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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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?

Requiemfang
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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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Jaga_Telesin
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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."
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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.

J.I.Gorkij
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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!"

Troubleshooter11
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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...

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eldyranx3
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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
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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...

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eldyranx3
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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
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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...

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eldyranx3
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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.

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TrixX
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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

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eldyranx3
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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.

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TrixX
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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
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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!

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