[AP3.0][UFJD] Question

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Idleking
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[AP3.0][UFJD] Question

Post by Idleking »

Hello folks!

Just a simple question here:
Does anyone know if the 3.08 Sector Management xml is saved within the savegame, like the universe-file?

Changing it doesn't seem to do anything about my game, so I guess it is.. can anyone confirm?
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

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Ketraar
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Post by Ketraar »

Yes, like any other MD (Missions Director) File it gets loaded and stored in the save. Inactive cues will be refreshed once they are activated, so changes to those can be done "on the fly".

Cues that have already been completed can be reset though and changes made to those will take effect. Usually all it needs is an incremental version number in the cue, so the MD loads the "newest" one.

These are general guides though, it greatly depends on what you want to achieve and which files we are talking about. Static Files that run once are less problematic than Plot/Mission files, special Code like the Sector Management has all sorts of things in it that can go really wrong if you go about messing in it willy nilly.

Best is you describe what you want to achieve then more accurate advice can be given to your specific needs. The ways of the MD are tricky.

MFG

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Idleking
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Post by Idleking »

I was asking about the '3.08 Sector Management.xml' in particular, because I wanted to add something to the UFJD sectors.
Just trying to get a crate, or another abandoned ship in there - been playing around a bit, but haven't achieved anything yet.

Even if I just edit the values of the created Energy Cells, nothing happens.

Might be a dumb question, but do I have to do something particular despite increasing the "version" tag in the xml and reload my game? :roll:
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

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Litcube wrote:Don't succumb to the "I figured it'd be ok".
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Ketraar
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Post by Ketraar »

Well in that one all you need is to jump out of UFJD sector and back in again and all your changes should work.

The only things that pop to mind for it to not work is you are placing it in the wrong folder or there is an xml error which makes the MD skip the file altogether and load the next one.

Mind also that there are some chance values in the sector creator code making it random which things get created.

MFG

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Idleking
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Post by Idleking »

I'm handling it via false patch cat/dat files.
Placement is in 'addon/director', just like the original file I extracted out of 03.cat/.dat, but still nothing goes :?

But if I intentionally make a total mess in that file, the game crashes, so it MUST be loading my 'false patch sector xml'...
Ah it just doesn't make any sense at all - I'm quite sure I miss a point somewhere :shock:
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
dillpickle
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Post by dillpickle »

Posting the code you are trying to insert, as well as an idea of where in the UFJD cue you are trying to insert it would help greatly in trouble shooting your problem.
Idleking
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Post by Idleking »

Heh, I figured it out now.
The game loads the cat/dat files first, and then loads the files directly stored in the 'director' folder (somehow I assumed it worked vice versa :roll: ), so that problem is solved now :)

For now I was just trying to make the ECells generated in UFJD sectors being more per crate (just added a '0' to the min/max in the file) to see if the new file gets loaded after all...
But I have figured out that and can now try adding new stuff :wink:

Thanks for using your time on my questions though, I'm sure there will be more soon enough :roll:
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
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jack775544
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Post by jack775544 »

Ahh precedence. It actually makes modding a whole lot easier. The game loads things in this order:

Packaged Loose Files (.pck files for MD)
Unpackaged Loose Files (.xml for MD)
Highest cat/dat file
||
||
\/
Lowest cat/dat file (will load packaged before unpackaged)
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Ketraar
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Post by Ketraar »

Well technically its the other direction, meaning game starts by loading the lowest cat and overwrite files by loading higher numbered ones.
Where loose files are the last ones to be loaded, thus overwriting everything else.

MFG

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