Universe Explorer Update 11/23/09

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Hauger
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Universe Explorer Update 11/23/09

Post by Hauger »

Universe Explorers 2.4.1

Since 7ate9 is on a leave of an undetermined time I have taken up trying to clean out some bugs in his UX scripts. Please post any possible bugs/loops here and I'll see if I can get them ironed out. I do not plan on adding/removing features. If you wish to do so feel free to take it from here!

If you are new to the Universe Explorers script then please go here for all the information on how to use them.

Download Universe Explorers 2.4.2or the ZIP there.

This is a stand alone version, previous versions do not need to be downloaded. If you already have an old version of UX installed I'd recommend removing it before adding this one but it is not required.

You also need to download the new AP Libraries r2.2 ZIP there.

Fixes include:
-Looping problems while scouting sectors.
-Infinite loop freeze from high level explorers ordering take-out!
-UX's now deploy satellites properly.
-Random corrupted .spk files are not longer as corrupt as they used to be.

If you get the chance please thank 7ate9 for the time devoted to making the universe known to the rest of us!

I do not feel it's necessary to modify the script, only make it more stable.
Last edited by Hauger on Tue, 24. Nov 09, 00:22, edited 4 times in total.
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vampirecosmonaut
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Post by vampirecosmonaut »

One thing I noticed is that if I disable ship recovery on my explorers, they do not get stuck trying to best buy nothing at stations.
I've never had an explorer recover a derelict ship anyway. :roll:
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
Roady1976
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Post by Roady1976 »

yea, mine don't seem to recover ships either, so perhaps take that facility / option out?
I too have noticed them getting stuck in a loop, i just restart the script through the navigation menu and it seems to clear it for a bit.

Comming back to the recovering ships thing, if the explorer does jump out and capture the ships.. would it be at all possible to get the script to somehow send us a message saying where the ship is and what class it is?
Rheikon
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Joined: Sun, 19. Jul 09, 07:47

Post by Rheikon »

My explorers do claim ships and the mod does tell me where they sent the ship(the closest friendly dock). The only issue i have is they go into teh same hostile sectors over and over or they end up a ta dock and do nothing on occasion, in which case i just have to tell them to start again..
Hauger
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Post by Hauger »

vampirecosmonaut wrote:One thing I noticed is that if I disable ship recovery on my explorers, they do not get stuck trying to best buy nothing at stations.
I couldn't find any corelation to ship recovery and a buy loop. Try out the new version and see if you get the same thing with ship recovery turned on.
Roady1976 wrote:yea, mine don't seem to recover ships either, so perhaps take that facility / option out?
The option to disable ship recovery is in cycrow's plugin menu. You have to map the command to actually access it. If you can't get to it let me know i'll drop some screenshots. I tested this feature out and the UX's have found random spawned ships with no owner and sent them to the nearest shipyard. Remember they need to be a certain level before they will recover a derelict ship.
Roady1976 wrote:would it be at all possible to get the script to somehow send us a message saying where the ship is and what class it is?
As far as I know, there is a message sent to your logbook whenever they recover a derelict ship.[/quote]
Roady1976
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Post by Roady1976 »

This is interesting, one of my explorers is level 19 and as yet has not claimed a ship.. i bet your gonna tell me it is level 20+ hehe.
Net-burst
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Post by Net-burst »

Thanks for your hard work. Can you please also put for download zipped version of files? I don't use Packman and i cant unpack your spk files because of error :(
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vampirecosmonaut
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Post by vampirecosmonaut »

SPK for the UX looks corrupted, it won't install or export.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
Saheike
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Universe Explorer

Post by Saheike »

:(

I can donwload it normally but I cannot unpack it with the spk.-installer. Be so kind and make it downloadable as a RAR or ZIP Package. Don´t know why it doesn´t work.

Now I found out that the last script "setup.plugin.ux.xml" is corrupt. I unpacked file by file with the spk-explorer but the last won´t be unpacked. It contains 17.23kb and tries to unpack 8.81kb.

Greetings from Sabine
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...
Net-burst
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Post by Net-burst »

Saw it just now. Hauger uploaded zip versions :) . I have been monitoring this thread for new posts but not changes to op :)
mark_a_condren
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Post by mark_a_condren »

I have been using Ux's for quite a while and the main probs i have come across are;

1 - When they claim a ship (yes they sure do) they tend to get stuck in a loop when they re-enter their ship. Restart them to fix.

2 - Re-entering a sector they just left due to enemy activity, they will do this REPEATEDLY no matter their level.

3 - Random, (well i havn't picked a pattern), loops while deploying sat's in cover all gates and Stations mode.

4 - Some of them take Looooooooooong breaks just idling around.

I hope you can improve this script, it's good but could be even better. best of luck.

MarCon
Aegyen
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Post by Aegyen »

Thanks for the debugging work you are doing, it's a good script, just needs the kinks worked out.

I have added your fixes, but just wanted to let you know what I am seeing.

1. Old, doubled pilots, that were given new ships, are now disappearing as they are destroyed. I get a message from 'no pilot'. I have been letting them die off.

2. Messages, such as an explorer being destroyed, are still coming in as doubles, in the log.

I agree with the poster above, they could use some tweaking, for their survivability, they do have a tendency to agro in one sector, run to the next, and agro there, then they get stuck running between the 2, until they die.

But, as you said, you are debugging not modifying, so I just kind of roleplay it. Bunch of addicts cant be all that reliable, I suppose.

:lol:

At least I give them relatively cheap Kestrels, so the attrition may be high, but the expense is not great.

They could really use a tweak to their sat layouts, sometimes they really place them in bad spots, I am a perfectionist, so I would want nice setups that are out of the way, but hey, again, I am relying on a bunch of fueled up, and weeded out pilots, so what can you do?

Even I know not to mix my weed with my alcohol! :roll:
Hauger
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Post by Hauger »

I'll see if I can send an explorer off to an untimely death to see if I can recreate the double messages. Most of the loops were caused by either calling a script from the AP libraries with an old name, or calling a script from the AP libraries that had been changed and required more parameters to be passed to them. Now if I could find a proper library that could add, subtract, multiply and divide decimals I would love to script! Now both of you are talking about getting double messages with the 2.4.0 or the 2.4.2 version of UX?
Aegyen
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Post by Aegyen »

I updated it with your fixes, and got the double message after that. I haven't lost another, yet.

I am in the process of trying to figure out how to use the cheat scripts to create, and modify other explorer pilots, but I can't seem to get them to work. Once I have figured it out, I will test some various things on them, and see what else I can shake loose.
Hauger
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Post by Hauger »

In the plugin.ux.lib.pilot.rank script this is what I put in.

Code: Select all

$name = $Pilot[0]
$rank = $Pilot[1]
$xp = $Pilot[2]
$special = $Pilot[3]
$rank = ( $xp + $rank - 15 ) / 3 
$rank = square root of $rank
 
if $rank >= 24 AND $special == 15 
  $rank = 24 
else if $rank >= 23 AND ( $special | 7 ) == $special 
  $rank = 23 
else if $rank >= 22 AND ( $special | 3 ) == $special 
  $rank = 22 
else if $rank >= 21 AND ( $special | 1 ) == $special 
  $rank = 21 
else if $rank > 20 
  $rank = 20 
else if $rank < 1 
  $rank = 1 
end
$rank = 24     <--------
$name = sprintf: pageid=8971 textid=$rank, $name, $rank, null, null, null
[THIS]->set pilot name to $name
 
skip if not $debug 
  [THIS]->set name to $name
 
$Pilot[1] = $rank
return null
Where you see the <---- is all you need to modify the rank of any pilot. Be warned that anytime a pilot does something to gain exp this script is called and his rank will jump to that rank you put in, along with any new pilots you create! This is how I did my testing.

It won't modify the exp, so as soon as you take out that one line all pilots will return to their correct level determined by exp.
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vampirecosmonaut
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Post by vampirecosmonaut »

All you need to do is run "plugin.ux.cheat.modify.xp" from the script console.
You then select a UX pilot's ship and then add XP and/or one of the achievements by number. It's that simple.

Just open the console, scroll down to "plugin.ux.cheat.modify.xp", and press "R", then choose null and follow the prompts afterwords. :wink:

You can run "plugin.ux.cheat.create.ux" the same way.
That allows you to choose a sector, ship, xp, and specials.

In an unrelated issue, I still haven't had a UX claim a ship yet.
They are jumping around exploring, 2 at level 25, and no claims yet.
They do everything else. :roll:
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
marcusdavidus
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Joined: Fri, 29. Oct 04, 12:31
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Post by marcusdavidus »

Yep > my Single explorer in Spitfire run by 10 real time days and he never find any ship. anyway i never find him die or even be close . he simply out run every one in his m3 :P imho best ship for UX good cargo for sats drones etc and fast like hell with m3 class shields
7ate9tin11s
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Post by 7ate9tin11s »

Thanks for putting this up...I actually lost the source code and really miss explorers in the new test game I am trying.

/Just figuring out how to make the world a bit more dangerous
//Without the overhead and overdone IR mess I made...
///The test script set is call karma...take a wild guess what is does :)
////No, not officially back yet...
Keridos
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Post by Keridos »

Is this compatible with AP3.0 /3.1 I cannot get it to work, installed AP Libraries and the UX script but It does not show the start explorer thingie in the navigations menu. And yes I have checked the requirements. I am running XRM though. It gave me an error that I did not install AP libraries, although I did that.

/edit: The AP Libraries v2.2 SPK is corrupt, use the link further down in the corresponding thread: http://www.general-files.com/download/g ... 2.zip.html
Eidolan
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Post by Eidolan »

I am having a strange issue, have been using this script for a while now in my game and everything seemed fine. Last few days my game would crash exactly 2 min and 14 seconds from loading my last save. The time before crash would be less if I used SETA so I knew some event was going on in the game world to cause this crash. So i would reload and reload and reload changing things to see if I could avoid the crash. One of the I did was to order every one of my owned ships to "stop" thinking maybe one of them does something to explode the world.

Well doing that worked, was able to sit for 20 min in SETA with no crash. Saved and started resuming my fleets orders. Went fine until I got to my explorers. When I would order one of them to "start universe explorer" game would crash.

Reload and tested several permutations, moving the explorers manually, no crash so it's not the ships. Restarting universe explorer in different sectors, crashed. Tried only starting one universe explorer crash.

Has anyone else had this problem? And why NOW do they crash the game, game save of over 12 days and they worked fine until now.

I am running XRM, MARS, ADS and a few other minor mods such as improved freight drones.

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