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[MOD][AP][ V1.2 23/01/2012 ] ZMissionTweak - Tweak Mission Time-Limits/Rewards
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Kvalyr





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PostPosted: Fri, 20. Jan 12, 03:15    Post subject: [MOD][AP][ V1.2 23/01/2012 ] ZMissionTweak - Tweak Mission Time-Limits/Rewards Reply with quote Print

=====================================================================================
= ZMissionTweak v1.2 - Adjust Generic Mission Durations and Rewards
= For X3 - Albion Prelude
= Copyright (c) Kvalyr - 2012
=====================================================================================


================
Download:
========


Mod:

Mirror

================
Features:
========


+ Adjust durations (time limits) for generic missions (Assassination, Taxi, etc)
+ Adjust credit rewards for generic missions (Assassination, Taxi, etc)
+ An overall multiplier can be applied to affect all mission durations/rewards
+ Durations/rewards of specific mission types can also be adjusted individually

================
Description:
========


This mod simply allows the user to adjust the time limits and credit rewards associated with
the generic missions offered by NPCs in the game.
An overall multiplier can be applied to all mission durations/rewards, or fine-grain multipliers
(per mission-type) can also be used.

Examples:
2x main multiplier means a 10-minute time limit becomes 20 minutes, etc.
2x main divider means a 10-minute time limit becomes 5 minutes, etc.
1x main multiplier with 2x Assassination multiplier will cause assassination missions (only)
to be extended by 100% of their duration, and so on.

Multipliers and dividers can be combined to make fractional adjustments:
3x main reward multiplier, 4x main reward divider -> Rewards reduced to 75% of their normal values.

This mod will mark your game as 'modified'.

Missions affected:

Trade:
Return Wares (Cargo Delivery)
Transport Cargo
Transport Passengers (Multi-person Taxi)

Fight:
Assassinate
Fight Enemy Ships
Escort Convoy (Fighter Escort)
Destroy Convoy (Attack # of Ships)
Patrol (Patrol against Pirates/Xenon/etc)
Defend Object (Defend Station against ...)

Build:
Build Station (Set Up Infrastructure)

Think:
Transport Passenger (Taxi)
Return Ship (Abandoned/Stolen Ship)
Follow Ship/Person
Deliver Ship (Matching Ship Type)
Freight Scan (Police Scan)
Scan Objects (Scan Asteroids in Sector(s) )

================
Compatibility:
=======


- X3 - Albion Prelude v1.1

This mod might work with X3TC but has not been tested with it and was built around X3AP mission
scripts. Compatibility with anything other than the above version is not guaranteed whatsoever.

This mod potentially conflicts with any other mods/patches that make changes to the generic
missions. Specifically, this mod changes the U.4 Finish Briefing.xml file and mdfiles.txt.

Any mods that depend specfically on those files could potentially conflict.
As of v1.2 this mod no longer directly edits the L0 Mission Scripts.

================
Installation:
=======


Important: Remove files from earlier versions if upgrading a previous installation of ZMT.

1.
Extract the files ZMissionTweak.cat/.dat to your X3AP mods folder.
(Or alternatively to your x3tc\addon folder and rename the files to use as a fakepatch)

2.
Choose from the multiplier presets (explained below) and copy the contents of the relevant folder to your
'X3TC\addon\director' folder. Create the addon\director folder if it doesn't exist already.

Each preset corresponds to an adjustment in mission time limits and rewards:

200_50 = 200% Time Limits, 50% Rewards (Balanced)
200_100 = 200% Time Limits, Normal Rewards
400_25 = 400% Time Limits, 25% Rewards (Balanced)
400_100 = 400% Time Limits, Normal Rewards
1000_10 = 1000% Time Limits, 10% Rewards (Balanced)
1000_100 = 1000% Time Limits, Normal Rewards

3.
The files should be as follows:
[X3TC Folder]\addon\director\ZMissionTweakMults.xml
[X3TC Folder]\addon\mods\ZMissionTweak.cat
[X3TC Folder]\addon\mods\ZMissionTweak.dat

Or if using the mod as a fakepatch:
[X3TC Folder]\addon\director\ZMissionTweakMults.xml
[X3TC Folder]\addon\mods\03.cat (04 if 03 already exists, etc.)
[X3TC Folder]\addon\mods\03.dat (04 if 03 already exists, etc.)

4. [Optional]
Edit \addon\director\ZMissionTweakMults.xml in a good text editor (NotePad++ or similar) and adjust
the values in the file to suit your tastes.

See the second post in this thread for more information on customizing the settings.

5.
Once the files have been installed to the correct locations you should choose 'ZMissionTweak'
in the mods selection menu when starting X3AP, then play the game as usual but with adjusted
mission parameters.

Note that changes to missions by this mod will not take effect until you change sector once!

================
Planned Features:
========


- Change from multiplier/divider values to percentage values for simplicity and efficiency.
- Mission bonus adjustment (Destroyed ships)
- Adjust notoriety rewards/penalties for missions in a similar manner.
- Adjust OBS (Opponent Balancing System) values. (Maybe)

================
Known Issues:
========


As of v1.2 this mod should be more compatible with other MD scripts and should no longer have the
potential to interfere with any plot missions as long as the plot missions don't use PageIDs from generic
missions!

Missions that give bonuses for destroyed ships ('Defend Station', 'Destroy Convoy', etc.) currently only
receive adjustments to their base reward.
Missions that calculate their bonus when the mission is offered (such as the # of sectors in 'Build Station'
missions) are unaffected by this issue.
'Scan for Illegal Freight' Missions currently receive no reward adjustment and Transport (Single) Passenger missions
receive no latter-stage duration adjustment for the same reason.
This will be fixed in a future version.

Setting extreme multipliers (500+) can cause rewards/durations to glitch out by causing the mission to offer
more money than the player account can hold.
Sane multipliers of 0-100 are strongly recommended.

No other bugs currently known, but feel free to report (here) any missions which present a 'blank' offer
or missions which should have a time limit but instead read <no limit> in the offer screen (just
remember that some missions don't have a time limit anyway, such as station defence!).

Invalid values in the ZMissionTweakMults.xml file are the most likely cause of the above issues if the
user has modified the file.

================
Credits:
=======


- Doubleshadow for invaluably useful tools
- Egosoft for a great series of games

================
Redistribution, Licence & Disclaimer:
=======


Permission is granted for anyone to use this mod as a basis for their own mods as long as credit
is given and the author is notified (via the Egosoft forum).


THIS SOFTWARE IS PROVIDED BY THE AUTHOR "AS IS" AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.


================
Change Log:
=======

v1.2
- Consolidated adjustment code into U.4 Finish Briefing.xml.
- Removed other L0 files from mod due to redundancy. (Better compatibility as a result!)
- Explicit PageID checks to ensure Plot compatibility.

v1.1
- Added Reward adjustments.
- Added dividers to account for (apparent) lack of decimal value support in MD values.
- Changed format and name of constants file.
- Added limits to mult/div values to prevent producing values out of range.
- Better variable safety checks
- Removed some redundant variables (referring to missions unused in AP 1.1)

v1.0
- Initial Release

=====================================================================================


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- [MOD][AP] ZMissionTweak - Tweak Mission Time-Limits/Rewards


Last edited by Kvalyr on Tue, 24. Jan 12, 17:41; edited 16 times in total
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Kvalyr





Joined: 01 May 2005
Posts: 330 on topic
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modified
PostPosted: Fri, 20. Jan 12, 08:31    Post subject: Reply with quote Print

================
Advanced Instructions - Version 1.2 only:
========


To fine-tune your mission durations, you can edit ZMissionTweakMults.xml as mentioned in the installation instructions above.


Most of the contents of the file can be ignored. The user-editable sections are marked with tags:
Code:

   <!--Time-->
   
   <set_value name="ZMT_TimeMult" exact="100"/>   <!--Amount to multiply all time limits by. Min 0, Max 100-->
   <set_value name="ZMT_TimeDiv" exact="1"/>      <!--Amount to divide all time limits by. Min 1, Max 100-->
   
   <!--Mission-specific Time multipliers-->
   <set_value name="ZMT_Time_Mult_Assassinate" exact="1"/>
   <set_value name="ZMT_Time_Mult_TransportPassenger" exact="1"/>
   ...
   
   <!--Mission-specific Time dividers-->
   <set_value name="ZMT_Time_Div_Assassinate" exact="1"/>
   <set_value name="ZMT_Time_Div_TransportPassenger" exact="1"/>
   ...
   
   <!--Rewards-->
   
   <set_value name="ZMT_RewardMult" exact="100"/>   <!--Amount to multiply all credit rewards by. Min 0, Max 100-->
   <set_value name="ZMT_RewardDiv" exact="1"/>      <!--Amount to divide all credit rewards by. Min 1, Max 100-->
   
   <!--Mission-specific Reward multipliers-->
   <set_value name="ZMT_Reward_Mult_Assassinate" exact="1"/>
   <set_value name="ZMT_Reward_Mult_TransportPassenger" exact="1"/>   
   ...
   
   <!--Mission-specific Reward dividers-->
   <set_value name="ZMT_Reward_Div_Assassinate" exact="1"/>
   <set_value name="ZMT_Reward_Div_TransportPassenger" exact="1"/>   
   ...


Change the numbers in quotes (") which correspond to the mission types you want to adjust.

Above:
'ZMT_TimeMult' & 'ZMT_RewardMult' are the global multipliers for all mission durations/rewards (respectively).
'ZMT_TimeDiv' & 'ZMT_RewardDiv' are the global dividers for all mission durations/rewards (respectively).

'ZMT_Time_Mult_Assassinate', 'ZMT_Time_Mult_ReturnShip' etc. are the multipliers for individual mission types; And so on for the dividers & reward values.

Note that any values entered for specific mission types will be modified by their associated global multipliers/dividers.

Be careful when editing the xml file, as mistakes here can break missions.

If you set ZMT_Time_Mult_Assassinate to 3 and ZMT_TimeMult to 2 then 'Assassination' missions will have six times their normal duration and all other missions will have twice their normal duration (unless their multipliers are set, too!).

================
Technical Details - Version 1.2:
========


This mod works by modifying the U.4 Finish Briefing.xml file to adjust the Rewards/Durations of missions according to their PageID just prior to the mission briefing being shown to the player.
A do-once check is included due to some missions calling cue LUM04 multiple times, but this also currently prevents the mod from adjusting bonus rewards and any other values that change in a mission after its briefing has been done (such as Freight Scan bonuses).

This mod adds 1 cue (type: utility) and a significant number of globals. I've given all variables a prefix of 'ZMT_' and otherwise unique names to keep namespace-pollution down as much as I can.
I'm looking into reducing the number of variables in-use by the mod - Probably by creating parent and child vars.

The mod doesn't currently check the range of the values in the ZMissionTweakMults.xml cue.
If the user supplies crazy multipliers like 500 or more there's a good chance that the reward credits will go out of memory range and wrap around to be negative, which the MD seems to chop back to 0.


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Last edited by Kvalyr on Mon, 23. Jan 12, 02:00; edited 2 times in total
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slither666





Joined: 19 Jan 2012
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PostPosted: Fri, 20. Jan 12, 18:07    Post subject: Love the Mod! Reply with quote Print

Great mod!! I booted up Albion and it works like a charm!

If you ever have the time, is it possible make one compatible with TC?

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Kvalyr





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PostPosted: Fri, 20. Jan 12, 18:49    Post subject: Re: Love the Mod! Reply with quote Print

slither666 wrote:
Great mod!! I booted up Albion and it works like a charm!


Glad to hear it. Smile I'll probably be using it more myself as well once I get the credit reward adjustment working.
I'd like to feel just a little bit more relaxed when taking missions that may already be tough even without a time limit, but I don't want to cheat either so I'm planning to implement the changes as follows:

Mission Duration = Default time * ZTimeMult * ZTime[MissionType]
Mission Reward = Default reward / (ZTimeMult * ZTime[MissionType] * ZRewardMult)

Where ZRewardMult is a value between 0 and 1 that allows the user to tweak the balance as follows:

If ZRewardMult is 0, then the reward isn't adjusted at all.
If ZRewardMult is 1, then the reward is divided by the same factor that the time is multiplied by (ie; 50% more time means 50% less credits).
If ZRewardMult is 0.5, then the reward is divided by 50% of the amount that the time is increased by. (ie; 50% more time means 25% less credits)
And so on.

Sounds complex in words, but in practice it's simple enough.
I'll have to account for ZRewardMult being 0, however; As I don't want to do a divide-by-zero in a mission script.
But that's easy enough to get around, anyway.
The more difficult part of that feature will be sorting out the way rewards are handled by different mission types, since they're not designed uniformly and some of the missions seem to share a 'pool' of 'typical rewards' that they give; but we'll see what happens.

slither666 wrote:
If you ever have the time, is it possible make one compatible with TC?


At a guess I would say that it might work with TC in its current format, but that depends on just how much the generic missions and the MD API have changed between TC and AP.
Redoing the changes for TC would be easy but also a bit tedious, but if I get the time and motivation I'll do it.

For now I'll focus on getting reward adjustments working in v1.1 and aim for TC compatibility in v1.2. Smile


Edit: Scratch the above, I forgot about the file system structure differences with AP - Installing this mod in TC probably won't break anything, but it probably won't work at all either.


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slither666





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PostPosted: Sat, 21. Jan 12, 17:49    Post subject: Mission Times Reply with quote Print

Ok, i've been testing this mod out for a bit now and all i can say it nice work! It seems like a such a simple fix but now the game (or more to the point, the generic missions) feels more like a true space game rather then a constant 'race against the clock' (don't get me wrong, that's great for players that enjoy that).

Now there are a few combat mission that i still don't have the time to do (simply because the enemy is shot down before i can even make it to combat range)... but things like that are completely fine and make sense to me. Hey, it happens. Someone beat me to the kill. =D

Someone reporting me stealing a ship because i didn't make it back within 11 minutes makes far less sense to me and admittedly made me stop and go 'what the...'. Again, thanks so much for making this mod. Many of the mission times just make more sense now!!!

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Kvalyr





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PostPosted: Sat, 21. Jan 12, 18:05    Post subject: Re: Mission Times Reply with quote Print

slither666 wrote:
Someone reporting me stealing a ship because i didn't make it back within 11 minutes makes far less sense to me and admittedly made me stop and go 'what the...'. Again, thanks so much for making this mod. Many of the mission times just make more sense now!!!


Glad you enjoy it. Smile

I'm hoping to have v1.1 up today with more options to adjust missions. The non-uniformity of the code inside the mission files is a pain in the ass, but I think I've just about got it now.


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Kvalyr





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modified
PostPosted: Sun, 22. Jan 12, 07:08    Post subject: Reply with quote Print

V1.1 Uploaded. I'd recommend that anyone using 1.0 update to this version, but make sure to remove files left over from 1.0.

================
Changes:
=======

v1.1
- Added Credit-Rewards adjustment feature.
- Added dividers to account for (apparent) lack of decimal value support in MD values.
- Changed format and name of constants file.
- Better variable safety checks
- Removed some redundant variables (referring to missions unused in AP 1.1)
- Better presets



I've done some cursory testing and I think it's working okay, but I can't promise to have ironed out all bugs.

The fortunate thing about the design of the MissionDirector is that a mod like this is unlikely to do any lasting damage to a savegame even if there are bugs (unlike, say; modified T files).
Nevertheless, back your saves up as a matter of caution.


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Thechosenone92





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PostPosted: Sun, 22. Jan 12, 07:09    Post subject: Reply with quote Print

hello, in your topic title it states "difficulty" i see where the time limit could be considered difficulty, but when i clicked the topic i was hoping for something more like this is there any possibility you could include some form of combat difficulty tweaking(i.e. bigger fleets in assassination, bigger and more frequent waves in patrol, kind of like what above mod does) in a future update or is this beyond the scope of this mod?

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Kvalyr





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PostPosted: Sun, 22. Jan 12, 07:16    Post subject: Reply with quote Print

Thechosenone92 wrote:
hello, in your topic title it states "difficulty" i see where the time limit could be considered difficulty, but when i clicked the topic i was hoping for something more like this


That's a mistake on my part and a bit misleading. I've edited the title. Smile

Thechosenone92 wrote:
is there any possibility you could include some form of combat difficulty tweaking(i.e. bigger fleets in assassination, bigger and more frequent waves in patrol, kind of like what above mod does) in a future update or is this beyond the scope of this mod?


I'll look into adding features such as changing the combat difficulty via the OBS, but that will depend on having the time to invest in it; plus I'm aiming to keep this mod lightweight and simple.


The problem with the Mission scripts is that they're not uniform in their structure. Some of them were written a long time ago, seemingly when the MD was first devised at Egosoft; And others are newer, with a different layout and structure.
This makes it difficult to do sweeping changes to the scripts because of their differences; Which also makes it potentially a lot more difficult to update this mod when the game gets patched by Egosoft.

To get around that, I've taken the approach of writing some code with a bunch of conditions that can be copy/pasted into the existing scripts in specific places as just one or two chunks of text.
The more complex this mod gets and the more options it changes, the harder it'll be to maintain something like that (and edit 16 or more mission scripts) for each new version.

Hopefully I'll find a way around the problem eventually, but for now I'm going to focus on squashing any bugs that show up; as I simply don't have the time to spend expanding this with new features.


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dillpickle



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PostPosted: Sun, 22. Jan 12, 09:28    Post subject: Reply with quote Print

Code:
<set_value name="{param@Duration}" exact="{value@{param@Duration}}*{value@ZMT_Time_Mult_{param@PageID}}"/>


Whilst using the PageID is a good idea in theory to 'standardize' the code it is going to cause problems down the line.

The libraries aren't just used by the generic missions but by plot missions as well.
For example the AP plot uses 0.4 Return wares, which you have using ZMT_Time_Mult_3304 to multiply and divde the time.
However the plot uses PageID 3215, not 3304. As ZMT_Time_Mult_3215 hasn't been defined anywhere, it will return 0, and dividing by 0....

If you're going to use PageId's then fail safes need to be built in, such as:
Code:
<do_choose>
  <do_when value="{value@ZMT_Time_Mult_{param@PageID}}" min="1">
    <set_value name="{param@Cue}.{param@ID} L0Time" exact="{value@{param@Cue}.{param@ID} L0Time}*{value@ZMT_Time_Mult_{param@PageID}}"/>
    <set_value name="{param@Cue}.{param@ID} L0Time" exact="{value@{param@Cue}.{param@ID} L0Time}/{value@ZMT_Time_Div_{param@PageID}}"/>
  </do_when>
  <do_otherwise>
    <set_value name="{param@Cue}.{param@ID} L0Time" exact="{value@{param@Cue}.{param@ID} L0Time}"/>
  </do_otherwise>
</do_choose>


So anything less than 1 for your ZMT_Time_Mult_{param@PageID} will use the default time, which is better than broken missions...

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Kvalyr





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PostPosted: Sun, 22. Jan 12, 09:48    Post subject: Reply with quote Print

dillpickle wrote:
Code:
<set_value name="{param@Duration}" exact="{value@{param@Duration}}*{value@ZMT_Time_Mult_{param@PageID}}"/>


The libraries aren't just used by the generic missions but by plot missions as well.


As mentioned in 'Known Issues' I'm aware that the AP plots use the generic missions for some things and it's something I'll take care of eventually. The system wasn't returning usable values when checking IsPlot when I tried previously, so I removed the safeguards for now.


dillpickle wrote:
it will return 0, and dividing by 0....


- Isn't a problem in the MD, according to the Egosoft documentation (which states that division by zero returns zero) which correlates with my own testing.
I had <do_if> safeguards in place to handle /0 errors but found that they weren't necessary after all; And as much as it feels wrong to allow a /0 anywhere, I'd rather not bloat the mission scripts much further than they already are; nor the code-chunk that I add to them for ZMT.

dillpickle wrote:
If you're going to use PageId's then fail safes need to be built in, such as :

---

So anything less than 1 for your ZMT_Time_Mult_{param@PageID} will use the default time, which is better than broken missions...


I'd prefer to use another approach entirely, such as checking the specific cue (or better, the L2 caller-cue) in somewhere like LUM04 but the current approach is the most expedient until I've worked my way through the mess that is the ES scripts to find better places to insert my changes in a safer manner.

I'll add safeguards for IsPlot and to handle invalid PageIDs when I get time.
Thanks for the feedback.


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Kvalyr





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PostPosted: Mon, 23. Jan 12, 02:17    Post subject: Reply with quote Print

V1.2 Uploaded. I strongly recommend anyone using previous versions to upgrade to this one to ensure compatibility with AP plot missions.

It's also a smaller, neater, more-compatible mod now too. Razz

================
Changes:
=======

v1.2
- Consolidated adjustment code into U.4 Finish Briefing.xml.
- Removed other L0 files from mod due to redundancy. (Better compatibility as a result!)
- Explicit PageID checks to ensure Plot compatibility.


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slither666





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PostPosted: Mon, 23. Jan 12, 17:02    Post subject: Reply with quote Print

Hey guys!

Just wanted to write this recommendation real fast because this mod deserves it. If you are new to the game (like myself... i can't speak for the more experienced people), this mod is must have to allow you the time required to learn. When i started this game not long ago, it was a little overwhelming. I didn't have a fast enough ship to do any missions, couldn't make money, didn't know the tricks (and still don't, but i'm getting better) of the trade and almost put the game on the shelf.

Now that's unfortunate because it's a great game and this mod allowes a new person like me the extra time required to learn how to do things. So if you're new like me. Install this mod! Frankly i put it right up there with the cockpit mods for your ship! =D

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Thechosenone92





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PostPosted: Tue, 24. Jan 12, 07:53    Post subject: Reply with quote Print

Kvalyr wrote:

I'll look into adding features such as changing the combat difficulty via the OBS, but that will depend on having the time to invest in it; plus I'm aiming to keep this mod lightweight and simple.


The problem with the Mission scripts is that they're not uniform in their structure. Some of them were written a long time ago, seemingly when the MD was first devised at Egosoft; And others are newer, with a different layout and structure.
This makes it difficult to do sweeping changes to the scripts because of their differences; Which also makes it potentially a lot more difficult to update this mod when the game gets patched by Egosoft.

To get around that, I've taken the approach of writing some code with a bunch of conditions that can be copy/pasted into the existing scripts in specific places as just one or two chunks of text.
The more complex this mod gets and the more options it changes, the harder it'll be to maintain something like that (and edit 16 or more mission scripts) for each new version.

Hopefully I'll find a way around the problem eventually, but for now I'm going to focus on squashing any bugs that show up; as I simply don't have the time to spend expanding this with new features.


this may help.

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Kvalyr





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PostPosted: Tue, 24. Jan 12, 08:40    Post subject: Reply with quote Print

Thechosenone92 wrote:
this may help.


Yeah, I've seen it and I've already looked into OBS, but OBS itself wasn't the issue so much as not wanting to bloat the amount of code-changes in my mod.
I don't feel like having to almost re-do the entire thing from scratch every time a new patch for the game comes out (in the case that the patch modifies the mission scripts); And the more changes/features in the mod, the more files that have to be updated/re-modified in the case of a patch.

The v1.2 rewrite made it a lot easier to for me to maintain this mod, but I'm still undecided if I want to expand its complexity much further. I only developed this mod because I had the time to recently, but real-life takes precedence and I'm unlikely to have time in the near future to spend on adding new features to ZMT.
Eventually, maybe.


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