[AL Plugin] Revelation, by Litcube - V 0.85b (Beta)

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Litcube
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Post by Litcube » Wed, 14. Jul 10, 04:13

As always, good thoughts.

Firstly, I haven't done the hub plot. I don't even know what's involved save hauling a spam load of wares to a station. Then you get to re-align gates or something like that.

From what I gather: You're right. If you intercepted a gate so that you cut out, say, Unknown Sector Omega, and it now leads to an Unkown sector, the plugin is totally worthless.

You suspect right. The OCV will not spread to Unkown or Xenon sectors. I have no fix for this. unless my "search for a conquerable sector" gets more complicated in that it "jumps" a sector to see if that's viable. Could you try it? Let me know?


As for rewards, I scripted Revelation within a day. Then I ran it for a week, and checked in to make tweaks and adjustments. I tried to keep it simple, and always remembered your beef with the Phanon reward (which was totally justified in terms of grade A beef, I ended up nerfing it considerably).

You're right about changing the TShips. Beyond the scope. I dreaded having to include a cat file just for the 00749.bod, but its sorta necessary to see what the hell is going on. I need more suggestions for rewards. I was thinking of possibly changing the drops to useful wares. Like lasers, missiles, and shields. I mean, that's where these ships are getting equipped right? And that might be useful to a player.

Yeah, 0 m/s is annoying. I ran a few tests and came to some conclusions. I rewrote the !fight.attack.object script to be a single loop with a move around command. And that's all it is. Jumped in with 250 ships, and everyone was moving. Turrets were still firing.

I'm going to try editing the !fight.attack.object to see if I can streamline it. If I can do that, I'll just use that instead of the vanilla one. This will leave the other Universe ships alone.

SLeeZeCoRe
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Post by SLeeZeCoRe » Wed, 14. Jul 10, 04:25

Wait what the TandiTech/Phanon thing has rewards ?

I just farm them for Gladiators :shock:

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Litcube
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Post by Litcube » Wed, 14. Jul 10, 04:51

Adjusting the morale on Phanon ships has been on the TODO list since conception. I'll call it the SLeeZeCoRe fix.

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Post by Kadatherion » Wed, 14. Jul 10, 05:05

Litcube wrote: Firstly, I haven't done the hub plot. I don't even know what's involved save hauling a spam load of wares to a station. Then you get to re-align gates or something like that.

From what I gather: You're right. If you intercepted a gate so that you cut out, say, Unknown Sector Omega, and it now leads to an Unkown sector, the plugin is totally worthless.

You suspect right. The OCV will not spread to Unkown or Xenon sectors. I have no fix for this. unless my "search for a conquerable sector" gets more complicated in that it "jumps" a sector to see if that's viable. Could you try it? Let me know?
Thought you did since your new sectors are linked with the HUB special gates (marked with triangles, squares or circles) instead of vanilla NSWE ones, which actually makes 'em not linkable by the hub.
In short, once you have the hub working you have 3 sets of gates, each one of 'em you can link to a gate to insert the HUB sector BETWEEN the two sectors that gate was linking before. So, for instance, if I link a set of gates to the S gate in Bluish Snout, now the Hub is between BS and Ocean of Fantasy.
Usually it's used to affect trade routes, and as such create an heavily trafficked area to enhance the output of your megacomplexes... or to make it so Xenon Core and Paranid Prime are just two sectors away and see hell break loose :lol:

So, since the new sectors use these special gates, you can't cut out Unknown Omega or any of the new sectors, since the HUB link command does not work with 'em (just tested to be sure). As such you can't stop 'em until they get to vanilla space. Then you could do it however, linking both sides of Bluish Snout. This is also why I can't really test it now, since I would have to wait for the OCV to take over all those new sectors until the first one with regular gates.

Not worth wasting time at recoding anyway, I guess, as long as the players knows it. In a way, it also offers an intriguing way of affecting what path would the OCV take in spreading into the universe: by excluding all paths except one with HUB links, you can make it so they go towards a race you're at war with, for instance. And it's even not really "lore unfriendly", since The Hub sector is supposed to be a Xenon installation, and as such there could be a "logical" (well, for an A.G.I. anyway :P ) reason why the OCV don't decide to "infect" it.


Litcube wrote: You're right about changing the TShips. Beyond the scope. I dreaded having to include a cat file just for the 00749.bod, but its sorta necessary to see what the hell is going on. I need more suggestions for rewards. I was thinking of possibly changing the drops to useful wares. Like lasers, missiles, and shields. I mean, that's where these ships are getting equipped right? And that might be useful to a player.
That also would be nice, but personally I'm not really fond of the straightforward "drop" mechanic. There are anyway already lots of nice weapon drops after those battles with all the biggies blowing up everywhere.

It is, however, as you said where the ships are built and equipped supposedly using those very same materials, then maybe, bringing those rare materials for studying and "reverse engineering" at military outposts could then reward you with aforementioned weapons, non modded xenon ships or maybe a bunch of overtunings for one of your ships.
Let's say we are given a 'lil reward sheet, where each reward costs a certain amount of deuterium etc. You really want that OOS supership called "Q" you've never been able to board? Bring us amount X of deuterium, plutonium and chemicals, and we might be able to RE it for you. An LX would "cost" much less, supertuning your engine using xenon REd technology would have yet another "cost" and so on.

Maybe even throw in the idea that the outpost that can do this research and offer these rewards has to be the closest one to OCV conquered space, and that greater rewards also needs longer times to be produced after you bring in enough materials, so there's the need to defend it in the meantime should the OCV decide to invade while you wait for the scientists and engineers to do their magic.

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Post by Litcube » Wed, 14. Jul 10, 05:21

Kadatherion]Thought you did since your new sectors are linked with the HUB special gates (marked with triangles, squares or circles) instead of vanilla NSWE ones, which actually makes 'em not linkable by the hub. [/quote] Oh. Neat. I thought they were just there for added awesomeness. So I righteously added them. Turns out, I'm not as awesome and righteous as I thought. I'll recode if it's a problem. [quote= wrote:Maybe even throw in the idea that the outpost that can do this research and offer these rewards has to be the closest one to OCV conquered space, and that greater rewards also needs longer times to be produced after you bring in enough materials, so there's the need to defend it in the meantime should the OCV decide to invade while you wait for the scientists and engineers to do their magic.

PPpfffffff.. Holy frustration. I like that idea. Makes sense that a research station must loom near its subject. So you're big on the unattainable ship thing. I'll see what I can do. I like the general "cache in this amount of OCV wares for X" in a menu system. That would be rad.

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Post by Kadatherion » Wed, 14. Jul 10, 07:31

Ahah, well, it's just that I don't see many other possible fulfilling rewards around as long as one needs to keep things as much vanilla as he can :P


Anyway, an interesting thing that should testify your theory about the 0m/s issue is correct and is related to the engine itself rather than just CPU power: I followed your suggestion (thanks for pointing that thread out!) and edited my jobs file much like what Jaga_Telesin did (but following another suggestion there with the unflagging of set average speed for traders so that halving their jobs number wouldn't hurt the economy in the long run).
Fired up the game and after a while the OCV strikes back in force; jumped to Gannet and took part in the battle. The M5s still showed the stopping issue (especially a wing of Decas that got in later, the very first Ns didn't seem to be affected, but most of the enemy fleet had still to jump in when they arrived), but overall I had MUCH better frame rates than before as it seems the CPU was definitely less strained.

So, even with more system resources free the issue repeated itself quite like before, apparently unaffected by that improvement and as such unrelated to the CPU.

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Post by SLeeZeCoRe » Wed, 14. Jul 10, 13:27

I wouldn't worry about going mad with rewards anyway, I've got a Baldric and a Caiman stuffed to the gills with missiles and guns from popped OCV ships, and a J, K, and 3 LX's have been claimed off them.

As for CPU load, I'm running a slightly overclocked E5200 which is a pretty bottom of the barrel chip and I've not really had any bad slow downs even IS (I do believe there are currently about 20 cap ships patroling at the mo).


Ok edit time, there are now 100+ Neutral/Friendly Capships plus figther support.

Can't really go in there now lol.

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Post by Guest » Thu, 15. Jul 10, 03:40

The false patch contains the "view" for your galaxy map only. It will flatten everything. I'm hoping to get some help on simply keeping the vanilla map's contoured and akward style, but adding the Omicron Channel sectors in there for those who don't like flat maps. If anyone can lend a hand, please do.
i have used gmax to splice your sectors into the normal map. i also made those a little more 3D and added sector name boxes (B1X-Y). would you like me to email it to you?

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Litcube
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Post by Litcube » Thu, 15. Jul 10, 03:42

sergoba wrote:i have used gmax to splice your sectors into the normal map. i also made those a little more 3D and added sector name boxes (B1X-Y). would you like me to email it to you?

Absolutely! That would be appreciated.

Can you PM it to me?

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Post by Wintersdark » Fri, 16. Jul 10, 07:47

This looks fantastic, I'll have to give it a try! I'm a huge, huge fan of your mods.

Anything that makes the universe more alive is good to me. Particularly when one can have multiple "players" in the game at once - I've just started running your PhanonCorp mod as well.

The whole notion of competing corporations pursuing their own interests, Improve Races with Hot War stirring things up between the default factions, and now this pursuing an armageddon-esque scenario too... Everyone caught up in their own machinations while doom lurks just out of sight.

Fantastic!



More! More! =)

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Litcube
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Post by Litcube » Fri, 16. Jul 10, 07:51

@Wintersdark: Thought I was the only one in Vancouver who played X3. :)

@sergoba: Thanks for the file! I'll package it tomorrow.

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Post by StarCrack » Fri, 16. Jul 10, 07:54

i'm not far off in victoria

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Post by Wintersdark » Fri, 16. Jul 10, 08:15

heh there's 3 people in one thread. Who knows how many there really are =)

I'm curious. Is it possible - well, more accurately, practical - to build a second instance of PhanonCorp, that can run simultaneously using the other spare race, obviously with a different starting sector and independant assets? So we've got not one but two competing corporations... which also compete with each other?

It'd be absolutely fantastic if both were neutral to everyone (as PhanonCorp is now) except at open war with each other.

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Post by Guest » Fri, 16. Jul 10, 13:17

your welcome

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Litcube
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Post by Litcube » Sat, 17. Jul 10, 18:42

Also included in the OP:

Thanks to sergoba, who has spent time creating the Omicron Channel Sectors with the Vanilla style map: if you DO NOT want your Universe map to be flattened, use this 12.CAT file instead of the one contained in the download above: Vanilla Style Galaxy Map For Revelations

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Post by Yacek » Sat, 17. Jul 10, 22:01

Litcube wrote:Also included in the OP:

Thanks to sergoba, who has spent time creating the Omicron Channel Sectors with the Vanilla style map: if you DO NOT want your Universe map to be flattened, use this 12.CAT file instead of the one contained in the download above: Vanilla Style Galaxy Map For Revelations
Very good, because somehow this new map of the sectors does not approach, but the problem is, this alteration does not include the sector the player received after the story New Home. We simply do not have it on the map. You are able to fix it?

PS. There is also its sectors added the story Aldrin (5 sectors).
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Post by Wintersdark » Sat, 17. Jul 10, 23:15

Litcube wrote:Also included in the OP:

Thanks to sergoba, who has spent time creating the Omicron Channel Sectors with the Vanilla style map: if you DO NOT want your Universe map to be flattened, use this 12.CAT file instead of the one contained in the download above: Vanilla Style Galaxy Map For Revelations
hmmm an observation:

12.cat? My vanilla 2.7 installation has up to 13.cat/dat's. I'm aware of how the naming conventions/fake patching process works, I'm just wondering at your choice of 12 as the original name. Does your X installation (when clean) only have 11? What version?

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Post by Yacek » Sun, 18. Jul 10, 08:30

Patch 2.7.1 adds file 12.dat/cat
But the numbers of files, dat/cat added to the mods, do not matter, you know, after that they always change their numbers to another number, file dat/cat in our game directory. I installed this mod as 20.dat :)
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Post by Wintersdark » Sun, 18. Jul 10, 09:31

Yacek wrote:Patch 2.7.1 adds file 12.dat/cat
But the numbers of files, dat/cat added to the mods, do not matter, you know, after that they always change their numbers to another number, file dat/cat in our game directory. I installed this mod as 20.dat :)
Yeah, I understand how the naming works - I've this installed as 17 myself. I just found 12 as the current filename curious, as that's a number already taken by X3TC. Made me wonder if Litcube was running 2.7.1 or what.

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Post by SLeeZeCoRe » Sun, 18. Jul 10, 22:18

I noticed something with the map management, the unknown sector in Patriachs Retreat has disappeared.

Can someone go have a look, if only to test where its this mod or another I can narrow it down too.

Its either 175,0,0 or -175,0,0 lol

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