XTC 2.0 - Script Combatibility List - Reports from players
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- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Scripts and mods are entirely different things.
Mod incompatibilities are common.
Script incompatibilities are rare.
For example, everything on Bullwinkle's List should be compatible except for the current version of Abandoned Ship Spawner. The next version of A.S.S. will be compatible with mods, as well.
It would be easier to list which scripts are *not* compatible. There would be a *very* short list (most of which would be easy to fix).
Mod incompatibilities are common.
Script incompatibilities are rare.
For example, everything on Bullwinkle's List should be compatible except for the current version of Abandoned Ship Spawner. The next version of A.S.S. will be compatible with mods, as well.
It would be easier to list which scripts are *not* compatible. There would be a *very* short list (most of which would be easy to fix).
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
You have a good point there . The script mod list is endless .DrBullwinkle wrote:Scripts and mods are entirely different things.
Mod incompatibilities are common.
Script incompatibilities are rare.
For example, everything on Bullwinkle's List should be compatible except for the current version of Abandoned Ship Spawner. The next version of A.S.S. will be compatible with mods, as well.
It would be easier to list which scripts are *not* compatible. There would be a *very* short list (most of which would be easy to fix).
But its also a good feedback on what scripts are more popular and get monitored & updated from the authors .
I , for example , have bookmarked such pages to get me started after a long absence , so I can all the essential scripts& links on one page .
I 'll update thread for your script list & add the A.S.S. info .
Thank you for helping
Go tell the Spartans , stranger passing by , that here ,obedient to Spartan Law, we lie .
Yes: mapsdESANT wrote:Anyone managed to get scorp map working with xtc 2.0?
The problem with maps Scorpa action, the result of errors in the 7211-L044.xml. (I hope they were not intended).
fixed file can be downloaded here: 7211-L044.
Extract the file to a directory on t.
NOTE: To map Scorpa work, you may be required to start a new game.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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- Posts: 357
- Joined: Sun, 1. Jul 07, 03:33
Anyone know what specifically conflicts XTC with CAG?
It's the one script I can't live without (well if I use stations)
It's the one script I can't live without (well if I use stations)
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Vanilla Malt Gamestarts
"The only time you have too much fuel is when you're on fire"
Vanilla Malt Gamestarts
"The only time you have too much fuel is when you're on fire"
There's a fix for that on the XTC forums.Snowship wrote:Anyone know what specifically conflicts XTC with CAG?
It's the one script I can't live without (well if I use stations)
http://www.thexuniverse.com/threads/234 ... patibility
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- Posts: 357
- Joined: Sun, 1. Jul 07, 03:33
So i might take back what i said about bounce. lately ive been dealing with khaak and xenon invasions and i always lock up. I disabled bounce a bit ago and i was able to fight a khaak fight for a few hours strait without locking up at all.
Maybe i generated the file wrong, maybe theres a gremlin messing with me, i dunno. Has anyone else had luck with it during big scalled invasions?
Maybe i generated the file wrong, maybe theres a gremlin messing with me, i dunno. Has anyone else had luck with it during big scalled invasions?
The mongrels will never get over THIS wall.
- robalexhall
- Posts: 566
- Joined: Wed, 6. Nov 02, 20:31
I generated my own wall file. I'll cheat a bunch of khaak and xenon and see what happens? Not far enough in so far to encounter them normally.Thrandisher wrote:So i might take back what i said about bounce. lately ive been dealing with khaak and xenon invasions and i always lock up. I disabled bounce a bit ago and i was able to fight a khaak fight for a few hours strait without locking up at all.
Maybe i generated the file wrong, maybe theres a gremlin messing with me, i dunno. Has anyone else had luck with it during big scalled invasions?
** I tried this and no crashes
- X2-Illuminatus
- Moderator (Deutsch)
- Posts: 24965
- Joined: Sun, 2. Apr 06, 16:38
There is actually already mod-compatible code included in the Hephaistos Corp delivery script that makes sure to pick an available TL class ship. So, unless XTC hasn't any TL class ships at all, this part of the script should work already.The_Mess wrote:Hephaistos Corp almosts works - just needs the ship spawned by the script to be edited to one in the game.
The real problem with Hephaistos Corp and XTC however are the new stations added by XTC. There are no station sizes included for these. So the Hephaistos Corp won't be able to build these stations properly.
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I still haven't had my stations delivered thoughX2-Illuminatus wrote:There is actually already mod-compatible code included in the Hephaistos Corp delivery script that makes sure to pick an available TL class ship. So, unless XTC hasn't any TL class ships at all, this part of the script should work already.The_Mess wrote:Hephaistos Corp almost works - just needs the ship spawned by the script to be edited to one in the game.
The real problem with Hephaistos Corp and XTC however are the new stations added by XTC. There are no station sizes included for these. So the Hephaistos Corp won't be able to build these stations properly.
- X2-Illuminatus
- Moderator (Deutsch)
- Posts: 24965
- Joined: Sun, 2. Apr 06, 16:38
And you are sure that it has something to do with the created ships? What ship type is created instead of the TLs? Or do TL ships have a different purpose in the XTC?
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Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
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There's a couple of "undefined ship" entries that are classed as TL in tships but are broke in certain ways, so I suspect the script is accidentally creating them instead of functioning TL ships.
Should be easy to fix by locking create ship to atmo-lifter that the XTC team made the terran's sole TL though and I might try doing it myself as I'm wanting to alter loot drop mechanisms in the x-tended mod
[Edit] - that was easy, haven't removed the code for making other TL's because I'm a scripting n00b (and sleep deprived...)
http://depositfiles.com/files/f5elfwo06
Just changed it from Kobe to Atmospheric Lifter, should work, I think.
And love the script too Makes life a lot easier.
Should be easy to fix by locking create ship to atmo-lifter that the XTC team made the terran's sole TL though and I might try doing it myself as I'm wanting to alter loot drop mechanisms in the x-tended mod
[Edit] - that was easy, haven't removed the code for making other TL's because I'm a scripting n00b (and sleep deprived...)
http://depositfiles.com/files/f5elfwo06
Just changed it from Kobe to Atmospheric Lifter, should work, I think.
And love the script too Makes life a lot easier.
Thanks JoelnhJoelnh wrote:There's a fix for that on the XTC forums.Snowship wrote:Anyone know what specifically conflicts XTC with CAG?
It's the one script I can't live without (well if I use stations)
http://www.thexuniverse.com/threads/234 ... patibility
[ external image ]
Vanilla Malt Gamestarts
"The only time you have too much fuel is when you're on fire"
Vanilla Malt Gamestarts
"The only time you have too much fuel is when you're on fire"
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- Posts: 357
- Joined: Sun, 1. Jul 07, 03:33
robalexhall wrote:I generated my own wall file. I'll cheat a bunch of khaak and xenon and see what happens? Not far enough in so far to encounter them normally.Thrandisher wrote:So i might take back what i said about bounce. lately ive been dealing with khaak and xenon invasions and i always lock up. I disabled bounce a bit ago and i was able to fight a khaak fight for a few hours strait without locking up at all.
Maybe i generated the file wrong, maybe theres a gremlin messing with me, i dunno. Has anyone else had luck with it during big scalled invasions?
** I tried this and no crashes
Ok, thanks for testing it. I'll have to do some more testing when i can. I think the ship i was having a problem is a Taipan. Ill have to look in game to make sure, but i know it was a M7 and Split ship, going againts a kha'ak M2.
@The_Mess Thanks for that! I have to redo some sectors due to my split brothers crashing into some things ive build if im IS. I end up going from rank 8 to -2 in a second if im IS and they try to dock. Should help alot!
The mongrels will never get over THIS wall.
Let me know if it works, I need to reset the script due to it being stuck at delivering a jump beacon, should have checked that before /derpThrandisher wrote: @The_Mess Thanks for that! I have to redo some sectors due to my split brothers crashing into some things ive build if im IS. I end up going from rank 8 to -2 in a second if im IS and they try to dock. Should help alot!
Edit: the other thing the script is tripping up on is jump beacons, so make sure to build your complex within 20km of a gate, or use the in game script editor to change the max distance value which the script uses to decide if it will build a jump beacon.
Edit2 - checked that the script's referencing the right Tship entry for the jump beacon and it looks okay, not sure exactly _why_ the jump beacon hasn't been dropped off
Also Tships contains well over 10+ undefined entries classed as TL O_o
- X2-Illuminatus
- Moderator (Deutsch)
- Posts: 24965
- Joined: Sun, 2. Apr 06, 16:38
Right, there's no check, if the ship selected as TL is used by the AI or if it is sold at any shipyard. I'll add a check like that. Thanks for the information.The_Mess wrote:There's a couple of "undefined ship" entries that are classed as TL in tships but are broke in certain ways, so I suspect the script is accidentally creating them instead of functioning TL ships.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!