Gosh.. I feel like my hat has slipped too far down over my eyes.
I've seen this option about 10 times but still haven't noticed it
Thanks, that perfectly solves it.
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Gosh.. I feel like my hat has slipped too far down over my eyes.
:thumbs-up!!!
You have quite a gem mod here
cool! i'm on the computer now and just about to look at updating Emergent Missions re: mission descriptions and hooking the missions to the acceptance and completion stats.
the guidance to lead ship is required because the mission is allowed to extend past 20min. e.g. if you need to request a release from the mission before the 20 min is up, the lead ship may not be anywhere in your radar range. without that guidance, you won't know where the lead ship is until after 20 min. sometimes they'll be in another sector - like in your screenshot.uidance to leading ship was quite unnecessary during a patrol - it added second mission marker confusing sometimes when looking for next mission station's marker
weird that the UI broke. i'll investigate.after completing the mission and receiving reward - part of UI dissapeared. I couldn't use transporter room nor talk to anybody. Dunno if it was vanilla or not. Reloaded the game and took reward once again and the problem has not returned.
mission log entry that only shows that escort reward and not the kill statistics and kill reward is a bug.mission log entry was disappointingly non-verbal https://i.imgur.com/AEtXkd2.png
the mission offer being in a loop is intended. i'll check the read-me and other texts. i might have mentioned it in a changelog but didn't move it to the description section.the same mission offer appeared soon after mission was completed: https://imgur.com/a/bXSPZ6r
Ah, ok - that explains it.kuertee wrote: ↑Wed, 26. Jan 22, 16:41the guidance to lead ship is required because the mission is allowed to extend past 20min. e.g. if you need to request a release from the mission before the 20 min is up, the lead ship may not be anywhere in your radar range. without that guidance, you won't know where the lead ship is until after 20 min. sometimes they'll be in another sector - like in your screenshot.
I'm amazed at how much thought went into your mods.the faction AI goal manager that these missions emerge from is still in operation even if YOUR mission is complete. your mission is allowed to extend past 20 min, if there are still targets in the sector. (but the mission notification won't show past 20/20 min.) when playing past 20/20 min, the lead ship will keep assigning you targets. and if you continue long enough, you may experience when the faction ai goal manager changes the lead ship's mission target. you'll get notified of it. you're allowed to keep playing - accumulating escort and kill rewards. basically, the underlying mission in patrol and raid (and maybe even defend pirate) are ongoing missions that only really end when the faction ai goal manager stops using the lead ship in the invade sector, defend sector and pirate sector goals.
if there are no more enemy targets in the sector at the 20/20 min mark, the mission will move to the debriefing phase without the need to request an early release.
nah, i have no control of what the lead ship does.Mycu wrote: ↑Wed, 26. Jan 22, 17:41Do you anyhow modify lead ship's orders or just attach to existing? I'm asking because one thing that wasn't quite consistent for me was the mission description and the lead ship behavior. Description stated: Support XXXX ship on their patrol of XXX sector. But the ship was two sectors away from XXX sector when I took the mission and still there when completed the patrol...
Today I learned something newkuertee wrote: ↑Wed, 26. Jan 22, 18:32the lead ship has two levels of AI: (level 1) the faction ai goal, and (level 2) its orders.
the faction ai goal manager can be: (1) the invade sector goal OR (2) the defend sector goal OR (3) the pillage sector goal. my mod doesn't do any of those assignments. the base game's faction ai goal manager does those things itself.
THEN that goal manager can assign any order to any of the ships assigned to it. the order can be patrol the target sector (which is given to you as your target sector), restock at another sector (which you don't get), attack a ship IN or OUT of the target sector (which you don't get unless its one of the targets assigned to you), go to position X,Y,Z (that you also don't get), etc. basically, you don't get any of their mission objectives.
you only get the patrol objectives and the enemy targets assigned to you. and this is what my mod does. i.e. cycle through all the bases, if any, and assign you targets of the target faction when found by your lead ship, their stations or you.
ALSO your lead ship MAY be reassigned into another fleet with a different goal (i.e. invade, defend, pillage) at a different sector. IF your mission timer is under 20 minutes, you'll get notified of this and your mission continues with these new parameters. otherwise, your mission goes into the debriefing phase.
the behaviour of the faction ai goal manager dictated the format of my Patrol/Raid/Defend Pirate mission. :slave to the machine: hahaha!
hey! thanks for the bug report, images and videos.Mycu wrote: ↑Thu, 27. Jan 22, 19:08Got some problem with UI Extensions and HUD (4.2.0801) and ChC (4.2.0801). I have some fines to pay: https://i.imgur.com/ABPq689.png - but somehow Total fines shows wrong sum.
But when clicking on Pay This fine button - money is taken from my account, but fine is not cancelled and Total fines shows negative value. Clicking the same button for another ship ends with the same behaviour: https://i.imgur.com/XiTfzoO.png ... Recorded two vids to easier show the issue. In first (https://www.dropbox.com/s/n4650lhi6s64w ... 1.mp4?dl=0) I've pressed Pay This fine buttons in such a way that Total fines was negative and it finally couldn't zero out. In second (https://www.dropbox.com/s/tzhvwmvj5msfq ... 8.mp4?dl=0) made it propoerly, so finally all was cleared.
yes, but also clicking "pay fine" once doesn't hide the buttun.
no worries and no hurry!
Is there any particular reason for this?kuertee wrote: -Tweak: Search and destroy missions: offers are created when you open the mission offers list on the map instead of when you approach a station.
Code: Select all
Helper.ffiVLA(missionOfferList, "uint64_t", C.GetNumCurrentMissionOffers, C.GetCurrentMissionOffers, true)
hahah! been wanting to release some of those for a while - especially the updated mission texts for emergent missions. the old texts were from when i first built it and they didn't suit the changes to the mission flow.
ahhh, yeah, you're external app would not pick them up. nor would they have picked up the raid and patrol missions from a couple of versions ago (when i changed when their offers are created).Is there any particular reason for this? I'm asking because IIUC after this change X4 External App might have little trouble picking this mission with:kuertee wrote:-Tweak: Search and destroy missions: offers are created when you open the mission offers list on the map instead of when you approach a station.Code: Select all
Helper.ffiVLA(missionOfferList, "uint64_t", C.GetNumCurrentMissionOffers, C.GetCurrentMissionOffers, true)
Code: Select all
RegisterEvent ("kProfs.guildNetwork_onLoaded", external.getOutput)
oh, nice - I should be able to test it this evening.kuertee wrote: ↑Thu, 3. Feb 22, 10:18i think we can address these issues by:
- for RAP, add this listener to the your LUA. this is triggered after all available guild missions offers are created AFTER the player clicks on the "Connect to the Guild Network" button:
Code: Select all
RegisterEvent ("kProfs.guildNetwork_onLoaded", external.getOutput)
- for EM, try this version: google drive
in this version, when "md.ExternalApp.EA_Main.exists", EM (1) will create any available Raid/Patrol/Defend Pirate when the player changes sectors and (2) will create any available Search And Destroy (SAD) missions when the player arrives at a station, defense station, or faction hq with SAD missions. Mayday! and Escort missions are always created when those events are triggered, so we don't need special cases for them.
Ooops! There's a bug in my quick code.
No problem.
coool!
doh! will have a look at when the mission offers are removed. i have another update to EM coming up in the next day or two: raid/patrol: better mission flow after the lead ship is destroyed, patrol reward not dependent on lead ship staying alive, etc.Only small issue spotted was when flying through a superhighway - Patrol/Raid missions showed for a short while and disappeared when exiting superhighway: https://i.imgur.com/5GqTdfo.png
doh! found my error. i had it working only while on debug mode. here's a beta, in case you get back in the game before my next release session: Crime has consequences 4.2.0805 betaTested few other things and Teleport from transporter room 4.2.0804 stopped working - selecting ship's context menu option "Select" has no effect.
I also had a look at this. I was setting the incorrect refresh variables in the lua. refresh method is different between the different egosoft menu luas. here's a beta, if you get back into the game before i release these fixes: Teleport from Transporter Room 4.2.0805 betaAlso Crime has consequences (same version) button "Pay this fine" behaves same as before. Menu is collapsed, money is taken from account - but fine and button does not disappear.
thanks! i love these AARs.Had a great experience with SnD mission. I took one to destroy the SCA Plunderer Razorbill with the ID number CIG-536.
After speaking with the officer I received nav beacons and flew out to find my prey in Trinity Sanctum III.
As I flew to the first nav beacon, I spotted a PAR Plunderer Razorbill with a different ID hanging around the gate.
"Here I have you!" thought happy to have found my target (probably with a fake ID).
I flew up to it and scanned it, but it turned out to be the wrong one.
I apologized nicely and returned to the nav beacon, but to no avail. Same with the other beacon.
So I decided to poke around the factories in the sector, hoping that my target would be in the process of pirating.
I wasn't too wrong. I found him near one of the factories and proceeded to attack.
What was my surprise when, after successfully removing the shields and destroying its hull to 44%, suddenly the first Razorbill showed from nowhere and started attacking me.
Hidden behind CIG-536 engines I couldn't do anything but try to run away - but unfortunately shots from both Razorbills reached me effectively ending my game.
It was great
Had a quick check - and TfTR 4.2.0805 beta now works great, but ChC 4.2.0805 beta still has the same issue.kuertee wrote: ↑Fri, 4. Feb 22, 05:56doh! found my error. i had it working only while on debug mode. here's a beta, in case you get back in the game before my next release session: Crime has consequences 4.2.0805 beta
...
I also had a look at this. I was setting the incorrect refresh variables in the lua. refresh method is different between the different egosoft menu luas.
Really nice! My next goal is some Partol missions - last time had a good time with it.