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

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Scoob
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Post by Scoob » Sat, 21. Jul 18, 01:47

Ok, separate post as this isn't to do with the above confusion...well, I don't think it is.

My Magnetar TM Tugs were working well collecting M3 and smaller ships and dropping them back off at their Aran home base. However, despite being set correctly, they are not refuelling when they land back at the Aran. The Aran has ample EC's.

This causes the Tug to fail eventually due to lack of jump fuel. I can manually top them up of course, but that's not the point.

Scoob.

ShadowRouge
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Joined: Mon, 29. Nov 10, 00:38

Post by ShadowRouge » Sat, 21. Jul 18, 08:01

Hey so Im on the newest version of the mod 1.7.2 and the OCV appear to have started to bug out. Just checked all current sectors from sector omega to their current sector gannet kappa and only that sector is spawning OCV mammoths for some reason. And when the races find a weakness they say going to tokyo lambda and just get massacred at gannet kappa. Anyway to fix without restarting my game :? :(

Freenan
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Post by Freenan » Sat, 21. Jul 18, 10:42

Joubarbe wrote:Oh sorry. Yeah, you can't do that. There's no "Reaper" for abandoned ships.
actually there is!

Here u go, ur welcome

https://forum.egosoft.com/viewtopic.php?t=398916
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Scoob
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Post by Scoob » Sat, 21. Jul 18, 19:38

Thanks Freenan,

I'm having a play with the script now and it works well. I'm testing with just the basic Claim and Tug scripts first to get a feel for it. I'll try the modded version in your link in a bit.

The basic script is pretty good though, it's useful, but it's not full automation so I still need to monitor things and manually send my Claiming ship as needed - just just keep it in sector with me and working...it does get distracted by attacks though, and won't proceed to claim something until its attacker is dead. I tested it initially on my Cerberus, but it's on a Proteus M6 now as it's fast.

Note: I can't seem to get around the issue with my Tugs failing to refuel when their home base is a ship - i.e. an Aran - which is leading to some micro-management, but nothing major.

Scoob.

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Nashaulk
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Factory location

Post by Nashaulk » Wed, 25. Jul 18, 17:45

What are some good low budget Saturn Complexes for around 50 million a piece?

1 MJ Shields are selling like hotcakes, but I'd like to mix things up a bit.
Sitting somewhere in space and breeding cattles...

Freenan
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Re: Factory location

Post by Freenan » Thu, 26. Jul 18, 10:17

Nashaulk wrote:What are some good low budget Saturn Complexes for around 50 million a piece?

1 MJ Shields are selling like hotcakes, but I'd like to mix things up a bit.
Here u can see some good values
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
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tatakau
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Post by tatakau » Tue, 31. Jul 18, 04:33

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Last edited by tatakau on Wed, 12. Jun 19, 11:08, edited 1 time in total.

Sirrobert
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Post by Sirrobert » Tue, 31. Jul 18, 12:00

tatakau wrote:Does anyone know how to set up MLCC to refuel and rearm fighters?

I have an Emeus with 80 Aamons, and the Aamons template calls for 100 Energy Cells and 4 Silkworm Missiles.

Despite the MLCC dock having plenty of both energy and missiles though, the fighters do not get refueled and rearmed after a retreat or rearm command is given. :-(
You need to set up the ships themselves for missile resupply (and jump resupply).
You can have the template make those settings.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

tatakau
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Post by tatakau » Wed, 1. Aug 18, 00:15

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Last edited by tatakau on Wed, 12. Jun 19, 11:08, edited 1 time in total.

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Joubarbe
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Post by Joubarbe » Wed, 1. Aug 18, 07:44

Weapon screen, at the bottom.

Sirrobert
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Post by Sirrobert » Wed, 1. Aug 18, 10:36

Jump fuel is somewhere in the middle of the command screen. (jump settings. Autojump, minimum sector distance before autojump, and refuel settings). (hotkey C)

Missiles is the weapon screen, as Joubarbe already said (hotkey G)
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

tatakau
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Post by tatakau » Thu, 2. Aug 18, 18:43

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Last edited by tatakau on Wed, 12. Jun 19, 11:08, edited 1 time in total.

unit757
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Joined: Fri, 21. Feb 14, 22:20
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Post by unit757 » Mon, 6. Aug 18, 19:53

Has anyone run into the issue of massive and very brief FPS drops during combat? Originally when I first downloaded the mod and tried it, I had no issues, however now once a ship gets low in shield every weapon impact causes a very noticeably bad stutter.

I haven't tried fighters yet, but with frigates and destroyers it happens. Clean install and no mods

Lone Machete
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Post by Lone Machete » Tue, 7. Aug 18, 04:34

Hey guys, Is there a way to restore all the original music or at least some of it from AP? Because some of the themes I really enjoy while some of the LU soundtrack gets very tiring after a while. If this has been asked before - I have googled it before, I'm sorry

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dizzy
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Post by dizzy » Thu, 9. Aug 18, 15:32

tatakau wrote:No wares resupply for Energy Cells though. I assume fighters on carriers are not expected to have energy cells? Probably for the best, don't want fighters jumping after targets that have auto-jump.
Doesn't "fuel resupply" take care of this?
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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