in my sig ,and it works ok.

For race relations,It seems to work ok for me,but you can change them with Cycrow's package .
The problem with points as in the +50,000 is that you have to add much more than that,just to move it up one level !

Global commands are ok,but have you double checked the F/F settings in your ship?

@ milytar
I don't have that problem when I run it.
Are you sure this program causes it?
You use the program at the start of the game.
You do not have access to it later,iirc

milytar
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Post by milytar » Sun, 20. Jan 13, 13:04

Ups :oops: my bad!Wrong mod,i talked with improved Kha'ak 2: The Revenge !
So sorry,this script work well for me
And one day ... one day i will be there ...
And if not... then i will be here ...

Me

Shimrod
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Post by Shimrod » Sun, 27. Jan 13, 21:33

Hi, i have installed the script and everything, went to start a new game, selected both custom start and humble merchant, the menu never poped up. I am 100% sure the files are in the correct location. I get all of the popups from starting a standard XRM game then nothing.
Same for me, the menu never poped up.
I attempted to repro this as follows:

1. Uninstalled and freshly downloaded Albion Prelude from Steam.
2. Downloaded Custom Start 1.3 and unzipped it to: "D:\Steam\steamapps\common\x3 terran conflict\addon"
3. Started a Humble Merchant game

However the menu popped up as expected when the game became input-ready after step 3.

If all the files in the zip can be accounted for in the correct location relative to the addon folder, then I have no idea what the problem could be.

The scripts folder in the zip contains a !init.glen.modified.xml file which automatically enables the script editor when creating a new game, necessary or Custom Start won't trigger. If this file were not present then that would certainly produce these symptoms.
I don't get access to put new ships into the production queue, reverse engineering queue, no paint job options, nothing.
I tried this out while repro'ing the previous and found I had to dock at the PHQ before I saw the spray job / add-to-queue options. Trading system extension doesn't show them. I've not really used the PHQ at all though in AP so can't otherwise comment.

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Createse
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Post by Createse » Fri, 1. Feb 13, 14:20

I've converted your package to SPK. Hope you don't mind.

My upload is temporary so I'd suggest someone mirror it or create their own to upload. Better yet, if the author were to support a SPK packaged version, problem solved :wink:.

SPK: Version 1.3.0 // Removed.
Last edited by Createse on Tue, 5. Feb 13, 09:20, edited 1 time in total.

Shimrod
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Post by Shimrod » Fri, 1. Feb 13, 15:11

I've no plan to maintain an SPK version myself but I'm fine with it being repackaged, bundled, or otherwise re-hosted.

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Createse
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Post by Createse » Fri, 1. Feb 13, 15:47

Thank you and kudos on your work, your smart turrets package in particular is something special.

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joelR
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Post by joelR » Fri, 17. May 13, 23:16

Shimrod, I have never been able to get this to work. I suspect it may be something thats loading in a new start that blocks this. Is it possible to trigger the menu through the script editor?

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TTD
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Post by TTD » Sat, 18. May 13, 00:02

joelR wrote:Shimrod, I have never been able to get this to work. I suspect it may be something thats loading in a new start that blocks this. Is it possible to trigger the menu through the script editor?
Not sure of the answer to your question, but have you installed this script to the correct folder as listed above,in a fresh game install?
iirc the menu should only be available when you first start a new game...no good trying to load a saved game and expecting to adjust anything ;-)
I have just made a new Non-steam folder,using the new exec from Egosoft.
I installed this script in the correct place and have no problem.
The game started as normal, after selecting the start.
Then the menu came up, I adjusted what I wanted, and the game continues .

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joelR
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Post by joelR » Sat, 18. May 13, 00:04

Ya its all installed correctly. And I started a new game.

Cant figure out what the issue could be either.

Shimrod
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Post by Shimrod » Sat, 18. May 13, 00:29

The menu can't be launched directly, but you can make a version that can be launched via script editor as follows:
1. Take a copy of the script renamed so it's not prefixed with 'setup', so it won't run automatically. This might need to be done via 'save as' in X-Studio in case it needs recompiled with the new name.
2. Either Delete everything from top of the script up until line 35 (which has comment 'add custom start logic here'), or put 'gosub setup.start:' at the top.

This is the mechanism it uses to ensure a one-time popup at game creation:

First time the setup script ever runs it will:
1. Write a global variable to block future executions in that savegame.
2. If playership exists, assume it's a gameload rather than gamestart and exit.
3. Create a neutral nav beacon in sector null and run the setup script on it as a new task.
4. Exit.

This setup script on the nav beacon will:
a. Poll at 1 second intervals until the player ship exists. Polls 10 times before giving up (sanity check).
b. Launch the menu
c. Destruct the nav beacon

So possibly in your case
- The playership exists on first run (step 2), maybe delayed by some other setup script that doesn't want to exit. Adding a call to write to player logbook into the script if that occurs should highlight this.
- The nav beacon gets cleaned up by some well meaning mod before the menu fires. Adding write to logbook calls per iteration should show whether all 10 iterations occur.
- The modded game or hardware is so slow to initialize it passes the 10 second sanity check on the polling loop. Try editing line 3 and set it to 30 seconds, then start a new game.

I've never seen it fail to pop up myself. I even use it on TC, even though some of my library script laser/missile spawning logic won't produce ideal results.

Virtualaughing
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Post by Virtualaughing » Sat, 25. May 13, 12:50

Speaking of temptation when i read this topic.....
Now i have to face a challenge. "do not go modified you fool" says my little angel in my mind :D
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D

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TTD
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Post by TTD » Sat, 25. May 13, 13:20

@ Virtualaughing

If you have exhausted X with all the official starts, then using this, coupled with Cycrow's Cheat package, will give you an extensive range of game-play.

kvntvan
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Post by kvntvan » Mon, 3. Jun 13, 16:34

So I installed this mod recently and played a new game on XRM 1.29 and a few other mods and noticed a weird error occurring, some of the stations would have <Invalid> L Alpha or <Invalid> M Gamma as their names instead of actually station names. Also the Showrooms (special XRM shipyards) would appear as <INVALID> XXL and a few ships would show up as weird code names like #FECAS or something like that.

It began to create an error with my UT's because they weren't appearing to the AI yet were still being docked at, causing lots of UT standbyes.

After an extensive amount of time uninstalling and reinstalling the game/mod files/scripts and plugins, I found the culprit to be this custom start script.

Has anyone had similar problems with XRM and this mod?

Shimrod
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Post by Shimrod » Mon, 3. Jun 13, 16:44

With custom start being entirely script based rather than modifying game files, it's highly unlikely to be responsible for the symptom as described.

The menu does allow you to spawn any station from the list of stations available to the script API, so it is possible to select and spawn weird undefined stations, but other than that I've no insight into this.

There are some ships in game with names starting with hashes, meant to be rogue terraformer ships (#deca, #cefa etc)

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