[X3LU] X-Missions Reloaded (XM-R) v1.59b

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Shasslar
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Post by Shasslar » Thu, 21. Aug 14, 12:29

So, even after removing (I think) the known status to the starting sectors, Terran factories do not appear in the SCH list. Any idea concerning this ?

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Joubarbe
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Post by Joubarbe » Thu, 21. Aug 14, 12:35

Shasslar wrote:So, even after removing (I think) the known status to the starting sectors, Terran factories do not appear in the SCH list. Any idea concerning this ?
I suggest we all gather in a circle, hold hands, and try to invoke Litcube for an answer.

Shasslar
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Post by Shasslar » Thu, 21. Aug 14, 13:40

Well there's 50/50 percent chance that we'll destroy the universe, but why not.

Litcube...
Litcube !
LITCUBE !

DeathBreath
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Post by DeathBreath » Thu, 21. Aug 14, 16:15

I have written in the main LU thread about the problem and Lit said that LUV is his priority right now so probably he won't help for a long time :(

Also Joubarbe I read previously that you had some gameplay experience with the terran start. I want to ask, do you play with the OCV enabled?
I ask this because I'm having certain problems with it and I'm only running your mod with LU. If you play with the are they expanding like they should?

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Litcube
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Post by Litcube » Thu, 21. Aug 14, 16:20

Alright, alright, alright.

Hold on.

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Joubarbe
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Post by Joubarbe » Thu, 21. Aug 14, 16:47

DeathBreath wrote:I have written in the main LU thread about the problem and Lit said that LUV is his priority right now so probably he won't help for a long time :(

Also Joubarbe I read previously that you had some gameplay experience with the terran start. I want to ask, do you play with the OCV enabled?
I ask this because I'm having certain problems with it and I'm only running your mod with LU. If you play with the are they expanding like they should?
I had some problems with a previous version of LU but it seems that it was "normal". I reset OCV (disable the option in the AL menu, wait for the magical sound, then re-enable it). Now it works ok.

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Litcube
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Post by Litcube » Thu, 21. Aug 14, 17:20

Cause of the SCH calculator issue:

Your adding argon complex construction kits to the Terran shipyard in Uranus.

Don't do that.

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Joubarbe
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Post by Joubarbe » Thu, 21. Aug 14, 17:22

Oh damn, that was a debug thing... Thank you Litcube !

EDIT : doesn't work... The CCkit has been removed and I still don't have anything in the SCH Calculator's list.

EDIT2: an EI is needed to fix the issue.

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Litcube
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Post by Litcube » Fri, 22. Aug 14, 14:43

The issue is caused because shipyards are not supposed to have any wares that don't belong to the maker race. This #@$%s up some tables in the engine. You can see a command in the galaxy editor that checks for shipyard validation, and it's been there since reunion.

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Joubarbe
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Post by Joubarbe » Fri, 22. Aug 14, 18:38

  • Version 1.47 - 22/08/2014
  • Joubarbian Holy Book Chapter II Verse 7. : You will call this script XM-R from now on and for the rest of your life, for the Joubarbian Gods do not wish to be mistaken with other Divinities.
  • The Holy Loot Module has been updated. Jobs and t files are no longer modified by this module. That means less wares salvagers and a working FLC display line (it will show a number, but that will still be overwritten). But that also means a greater compatibility (I won't need to update the module every time LU is updated).
    To make this work properly : update LU and remove ...addon\types\Jobs.txt. Salvagers already in your game will be removed/replaced in your next E/I.
  • No more missions in LU new sectors.
  • "The Bridge" : the waves strength and military resources are now imported when using LU's EI feature. You still have to restart the plot from the beginning (except if it's completely finished).
  • "The Bridge" : orbital weapons platforms will be imported as well.
  • The loot bonus will only apply to sectors in which you have an active Peacekeeper (instead of any special station).
  • "Back To Business" now requires you to build a station for NPCs when a resource is missing. These stations will be exported if you use LU's EI feature.
  • Bug : all custom game starts come with at least 1 Perk Point.
  • Bug : the "Wealthy Freeman" custom game starts said that you have a TM, but you have in fact a Toukon (M6 in LU).
  • Bug : "Sabotage" : it was possible to dock at the pirate base.
  • Bug : after importing a game in which the player finished the plot "The Bridge", all player's stations and ships in conquered sectors were destroyed. (thanks to Raaaak for spotting this issue)
  • Bug : plot status and station reputations were not correctly imported.
  • Bug : Terran factories were not displayed in the SCH calculator. An E/I is needed to fix that.
  • Bug : it was possible to loot stuff from ships that crashed into your own factories.
  • Bug : when you uninstalled/reinstalled the script, workshop's equipments were still in player's ships.
The biggest noticeable change here is the modification of the "Back To Business" mission. Now it's like a Build Station mission, but will only be triggered when a station needs the resource. That way, you can help NPCs and the economy. I didn't test it in a real game, but I think it will influence enough the universe.
And the good news is that all these new NPC stations you build can be exported through LU's E/I thing.
Of course, these new stations will be fully compatible with all other features of XM-R (reputation, missions, etc.).

XBion
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Post by XBion » Sat, 23. Aug 14, 01:32

Hi Joub! it is normal that used ships of the same class generated by Golden Opportunity missions have various max speed? For example, i bought 3 Tempestines and the maximum speed they have: 161.4, 183.6 and 205.9

[ external image ]

this is my save https://www.dropbox.com/s/odsjuda2eve2ih0/X04.sav?dl=0
i use LU 1.3.4+XMR 1.46c, didn't try 1.47 yet

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Joubarbe
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Post by Joubarbe » Sat, 23. Aug 14, 08:39

Hmm, funny ! The max speed is defined by these two lines :

Code: Select all

$MaxTuning = $UsedShip-> get max upgrades for upgrade {Engine Tuning}
= $UsedShip-> add $MaxTuning units of {Engine Tuning}
And as you can see, there is no obvious reason for this strange behavior (max upgrades should always be the same). Anyway, I find this issue quite cool actually ; it's really a used ship and you never know what you're gonna get :)

But I'll look into it, to check if things are not totally out of control.

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Re: [SCRIPT] [X3AP/LU] X-Missions Reloaded (XM-R) v1.47

Post by Sparky Sparkycorp » Sat, 23. Aug 14, 09:14

Joubarbe wrote: [*] No more missions in LU new sectors.
Not sure if this was a fix to the report I made of a mission spawning in Unknown Sector Omega. If it was, it feels a bit OTT and will leave them feeling dead. If Omega cannot be excluded, I personally would prefer the previous behaviour and just be careful about what missions I took.

Without any kind of missions in the Omycron Channel sectors, there's little reason to go there and less to keep us there to begin to care about them. If/when the Channel system falls, we could still have missions spawn in classical systems owned by OCV.

RE: "XM-R". Not important but the reason I'd suggested "X-MR" was that the "-" in the title is after the "X".

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Joubarbe
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Post by Joubarbe » Sat, 23. Aug 14, 09:36

These sectors are dead for me. Anyway, I don't know what to do because I never experimented very advanced OCV. In my opinion, having missions objectives spawn in OCV's sectors can be a mess, or at least very hard to manage. And excluding these sectors can lead to endless loops and game freezes...

Maybe it was a harsh decision, I need to play more to balance this. It will probably be reverted in the next version (with the possibility of objectives in Omega). Or maybe I could only allow some missions in these sectors. We'll see.

I prefer XM-R. It's "X Missions" before everything else, then "Reloaded". That was "XM" before.

And change your sig before the Joubarbian Gods punish you ! (look at my avatar, it's one of them ; scary, aren't they ?)

grayx
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Post by grayx » Sat, 23. Aug 14, 15:17

Some feedback.

LUV 1.3.2.2 + XM-R 1.47 + Trixx UI

I took quest "Back in business". A USC Food Factory L is needed in Heretic's End to be built.

I built it, but nothing is happening. I tried to contact Mosquito factory (which was not by default there - I built it as a vanilla quest before I installed XM-R) who ordered the build, but no avail.

I must say I have my Data Relay (and a beacon) there, if that's of some importance.


Beside that, is it possible to cancel/abort the quest?

http://i57.tinypic.com/104njhj.png
http://i58.tinypic.com/i5p1rt.png

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Joubarbe
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Post by Joubarbe » Sat, 23. Aug 14, 15:37

You're supposed to have an option in your PMA : "give your station X to the station Y".

Please upload your savegame, I'm still with the 1.3.2.2 too.

(it's not possible to cancel any mission, except by doing an E/I ; that won't change, it's too much work to manage that)

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Joubarbe
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Post by Joubarbe » Sat, 23. Aug 14, 17:28

I'm sorry to announce that Back To Business is full of bugs... I was pretty sure it would work perfectly, but it's not.

Avoid it until I fix it.

grayx
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Post by grayx » Sat, 23. Aug 14, 19:13

Joubarbe wrote:You're supposed to have an option in your PMA : "give your station X to the station Y".

Please upload your savegame, I'm still with the 1.3.2.2 too.

(it's not possible to cancel any mission, except by doing an E/I ; that won't change, it's too much work to manage that)
Yes, sir. Would do it sooner, but had a problem with a net. It's raining dogs and cats here...

Here we are.

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Joubarbe
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Post by Joubarbe » Sat, 23. Aug 14, 19:22

Huh sorry, I don't need the savegame now that I know I screwed up everything in the latest update :)
See the changelog for details.

(not everything, just this damn Back To Business shit)

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Joubarbe
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Post by Joubarbe » Sun, 24. Aug 14, 00:33

  • Version 1.48 - 24/08/2014
  • Missions in LU's new sectors are back !
  • You need to unlock "Heroes Needed" to have access to "Back To Business" and the cost of the latter is now 6 instead of 3.
  • Now Back To Business works a bit differently : you are not asked to build a specific station, but any station that can produce the required resource. Also, only one "Back To Business" mission at a time can be triggered in the same sector, and stations of a specific sector will never ask twice for the same resource.
  • Bug : negative credits could be awarded after succeeding a mission (very rare).
  • Bug : "Back To Business" didn't work as intended (many bugs and imbalanced). Your old missions of this type will be removed, as well as in every stations.
I don't have much time to test it as much as I like to, and this Back To Business mission is harder than I thought to develop. Now it's supposed to be balanced and bug-free.

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