[AL Plugin] Litcube's Phanon Corporation V1.21

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FriendlyFirePhoenix
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Post by FriendlyFirePhoenix » Sun, 6. Aug 17, 12:04

Also includes Soulmata's fixes.
Mythrantar, I downloaded your Phanon and al.LitQB.PhanCorp.SetRelations still has relation of all races to Race 1 set to 0. One of Soulmata's fixes was to raise relations so Phanon would use jump beacons. Am I missing something here?

Personally I set rep to 1000 and left them neutral. This gets them past the rep needed to use the beacons, but doesn't leave me losing rep with every race when I kill Phanon ships while utilising Improved Races 2.

Mythrantar
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Post by Mythrantar » Sun, 6. Aug 17, 17:42

You are absolutely right; I had updated the file in my own personal installation and then forgot to update the zip file. Apologies for this; the link above now points to the updated version.

FriendlyFirePhoenix
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Post by FriendlyFirePhoenix » Mon, 7. Aug 17, 06:59

No worries. Thanks for the fix.

Also in al.LitQB.PhanCorp.MakeShip the lines for setting morale are still:

$Morale = random value from 20 to 100 - 1
$Fightskill = random value from 20 to 100 - 1
$Aggression = random value from 20 to 100 - 1
$Ship -> set pilot morale: $Morale
$Ship -> set pilot fightskill: $Fightskill
$Ship -> set pilot aggression: $Aggression

As per Soulmata's fix. You stated they should be:

$Morale = random value between 20 and 99
$Fightskill = random value between 20 and 99
$Aggression = random value between 20 and 99
$Ship -> set pilot morale: $Morale
$Ship -> set pilot fightskill to $Fightskill
$Ship -> set pilot aggression: $Aggression

You may want to change your file to reflect this.

Mythrantar
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Post by Mythrantar » Tue, 8. Aug 17, 00:24

That's so strange; thankfully it doesn't matter as "99" = "100 - 1" fpr the script. The important correction was in the last line, which went through.

FriendlyFirePhoenix
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Post by FriendlyFirePhoenix » Wed, 23. Aug 17, 08:36

So Soulmata's rep fix has fixed one problem and introduced another problem (though less serious). Now killing Phanon traders in main race sectors leads to rep loss with that race. Not quite synonymous with cutthroat corporate warfare. This is *not* being caused by Improved Races True Relations. This is vanilla behaviour.

I tried taking the rep between Phanon and main races down from 1000 to 100, which should still allow Phanon to use jump beacons, but there is still a rep loss. It has to be 0 to not cause a rep loss. Anyone got a clever solution to that problem?

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Perahoky
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Post by Perahoky » Wed, 23. Aug 17, 21:26

Hallo,

the fix to set xenon and Kha'ak to enemies isn't available yet. Could someone provide me a new link to download this change, please, or tell me what to change in the script on my own? :)

Thanks!
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FriendlyFirePhoenix
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Post by FriendlyFirePhoenix » Wed, 30. Aug 17, 14:04

@Perahoky Download the file from https://1drv.ms/u/s!Asr7k76nk3PVorIORpRRpCEPDLsv_Q. It is a modified al.LitQB.PhanCorp.SetRelations.xml. After Phanon is installed drop it into your game folder/addon/scripts and overwrite the previous file. If you're running a game with Phanon already activated and flying around you'll need to deactivate Phanon and restart ot for the relations to take effect.

In it I set Xenon and Kha'ak to enemies. It also has the fix suggested by Soulmata above. This makes Phanon able to use the main race's jump beacons . Unfortunately it has the annoying side effect of penalising your reputation every time you attack a Phanon ship in main race space as they are now buddies and not just neutral.

fisher 2000
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Post by fisher 2000 » Thu, 1. Mar 18, 23:06

FriendlyFirePhoenix wrote:@Perahoky Download the file from https://1drv.ms/u/s!Asr7k76nk3PVorIORpRRpCEPDLsv_Q. It is a modified al.LitQB.PhanCorp.SetRelations.xml. After Phanon is installed drop it into your game folder/addon/scripts and overwrite the previous file. If you're running a game with Phanon already activated and flying around you'll need to deactivate Phanon and restart ot for the relations to take effect.

In it I set Xenon and Kha'ak to enemies. It also has the fix suggested by Soulmata above. This makes Phanon able to use the main race's jump beacons . Unfortunately it has the annoying side effect of penalising your reputation every time you attack a Phanon ship in main race space as they are now buddies and not just neutral.
Is there anyway to get around the issue of loosing reputation ? Anyway I would like to thank you for this! Great work.

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Post by Cormyr » Sun, 8. Apr 18, 17:57

Is it normal for the Phanon Corp to not build any stations?

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hargn
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Post by hargn » Sat, 8. Sep 18, 13:07

Hello there,

I have an issue with the Phanon Corporation in the LxXRM mod suite.
I did post my issue on the LxXRM thread but I haven't get any answer to my problems.

It is the reputation of the phanon corporation with the other races : it appears that it is not neutral anymore : shooting their ships decreases my reputation with the race that belongs the sectors where I kill the phanon ships. I know that it's not the expected behavior.

While it's only TS I kill, I can handle the low reputation loss, but when I'll assault their stations, it'll become unplayable.

How can I reset the reputation of the phanon with other races to neutral?

Otherwise, it can also be a XRM or LU scripts that changes the behavior of how the reputation is managed, especially against neutral race?

CloneSargaent
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Post by CloneSargaent » Sat, 8. Sep 18, 16:27

Its Soulmeta's relation fix that causing that to happen. Which gives Phanon enough rep to use jump beacons that other races own in XRM. Original Phanon has all rep set to 0.

Don't think there is a real fix for it.

Only thing you can do is either set their main spawn sectors up in unknown sectors and fight them in there with no rep loss (you can do so by editing the t file with Notepad++ or X2 editor you just need to know sector coordinates).

--OR--

Edit the al.LitQB.PhanCorp.SetRelations XML file with X-studio and set all relation except yours to 0. Its just changing numbers its easy.

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hargn
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Post by hargn » Sun, 9. Sep 18, 14:46

ThanksCloneSargaent,

I don't care that Phanon ship use the jump beacon.
So I've replaced the reputation values in the scripts, but should I need to restart a new game or reinitialize the phanon plugin in my game?
Or the changes will be directly taken into account?

CloneSargaent
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Post by CloneSargaent » Sun, 9. Sep 18, 16:49

Just kill your current subsidiary of phanon(destroy their HQ) and the next one will use the new version of scripts.

Ostheim
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Re: [AL Plugin] Litcube's Phanon Corporation V1.21

Post by Ostheim » Mon, 17. Dec 18, 18:37

Link in the main post and in the most recent pages did not work... here's the correct one.

https://xdownloads.co.uk/index.php?opti ... Itemid=116

Goldfinch
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Re: [AL Plugin] Litcube's Phanon Corporation V1.21

Post by Goldfinch » Wed, 19. Dec 18, 00:36

Is it possible to play with a non-hostile Phanon, or are there any similar mods?

i.e. a neutral corporation that expands and builds using similar rules, but will also trade with the player and not attack unless provoked.

Derax123
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Re: [AL Plugin] Litcube's Phanon Corporation V1.21

Post by Derax123 » Thu, 2. Jan 20, 11:42

Does anyone have a working link to the Xenon/Khaak enemy patch for this excellent Mod?

Alenar Rumanev
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Re: [AL Plugin] Litcube's Phanon Corporation V1.21

Post by Alenar Rumanev » Wed, 25. Nov 20, 21:20

Hoping that Soulmeta or someone else is still watching this thread.

I attempted to add the 6 necessary lines to al.LitQB.PhanCorp.MakeShip but test attacks against freighters and scans with a bioscanner still yield early bailing and a bravado (morale) of 0. This is no doubt due to my lack of familiarity with scripting in X3 AP. Would someone mind sharing privately their fixed xml file with me both so I can use it and learn for future attempts where mine went wrong? Thanks.

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X2-Illuminatus
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Re: [AL Plugin] Litcube's Phanon Corporation V1.21

Post by X2-Illuminatus » Wed, 25. Nov 20, 22:21

How did you edit said script file? For MSCI scripts like the one in this topic you need to use the ingame Script Editor or a dedicated external one (like X-Studio from mr.bear). Using an ordinary .txt or .xml editor won't work, as the somewhat readable part of a script file is just there for displaying the script file in a browser, while the actual code is located within the codearray.
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fisher 2000
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Re: [AL Plugin] Litcube's Phanon Corporation V1.21

Post by fisher 2000 » Sat, 29. May 21, 12:54

Derax123 wrote:
Thu, 2. Jan 20, 11:42
Does anyone have a working link to the Xenon/Khaak enemy patch for this excellent Mod?
Just came back to AP after FL and I'm also looking for a workable link, if anyone can be so kind to share.

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Klord
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Re: [AL Plugin] Litcube's Phanon Corporation V1.21

Post by Klord » Mon, 7. Jun 21, 20:58

fisher 2000 wrote:
Sat, 29. May 21, 12:54
Derax123 wrote:
Thu, 2. Jan 20, 11:42
Does anyone have a working link to the Xenon/Khaak enemy patch for this excellent Mod?
Just came back to AP after FL and I'm also looking for a workable link, if anyone can be so kind to share.
Let us know if you get this thing working in FL without an issue. :)
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What about X4? Nah, I prefer a space simulator rather than a walking simulator.

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