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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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AiaxX
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Post by AiaxX » Sun, 19. Apr 15, 04:41

Hey,

I got a little issue... Again :(
When I used the Plutarch Beam and selected the First astroid, the Interface dosen´t change. But when I left the proper Menu and join the Command Interface again (Plutarch Tractor System) , I can see the Changes. So I have to mark the target Astroid, leave the Menu and join it again right after.

I didn´t had the Problem in early stages of the Game. Any Idea? Maybe I blicked 1 Button to much on the Keyboard.

Thanks.

DerHeiligeApfel
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Post by DerHeiligeApfel » Sun, 19. Apr 15, 16:33

Crunk15, could you please be more specific which UT script you use?
I had a look around and only found "MK3 Improvement Reloaded" http://forum.egosoft.com/viewtopic.php?t=314455
Is that the right one?

I've watched one of my UTs get stuck. He wanted to sell energy to a factory and got beaten to it. When he arrived at the factory, he could sell no e-cells to it. He then proceeded looking for other trade opportunities, but since he had no free cargo (all filled with e-cells) he couldn't find any.

Is this problem avoided with the reloaded reloaded script?

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solarahawk
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Post by solarahawk » Sun, 19. Apr 15, 16:56

As a general rule, don't install any mods or scripts that haven't been verified or updated for LU. There is an updated UT script for LU based on Mk3 Improved Reloaded: http://forum.egosoft.com/viewtopic.php?t=371290

I haven't used it, so I can't speak to its improvements or reliability. I generally don't rely on UTs to generate much of my income beyond the early game. I keep an eye out around conflict zones, sectors where Xenon and pirate incursions occur regularly, to pick up bailed ships. As soon as I can, I place satellites in those sectors so I can check on them regularly. Then, I buy a TL and save up for my first SCH. The real money starts rolling in once my factories start pumping out product.

Crunk15
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Post by Crunk15 » Sun, 19. Apr 15, 18:32

@DerHeiligeApfel the link solarahawk posted above is the one im using. once you install it you have to restart your UT by sending the command over again, read the install notes by the creator for details.

ive been using it for a while now and i love it. theres no more micromanagement of having to dump their cargo or them getting stuck. the only time youll hear from them is when they are ready to be upgraded from ST to UT, what sector they got attact in, by who, and what sector they escaped to and restarted their trade run. and that they've been damaged and need your help for repairs.

@liam92 if you dont have the cash upfront your can still use them, theyll buy their own jumpdrive and upgrade their cargo up to 80%. but it is better to have the cargo fully upgraded sooner so they can level up faster.
the ocv ships are beasts with 8 2gj shields on some i think. im staying clear of them until i get my infrastructer set up.
the phanon arent much of a threat early on as long as you keep an eye on them.

DerHeiligeApfel
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Post by DerHeiligeApfel » Mon, 20. Apr 15, 16:00

Thanks for the link solarahawk. I know what you mean about the pirate sectors. I just recently placed satellites there and now I have have to check every other ingame minute if there might be a bailed ship. I need a "ship bailed" notification...

Another special moment that I had: I was flying through said piratesector, full of enemies but also full of crates and bailed ships. I thought too dangerous to pick up all these weapons and shields floating around. Then in a quiet corner, I used the "collect wares" command on my own ship so I could do something else while the autopilot is flying. To my surprise, all crates in close vicinity were immediately teleported in my ship. I had a transporter extension and didn't know that I could use it to collect crates...

KestrelM1
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Post by KestrelM1 » Mon, 20. Apr 15, 22:14

I am having a small issue with MLCC in my game. I'm not sure if it's working as intended and/or something I've overlooked, but if someone could fill me in as to the cause of the issue, I'd appreciate it.

I'm pretty late in the game and have a sizable MLCC fleet that operates out of 6 docks. Dock 1 has a whole mess of M6s while Docks 2-6 all have 3 M2s, 4 M7s, and an M7M (and they all have a Dock Agent and Freighter, naturally).

They all respond to assist calls just fine, but for some reason when I give a Retreat command through the MLCC interface, the M7s (all Acinonyx in this case) take ages to actually jump out. All the other ships jump out just fine in a fairly short amount of time, but despite displaying the "Retreating" command in their info tabs, the M7s will linger in the sector for up to 30 minutes after the order is given.

At first I thought it was because they were bottlenecked by the gate in my home sector or something, so I littered it with Jump Beacons and gave all the ships Quantum Jumpdrive Extensions. But that did not help the issue.

Their MLCC orders are
1. Escort: Attack Same (M2)
2. Attack Capitals & Medium Ships
3. Attack Ships
Final Orders: Retreat

I was wondering if anyone else has run into a similar issue or if they might know why it takes so long for them to jump out. Let me know if there's any more detail I can provide, and thanks in advance for the help.

DerHeiligeApfel
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Post by DerHeiligeApfel » Mon, 20. Apr 15, 23:57

I probably encountered a bug. A Teladi Taskforce Cormorant wants to kill my captured Pirate Osprey. I can apologize to him to make him white again, but when I jump out of the sector, he goes back to attacking my Osprey.
I can provide a savegame.

Talvinen
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Post by Talvinen » Tue, 21. Apr 15, 00:29

So, I have gotten a decent empire scraped together early game, and I am trying to set up a Station Agent to buy some wares for me. I have a couple of Snotras that I have been using as dock agents, unfortunately, when I try to get them to be station agents instead (on an argon equipment dock or headquarters), the option is greyed out. I have checked, double checked and triple checked and all the correct equipment is on them both.

Is there a certain level the pilot has to be in order to be a station agent? Or is it even more obscure than that?

- - Talvinen

Edit: Or have I just been over-thinking it?

Crunk15
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Post by Crunk15 » Tue, 21. Apr 15, 01:34

station agents only work on factories as there home base.

dock agents are for docks as their homebase. your docks will only aquire new items if their delivered by you ships, picked up by your freithers or sold to you by an npc if you have the item source set to buy

zetasx
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Post by zetasx » Tue, 21. Apr 15, 01:37

Dock Agent's also buy stuff into the dock, but only ones that is set to "buy".

Crunk15
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Post by Crunk15 » Tue, 21. Apr 15, 01:45

must of got confused when reading the wiki, thanks!!!!

Talvinen
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Post by Talvinen » Tue, 21. Apr 15, 02:20

Hmmm... how frustrating. Since I have a lot of ships that are mining out the sector, I have a near constant influx of minerals that they need to sell, and thus never buy anything.

Anything you think could help besides sheer number of dock agents?

- - Talvinen

Crunk15
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Post by Crunk15 » Tue, 21. Apr 15, 02:42

to avoid that issue the dock agents on my mining dock just sell for me. essentially why i didnt notice that they could also buy. anything else they need are brought to them from a station or another dock by the freighters assigned to them.

you could also try changing some of there homebase to another suitible dock, equip them with a quantum jumpdrive, a drop a jump beacon at the destination dock and the mining site to eleviate the burdon of there slow speeds to speed up your operation

zetasx
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Post by zetasx » Tue, 21. Apr 15, 11:53

Talvinen wrote:Hmmm... how frustrating. Since I have a lot of ships that are mining out the sector, I have a near constant influx of minerals that they need to sell, and thus never buy anything.

Anything you think could help besides sheer number of dock agents?

- - Talvinen
I'm sure that there is way more better way to control resources of docks when mining, but i always use atleast 2 docks. One for minerals and stuff and the other one for buying things. Then you just move resources by freighters and you're good to go.

KestrelM1
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Post by KestrelM1 » Tue, 21. Apr 15, 12:49

Also my ships don't seem to be respecting the "Interceptions" setting in the MLCC window... when I issue an Intercept command all the ships (except the M6s, for some reason) launch and try to intercept, despite only the M7s and M2s having "Yes" set.

Maybe I'm doing something wrong :oops:

KestrelM1
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Post by KestrelM1 » Tue, 21. Apr 15, 14:46

KestrelM1 wrote:I am having a small issue with MLCC in my game. I'm not sure if it's working as intended and/or something I've overlooked, but if someone could fill me in as to the cause of the issue, I'd appreciate it.

I'm pretty late in the game and have a sizable MLCC fleet that operates out of 6 docks. Dock 1 has a whole mess of M6s while Docks 2-6 all have 3 M2s, 4 M7s, and an M7M (and they all have a Dock Agent and Freighter, naturally).

They all respond to assist calls just fine, but for some reason when I give a Retreat command through the MLCC interface, the M7s (all Acinonyx in this case) take ages to actually jump out. All the other ships jump out just fine in a fairly short amount of time, but despite displaying the "Retreating" command in their info tabs, the M7s will linger in the sector for up to 30 minutes after the order is given.

At first I thought it was because they were bottlenecked by the gate in my home sector or something, so I littered it with Jump Beacons and gave all the ships Quantum Jumpdrive Extensions. But that did not help the issue.

Their MLCC orders are
1. Escort: Attack Same (M2)
2. Attack Capitals & Medium Ships
3. Attack Ships
Final Orders: Retreat

I was wondering if anyone else has run into a similar issue or if they might know why it takes so long for them to jump out. Let me know if there's any more detail I can provide, and thanks in advance for the help.
I solved this issue. Turns out that the Acinonyx did not in fact have Quantum Drive Extensions installed (I used the wrong template) and were indeed getting bottlenecked by the sector's warpgate. After installing them they all warp out instantly as usual.

Just me being dumb, after all :oops:

If someone knows what I've screwed up about the Intercept setting, please let me know. I assume it's user error but I'm not sure how to fix it.

Brlotelli
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Missile Barrage not working :S

Post by Brlotelli » Tue, 21. Apr 15, 16:40

It must be me, but I can't explain it :evil:

Got a Skirnir (has every possible software installed, including the required Combat Command Software MK1&2), built missile complexes, loaded missiles, can't find missile barrage command.

I know how to use missile barrage in vanilla, used M7Ms a lot, but in LU it says "Launch all marines" in that additional ship commands menu, no missile barrage. Looked in the Combat menu, nada. Set missile turrets to "Turret: Attack Enemies" and what it does is, it launches barrages :D but unfortunatelly Shadow barrages at M4s for example :? then I tried to set the missile ROF for the Skirnir to fire Shadows at the bigger ships and Ghouls at fighters, didn't change a thing ofc (probably because I was flying it instead of the AI)... set Turret Command Alpha to priorize missiles and capitals, ship still spammed Shadows at fighters until it ran out of them and then switched to Ghouls when no or a few fighters were left. Some of you will say "omg click on your target icon and fire the barrage from there", that doesn't do anything. Tried everything I could think of.

I am sure it must be me, so please help out a noob and tell him how to fire missile barrages manually in LU :lol:

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dizzy
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Post by dizzy » Tue, 21. Apr 15, 20:27

KestrelM1 wrote:Also my ships don't seem to be respecting the "Interceptions" setting in the MLCC window... when I issue an Intercept command all the ships (except the M6s, for some reason) launch and try to intercept, despite only the M7s and M2s having "Yes" set.

Maybe I'm doing something wrong :oops:
I have the same issue happening so I never bothered with interceptions, they seem broken or I just don't know how to use them.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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Zaitsev
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Re: Missile Barrage not working :S

Post by Zaitsev » Tue, 21. Apr 15, 22:33

Brlotelli wrote:It must be me, but I can't explain it :evil:

Got a Skirnir (has every possible software installed, including the required Combat Command Software MK1&2), built missile complexes, loaded missiles, can't find missile barrage command.

I know how to use missile barrage in vanilla, used M7Ms a lot, but in LU it says "Launch all marines" in that additional ship commands menu, no missile barrage. Looked in the Combat menu, nada. Set missile turrets to "Turret: Attack Enemies" and what it does is, it launches barrages :D but unfortunatelly Shadow barrages at M4s for example :? then I tried to set the missile ROF for the Skirnir to fire Shadows at the bigger ships and Ghouls at fighters, didn't change a thing ofc (probably because I was flying it instead of the AI)... set Turret Command Alpha to priorize missiles and capitals, ship still spammed Shadows at fighters until it ran out of them and then switched to Ghouls when no or a few fighters were left. Some of you will say "omg click on your target icon and fire the barrage from there", that doesn't do anything. Tried everything I could think of.

I am sure it must be me, so please help out a noob and tell him how to fire missile barrages manually in LU :lol:
If I'm not totally mistaken the barrage command has been removed in LU, so no wonder you can't find it.
I'm sorry, I can't hear you over the sound of how awesome I am :D

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Eye of the storm - book 2 Inactive
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dizzy
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Post by dizzy » Tue, 21. Apr 15, 23:05

KestrelM1 wrote: They all respond to assist calls just fine, but for some reason when I give a Retreat command through the MLCC interface, the M7s (all Acinonyx in this case) take ages to actually jump out. All the other ships jump out just fine in a fairly short amount of time, but despite displaying the "Retreating" command in their info tabs, the M7s will linger in the sector for up to 30 minutes after the order is given.

At first I thought it was because they were bottlenecked by the gate in my home sector or something, so I littered it with Jump Beacons and gave all the ships Quantum Jumpdrive Extensions. But that did not help the issue.

Their MLCC orders are
1. Escort: Attack Same (M2)
2. Attack Capitals & Medium Ships
3. Attack Ships
Final Orders: Retreat
I believe this is expected. The escort task (the first task) never finishes. You can check by pressing "u" on your M7s when you issue the retreat order. You will see that it is ignored and instead, all throughout the battle and after the retreat order they just are stuck in the first task "escort: attack same". Because of that, they take longer to jump to base because first they wait for the escorted ships to jump, then they jump (so another 10 seconds countdown), then they follow the escorted ships until those dock to their MLCC base, THEN they go to their own homebase.

I believe this is true for all Escort tasks and works as intended (I never used "Esocrt: Attack Same" but "Escort Protect" and I never configured MLCC tasks following an Escort task because it's pointless). The only time an Escort task might be finished (but one should test this, I'm not 100% sure) is if the escorted ship gets killed. Maybe then they will move to the next task.

I could be wrong about this but there's an easy way to check, just press "u" and see what is happening with those ships, what MLCC orders they are following and what action they are pursuing.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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