[GAMESTARTS] Transcend - Lost Colony (updated March 20, 2017)

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Nanook
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Post by Nanook » Tue, 24. Feb 15, 23:47

Excellent! I'll be adding it tonight if I have the time. Thanks. :)
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Vandroy2
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Post by Vandroy2 » Thu, 26. Feb 15, 06:38

No highway version still doesn't working.Who's can help to fix move.generic for 3.2 game version to force own ship s/m class travel between sectors?

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Leafcutter
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Post by Leafcutter » Tue, 17. Mar 15, 18:57

Thanks for this MOD, I am enjoying it.

S & M ships that the player owns prior to adding Transcend (No Highways) to an existing save (which did have highways) may not receive the modified booster.

Possibly the same applies to existing NPC S & M ships in the universe.

New NPC ships created by shipyards and spawned S & M ships (Transcend system upon MOD install) will have a booster, so it might be a case of just waiting for natural wastage and recycle to occur before all NPC ships behave as the MOD intends. You can accelerate this by destroying them or waiting for pirate raids to do it.

Regarding your own S & M ship stock, I recommend selling them and building new ones which will inherit the properties defined by the 'No Highways' version of the MOD.

This is all conjecture as I'm not technical, but have observed (excuse the pun) ship behavior indicating my explanation.

Perhaps the author may be able to provide a method to resolve this retrospectively? (although I imagine it may not be viable)

Cheers
-LC-
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w.evans
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Post by w.evans » Tue, 17. Mar 15, 19:10

There are the <patch_macro ... /> and <patch_macros ... /> commands which should make it possible to alter macros which are already in a save file. Haven't played around with either command, though, so not sure what parameters they need and how reliable they are.

Information for both commands in libraries\common.xsd.

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Leafcutter
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Post by Leafcutter » Thu, 19. Mar 15, 14:02

so a Gigarum I purchased does indeed now have a boost capability.

But I have noticed some further properties of the no-highway version which will need to be fixed or else for me it may be a case of going back to a previous save before its too late.

The Gigarum I mentioned... I instructed it to fly to my position... it boosted, but once its shield has depleted, it reverted to normal speed (slow). I then repeated the instruction via new order and again it boosted until its shield depleted. Assume the same thing will happen to NPC ships.

There are a lot of NPC fighters hanging around... I have noticed that if one fires a shot they spring back to life... but ultimately it looks like all their instructions have been interrupted... it won't be possible to reactivate them all manually.

I am still not convinced either way whether mass traffic actually contributes to inter-zone trading... if it does then removing them will mess up the economy which as we all now is not the most robust at the best of times.

Hopefully Observe will read this and address, else I can only recommend this MOD with a new game start.

Thanks
-LC-
Always expect the unexpected, and you will never be surprised.

Vandroy2
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Post by Vandroy2 » Thu, 19. Mar 15, 16:10

In new game no-highway version still doesn't work.s/m ships don't trawel between sectors.They can fly only between zones.

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alexalsp
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Post by alexalsp » Thu, 19. Mar 15, 16:26

This problem is old as the my life.:D About this nor times written. Can be you find the time and fix it.

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Leafcutter
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Post by Leafcutter » Thu, 19. Mar 15, 23:07

Yes I saw your comment above which mentioned smaller ships stuck in a jump cycle (without jump drives).

Perhaps Observe cut and paste too much of the larger ship move AI into the smaller ship move AI in an attempt to solve the booster problem.

And for NPCs somehow the booster should not use the shield.

I see drones are being introduced to the Sucellus so fighter support won't be such an issue.

@w.evens

Unfortunately those script commands don't mean anything to me other than they sound powerful and dangerous... properly why no one has tried them out yet :-)

-LC-
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w.evans
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Post by w.evans » Thu, 19. Mar 15, 23:37

The patch_ commands are a possible way to patch boosters into:
Leafcutter wrote:S & M ships that the player owns prior to adding Transcend (No Highways) to an existing save (which did have highways) may not receive the modified booster.
Like I mentioned, I haven't tried those commands, though, so don't know how well they'll work for this particular situation.

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Leafcutter
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Post by Leafcutter » Wed, 25. Mar 15, 16:23

For those who may be interested...

I have been persisting with the No-Highways version of this mod (as an alternative to my old plot save) and as time has progressed things seem to have settled down.

I see less M ships flying around, but more L freighters to replace them... perhaps the AI knows to do this. I have done the same by selling M and buying L for station managers.

The economy for me at least has not come to a grinding halt.

The only other problem is the method of pirate or xenon S fighters spawning...a less aggressive place without highways in the original systems of DV, AL and OL. Maybe this is unconnected.

-LC-
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Vandroy2
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Post by Vandroy2 » Thu, 26. Mar 15, 00:01

your ship s/m class can travel between sectors?

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alexalsp
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Post by alexalsp » Thu, 9. Apr 15, 18:54

Transcend - No Highways v. 1.34 (upd. 3.012)

I watched as a booster works.

1) The booster only works in the sector.
2) the ship s / m does not fly to another sectors and systems, trying to calculate the parameters of the jump. But jump drive is not present at class s / m.

Rei Ayanami
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Post by Rei Ayanami » Thu, 13. Aug 15, 00:36

Heya, i have a few questions about this mod:
- Is it intended that the entire sector/zone/highway locations/layout is the exact same as the one of Omicron Lyrae? Or is something wrong with my game/the installed mod?
- Is it intended that the galaxy map icon of Transcend is at the exact same location of Maelstrom? Looks kinda ugly/wierd and it is impossible to select Transcend by doubleclicking the galaxy map icon since you select Maelstrom instead.

karabAs
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Post by karabAs » Fri, 14. Aug 15, 01:31

Rei Ayanami wrote:Heya, i have a few questions about this mod:
- Is it intended that the entire sector/zone/highway locations/layout is the exact same as the one of Omicron Lyrae? Or is something wrong with my game/the installed mod?
- Is it intended that the galaxy map icon of Transcend is at the exact same location of Maelstrom? Looks kinda ugly/wierd and it is impossible to select Transcend by doubleclicking the galaxy map icon since you select Maelstrom instead.

- Yes.
- Yes. You can select from the right side menu while on the Galaxy map.

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Observe
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Post by Observe » Sun, 8. Jan 17, 04:02

Hello all. I am considering updating this mod, but it's been ages since I played Rebirth, or payed any attention to this mod. I know there were things that people requested changed and some things that were/are not working correctly.

If anyone is still playing this mod, I wonder if you could let me know the short list of things that I should attend to in this next revision.

Thanks.

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