Terran Revitalization Project (TRP) - 11/26/2013 - Stealing Logi 1.4 FR

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eldyranx3
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Post by eldyranx3 »

@ Ahwassa: Because nothing in the TRP is a mod, a new game start is not required. If you are referring to Stealing Logi, any game start can experience the plot, given that you have certain Terran Rank.

Since most of the Terran ships and stations are available to the player in X3:AP, I have not devoted a lot of time yet in ATF Shipyard V7. Once I am satisfied that Stealing Logi is ready for release, I may look at fixing the remaining Terran Stations as my first mod. That is if Egosoft doesn't fix them in the AP 2.0 patch.

@ Legionos: Any changes to the x3universe.xml map requires a new game start. I ran into that little wall trying to add a single sector to Stealing Logi. Otherwise as long as players are willing to start fresh, a plot like that is certainly doable.
Legionos
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Post by Legionos »

ahh fair enough

if only i had the time to help you out :) bloody uni lol
dillpickle
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Post by dillpickle »

eldyranx3 wrote:@ Legionos: Any changes to the x3universe.xml map requires a new game start. I ran into that little wall trying to add a single sector to Stealing Logi. Otherwise as long as players are willing to start fresh, a plot like that is certainly doable.
You can always create new sectors in a newmap.xml, then add them mid game using <load_map file="newmap"/>
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eldyranx3
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Post by eldyranx3 »

v1.0 of Stealing Logi used that MD command, but for some reason my 00749.bod wasn't showing it up on the universe map. A project for next time perhaps.

Although dillpickle, I do have an odd question. Six lines in the lastest build of Stealing Logi are making the MD not see the XML. I'm thinking its because I spawn in a lot of objects with a lot of unique text id's. Is there a limit to how many uniquely named objects you can spawn in a single cue?
dillpickle
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Post by dillpickle »

eldyranx3 wrote:v1.0 of Stealing Logi used that MD command, but for some reason my 00749.bod wasn't showing it up on the universe map. A project for next time perhaps.
I had a similar experience with AP - dropped the 00749.bod in addon/objects/cut - where I'd expect it to go, nothing.
Put it in the X3TC root directory, and the sector showed up on the map!!

I suspect it's something to do with the way it's packed, if you unpack CAT01 in addon there is another addon folder containing director and other stuff, whereas the object folder sits alongside the addon folder.
It's highly possible that the mod will need to be packed inCAT/DAT following the file structure of the existing CATS for it to work, but for me there's little point bothering packing things whilst in development, so haven't tested this theory.

eldyranx3 wrote:Although dillpickle, I do have an odd question. Six lines in the lastest build of Stealing Logi are making the MD not see the XML. I'm thinking its because I spawn in a lot of objects with a lot of unique text id's. Is there a limit to how many uniquely named objects you can spawn in a single cue?
Not sure I quite follow you here... Not reading the text xml? If you want to PM me the portion of code and I'll take a look, no maximum as far as I'm aware, but never tested it's limits...
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eldyranx3
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Post by eldyranx3 »

dillpickle wrote:I had a similar experience with AP - dropped the 00749.bod in addon/objects/cut - where I'd expect it to go, nothing.
Put it in the X3TC root directory, and the sector showed up on the map!!

Not sure I quite follow you here... Not reading the text xml? If you want to PM me the portion of code and I'll take a look, no maximum as far as I'm aware, but never tested it's limits...
I know AP v1.1 fixed some mod directory issues, so maybe it will work now. I'm pretty close to finishing off Stealing Logi, and the sector I use for Asgard makes good plot sense, so I doubt I'll retry the bod experiment until 2.0. I might have another go at it later.

I'll send you the portion of the MD code once I get back from lunch. Thanks again for looking at it and all your advice :)
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eldyranx3
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Post by eldyranx3 »

Stealing Logi v1.1 BETA1 - Adds a new ATF plot once the player reaches Asteriod Belt Access or above.

Please Note: This Plot is in BETA STATUS. Please do not load your existing save game while using this SPK. I can not guarantee that the RC or final release will be compatible.

If you do decide to play test it, please do the following:

1) NO mods or scripts. Any reported bugs or game balance requests may be ignored otherwise.
2) Start a new game as Terran Commander. Verify the plot begins within 20 minutes of game start.
3) Start a new game on the Argon side of the war. Verify the plot does not begin after 20 minutes.
4) Try to break the plot. Try to blow up something critical, and ensure that the events continue to cycle.
5) Tweaks to game balance and reward fairness will be considered. Please bear in mind what I may consider difficult or a fair reward may be different to you.
6) My director.dmp appeared clean, but if you know MD code and want to suggest improvements, please feel free to do so.

Otherwise the SPK can be found here.
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eldyranx3
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Post by eldyranx3 »

ATF Shipyard for X3AP v1.0 - Adds the missing Terran Factories ( Vita Ki, Flavor Packs, C-Ration, Ice Mines, MAM Warhead, EMP Rifle, MAM Mine, Ghoul, and Spectre ) and new Terran Factories ( Sats, Lasertowers, Computers, Quantum Tubes, Shields ) to their repsective shipyards.

The 20kb Fake Patch touches the WareTemplate file, so as of right now, a new game start is required. This may change in future versions of the fake patch.

Edit: Forgot to list Ice Mines.
Last edited by eldyranx3 on Tue, 31. Jan 12, 16:43, edited 1 time in total.
Legionos
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Post by Legionos »

eldyranx3 wrote:ATF Shipyard for X3AP v1.0 - Adds the missing Terran Factories ( Vita Ki, Flavor Packs, C-Ration, MAM Warhead, EMP Rifle, MAM Mine, Ghoul, and Spectre ) and new Terran Factories ( Sats, Lasertowers, Computers, Quantum Tubes, Shields ) to their repsective shipyards.

The 20kb Fake Patch touches the WareTemplate file, so as of right now, a new game start is required. This may change in future versions of the fake patch.
no ice mines?

also what resources do the new factories need?
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eldyranx3
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Post by eldyranx3 »

Silly me, Ice Mines are included, just not listed in the blurb :)

Everything except for Sats require Energy, MRE, and Ore. Sats require Energy, Majaglit, and Silicon. I tried modding the waretemplate to take Majaglit out, but the player waretemplate is housed somewhere else.
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Post by eldyranx3 »

Stealing Logi v1.1 RC1 - I'd like to thank the seven testers who have downloaded and tried out the plot so far. Since I have not received any bug complaints or balance suggestions, I am adding it to the first post as RC1.
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Post by dougeye »

does the new plot work with mods like XRM?
I used to list PC parts here, but "the best" will suffice!
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eldyranx3
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Post by eldyranx3 »

The plot is vanilla MD code, so unless XRM plays with plot sectors or stations, it might be. I can't say how easy or hard the plot may be with XRM's rebalance though.
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Post by dougeye »

hmm well the XRM universe map is differnet to vanilla, all the main sectors are intact as they were in vanilla. i suppose it would be trial and error, i may fire it up in vanilla and play it through then ill be able to see if there could be possible conflicts. im always looking for new plots though! :)
I used to list PC parts here, but "the best" will suffice!
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eldyranx3
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Post by eldyranx3 »

Feedback is always welcome. If the plot tweak is minor, I'm more than willing to update it for XRM.
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SpaceAcid
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Post by SpaceAcid »

eldyranx3 wrote: Suggestions for additional NPC factories to place are always welcome.

Suggestions for more rare goods are always welcome.
Here is a compiled list of things I personally would really like to see done
to add more diversity and change things up without a full blown mod
that requires tons of effort to get it running properly without conflicts.


****************************************************
More New Factorys that sell New Products & New Resources.

****************************************************

I am tired of looking at primary & secondary resources that look odd -
& out of place such as the microchip plant that creates microchips
out of meatsteak cahoonas..
___________________

this makes more sense
___________________

(Microchip Factory)


Primary Resources:
Electronical Parts. -from- A Electronical Parts Factory
Electrical Wires. -from- A Electronical Parts Factory
Electrical Circuits. -from- A Electronical Parts Factory

Secondary Resources:
Recycled Electronics. -from- A Electronics Recycling Prison Factory.
Worker Robots. -from- Read Bootom of post

(Electronical Parts Factory)
Produces:
Electronical Parts.
Electrical Wires.
Electrical Circuits.

Primary Resources:
Energy cells.
Silicon Wafers.
Ore.
Chemicals.

Secondary Resources:
Worker Robots.

(Electronics Recycling Prison Factory)
Produces Endless supplys of: Recycled Electronics "Jawa Style"

Primary Resources:
Energy cells.
Prisoners--- make them PAY by doing community service for a period of time.
Salvaged Space Debris -from- found floating in space near destroyed
ships & stations.

Secondary Resources:
Food. --slaves gota eat too..sometimes..maybe if they work hard.
Hacker Chips ---??..no clue so now an optional new unused tradable item.
Entertainment chips ---??..no clue
Cartography chips---??..no clue
Cleaning Robots------scrap some cleaning robots for spare parts.

Slaves------ once passengers, turned into a black market slave labour force that are sold off in secret
to corperations looking to increase profitability's soon worked to death after time & need to be replaced.

Worker Robots. -from- add a secondary resource to *all* factorys optionaly allowing use of replaceable worker robots
armys of robots only last so long before needing to be replaced..

Option1)
A players Headquarters *Perk* addon that now produces & makes
worker robots out of cheap spare slave labour is Good for selling secondary source profitsss.

-also keeping in mind to now have a great use for ejected bailed pilots..
turning them into slaves to work at your headquarters to produce them.

suggested addons to make this work great together:
NPCBailingAddon-V1.7.8-21.09.2010.spk =ads a settings menu to adjust pilot bail out %.

Required for npcbailaddon:
JSONparserlibrary-V1.1-05.09.2010.spk

Option2) (A Worker Robot Factory.)

Note: Keeping in mind that adding More factorys eat up more crystals
& Energy cells badly needed in the universe so an XXXL Crystal & Solar
Power Plant is Advised.


lastly &, unsure if this is script guRu doable or not but just a thought:

(GunShip Mount Factory)
This factory produces a mountable Weapons Platform for M4-5 fighters
that replaces what was once a normal one laser mounted slot
into what now can hold a weapon mount into that same slot..

Each Gunship Mount enables a pilot to install up to 3 additional lasers
onto each Gunship Mount.

Scientists that have now made this new technology possible threw
extensive research and developement over many mazuras have now
come to a conclusive theory that more lasers equals less enemys
which subsaquently equals more profitability. :twisted:
pewpewpew

"Think Apache helicopter" & you get my drift.

..make it happen for us! & Gluck.
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eldyranx3
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Post by eldyranx3 »

SpaceAcid wrote:
eldyranx3 wrote:Suggestions for additional NPC factories to place are always welcome. | Suggestions for more rare goods are always welcome.
Here is a compiled list of things I personally would really like to see done to add more diversity and change things up without a full blown mod that requires tons of effort to get it running properly without conflicts.
I do apologize if you misunderstood. The purpose of the TRP is to fix issues with the Terran experience. The first part you quoted was specific for Terran NPC Bio fabs that (still) do not exist. The second part was feedback for the ??? Terran Pirate Base's selection of rare equipment.

While the suggestions you have made are quite logical (I hope X:Rebirth fixes the odd resource / product chain), they are not unique to the Terrans. Hence, this is something I will not be altering. It is certainly doable, but because it would affect many different files like Tfactories, WareTemplate, just to name a few, it would take considerable effort to work from the ground up.

But certainly doable. Just not for the small scope of the TRP. Thanks for the suggestions though!
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eldyranx3
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Post by eldyranx3 »

Unknown Terran Pirate Base v1.4 - Switched from an AL Plugin Framework to MD code. Dark Space Pirates are now a go-between for Terran and Commonwealth Black Markets.

The Terran owned Pirate Base now stocks more rare beam weapons, missiles, goods, and Commonwealth equipment.
Legionos
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Post by Legionos »

meatsteak cahoonas arent used to make the microchips, they are used to feed the workers who make the microchips

same with everything else
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SpaceAcid
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Post by SpaceAcid »

I am atleast glad to see someone is trying to cover the terran aspects
of the game.. to be honest I rarely ever play as the terran or even
bother to go into the sectors because everything is too big & buck
rogers ish.

can't wait to see how your efforts progress & looking forward to
change :)


the devs of x3 seem to have a Great Game that is so full
of potential if they would just broaden the scope & not rush deadlines.

they add basic concepts in well but don't test/fine tune -very well
or they would have seen that the entire universe as a whole is not
very diverse with what players are able to do with it..

slowly trading for profit is fun but only stays interesting for so long.
then the player starts thinking:..screw this it's taking too long
*click* ..Crycow Cheats.

Anyhows, Gluck!

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