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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HotSake
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Post by HotSake »

Oeil2Lynx wrote:I guess it has nothing to do with the mods, do you know if there's "cheats" that would allow me delete them and rebuild them to see if it fix the problem ?s
Check out the community mod index, get the cheat scripts, clone your stations. Or just blow them all up and cheat them back in, whichever is more amusing.
Oeil2Lynx
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Post by Oeil2Lynx »

- reloaded save, checked if bug was still present--> it was.

- Deleted station, before I could build a new one, I don't know if it's god or the mod but the station was recreated ---> still bugged

- I added a new one, deleted the bugged one. Supplyed the new one, and it started producing.

--> Don't know what caused this, but at least it has a fix. ^^

ps : (C-rations L productions facilities)
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eldyranx3
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Post by eldyranx3 »

Cycrow's Cheat Package

Terran Economic Stimulus may saturate the market to the point where C-rations and Carbo Cakes sell for below average price. As for the stations not producing, the only think that I can think of is somehow you altered something in a T-file, although if you just modified the T-Ships and T-Lasers, Im not sure how that could affect T-wares.

If you modded T-wares (which affects the repair laser) then there is no telling what broke.
Oeil2Lynx
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Post by Oeil2Lynx »

I don't even know how does the t-wares look likes. :D

Kinda weird bug, but I've seen far more un-understandable (does that word even exist ? :s) in other games.
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mim525
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Post by mim525 »

Is the Economic Stimulus Script compatible with x3tc unleashed? The Terran pirate base for some reason disables PSC01s cockpit mod on other player ships but the one you where flying before installing the Terran Pirate base mod
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eldyranx3
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Post by eldyranx3 »

Terran Economic Stimulus should be, but Terran Merchant Marines definitely is NOT (As stated in the description). If you are using Terran Merchant Marines this could explain the issue with both Mods.
fisiu
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Post by fisiu »

If I use some of these scripts, should I still try to help the market by buidling some factories? I read that protein paste/bars are the main problem for the economy crashing an that you have to save the economy early for it not to crash. I´m 5 days ingame an I have not really been paying attention to the terran sectors since most of my empire involves teladi space. I´ve got some est´s sprea out in all race sectors in the universe so until now I have only ha 2-3 EST´s trading there. What is the main feature of the crashing economy and should I try to build some protein factories there to help the economy even if im 5 days in and have most of these scripts installed (except the marine ones and the baldric ones).
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eldyranx3
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Post by eldyranx3 »

The Terran Economic Stimulus slows the rate at which stations disappear, but several key high tech fabs may have already been removed. You should send a scout ASAP to survey the damage.

I'm not sure how the Terran MOB changes the economy with its replenishing stock. There are too many weapons traders in vanilla as is.

Building protein fabs works best early before day three. But the key here is that you have access to replacing whatever stations are missing. Again, it all depends on what stations are now missing. Without player intervention, the economy -will- crash, but eventually limp back to life somewhere in day 12+.
fisiu
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Post by fisiu »

How should I decide on what to build/replace lost ones?

The x3tc.ru site I think has the universe map with all stations that are present at the start of the game.

Or should I do a thourough survey of the sectors to see what is needed and build based on that?

What is the best way to go about this?

Well this will be more fun trying to rebuild the economy, even if some thing might have allready dissappeared. Plus now I have some funds to use (about 100 mill) that I dont know what to do with other then use for economy, dont want to invest in a fleet which I won´t be able to maintain, so I can basically rebuild the whole terran economy. Plus I am more into capping ships, to expensive to buy and what I have now is enough for time beeing. I will capp, sell for profit and then buy something good in the future, right now I´d rather rebuild the terran sectors, get a TL and a RnD ED as warehouse for the money. (I´m still far away from Hub and PHQ, I havent even found that boron yet even if I have the req)

Send a scout? Bah I have nearly all sectors covered in satellites :D

Ps. And will the game rebuild what´s been lost with time? I.e if I build foodstuffs wtill the high-tech (if missing) reappear?
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eldyranx3
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Post by eldyranx3 »

In my own ATF DiD, once I stabilized the energy, bio, and food bases for the Terran economy, had LT's and CAGs up to keep the goods flowing, I stopped losing Terran high end factories. I believe one or two missile plants popped up, as well as a PSP, but it took some days for that to happen (6+).

I have run extensive tests on the Terran Economic Stimulus script, and it does not completely rebalance the economy on its own. The vanilla station placement is part of what kills the economy. Missile fabs aren't located as optimally as they could be, so some get axed fast. Given the minimal needs for PSP's and SSC's in their areas, those fall next. Ice mines also get waxed fast because of no SSP's nearby. SPP's get whacked because they are all concentrated in the inner system.

What it -does- do is slow the rate of losing factories, long enough for the player to get a hold of the vanilla terran shipyard after the hub plot.

As I suggested before, map out the Terran sectors and follow the usual rules for any stable economy. Go from there. Build your own weapon and missile fab to stock your own fleet if you choose.
fisiu
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Post by fisiu »

Thanks for the help, you seem to be the expert in the terran economy field :D

I am going to check out all sectors, luckily I can do it fast with sector map since i got full statelite coverage of each sector, see what is on 0 everywhere and then just take it from there, put up CAG´s and more EST´s there and let the AI do the rest.

This will be my project, well at least I had your script installed from the start so it has slowed down some damage done. Now it´s time to give the terran sectors some attention after neglecting them all game.

Once again, thanks for the help!
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eldyranx3
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Post by eldyranx3 »

For those who have been following the TRP Development thread, Ive found a way to trick GoD into not removing Terran Stations. 'Operation Loki' will be avaible for download within the week.

In other news, I just created my first set of working Terran jump gates. Expect 'Project Sleipnir' to come hot on the heels of Operation Loki.
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eldyranx3
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Post by eldyranx3 »

Operation Loki v1.0 - Prevents GoD from removing Terran Stations.

Project Sleipnir v1.0 - Adds working Terran Jump Gates after the Aldrin 2.0 plot is complete.

Removed ATF Shipyard as support for it is now discontinued.

Removed Terran Economic Stimulus as Operation Loki replaces its functionality.
Mizuchi
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Post by Mizuchi »

Belatedly: kudos on the updates, and kudos on the mod project overall. :3
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eldyranx3
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Post by eldyranx3 »

Thanks! Still working on those pesky Terran Marines, but I think for the most part Ive accomplished just about all I wanted to change in X3:TC.
Handicapd_Hippo
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Post by Handicapd_Hippo »

I have been trying to install operation Loki but I am kind of new to modding this game and have been using the universe plugin manager lite but cannot seem to install it. Is putting it in the director folder the only way to use it as I prefer to use managers where possible
Mizuchi
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Post by Mizuchi »

In a word: yes. :3

That's the only way to install it. It's easy to manage though because there are very few "loose" director files to start with, so the ones in there aren't hard to keep track of.
Handicapd_Hippo
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Post by Handicapd_Hippo »

Ok thanks do I need to do anything ingame to ensure that it is working or can I just start a new game and it will automaticaly run?
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eldyranx3
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Post by eldyranx3 »

It should run automatically, but in case it doesnt, you may need to activate the Script Editor, which will mark your game as modifed. And I tried packing the XML using the Mission File type in Cycrow's SPK creator. It didnt seem to work. Its only one file though.
Handicapd_Hippo
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Post by Handicapd_Hippo »

Thanks for the help im not bothered about my game being modified so I will activate the script editior to make sure it works.

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