[MOD] Unoffical Patch : V1.3.14 : 2024-02-28

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Cycrow
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Tue, 8. Nov 22, 19:45

yeah this is an unfortunate side effect of needing to restart the production queues. It'll only happen once, in existing games when the game patches the changes.

the good news is that it also includes a change to make it possible to make changes in the future without having to reset it

Betelgeuse97
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Betelgeuse97 » Fri, 11. Nov 22, 20:09

I started the new ATF start, and upon starting the game, I got a Buster instead of a Thor Prototype.

Steps to reproduce:
1. Start a new game by picking the ATF Enforcer start.
2. The game will start you in a Buster instead of putting you in a Thor Prototype.

Cycrow
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Sat, 12. Nov 22, 12:29

Do you have any other mods ?

The buster is the default ship if the selected ship is missing/invalid. Which would suggest its not in the TShips file.
have you checked in game to see if the Thor Prototype is in game, ie via the Cheat Menu?

Hwitvlf
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Re: Update 1.3.4

Post by Hwitvlf » Sat, 12. Nov 22, 18:27

Cycrow wrote:
Sun, 6. Nov 22, 16:01
[*]Added Strip Ship option in HQ Docked ship control
[*]Added stripping of ship when recycling or reverse engineering
Phenomenal! Thank you all so much for your work!! X3 is finally coming close to the game I wished it was years ago when I started playing it. I think it's one of the few games that deserves the love you guys are pouring into it. :)

I encountered an odd thing in 1.3.3 (no other mods): if I enter my TL, it removes my Unlimited Insurance. Also, the TL's list of items/equipment doesn't fill out properly when transferring to other stations/ships: a Solar XL on board could not be transferred to the HQ, and I can't transfer software to the TL. I think the TL became bugged when I interrupted a complex build and never resumed.

Details:
Spoiler
Show
I was expanding a complex (Build MK3) when the TL was attacked and emergency jumped. The existing complex already had its 'pipes' dismantled. I stopped the build command and resumed it. The TL began to buy and deploy new copies of the stations which were already in my old complex. I cancelled the build and added all the individual existing stations to a new plan which completed flawlessly. I noticed the issues with the TL a short while later; no idea if it's related.

Cycrow
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Sun, 13. Nov 22, 00:25

I've heard of the issue previously, also with a TL, but I was never able to reproduce it.

In 1.3.4 MK3 no longer breaks up the complex, it just moves it instead

Hwitvlf
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Hwitvlf » Sun, 13. Nov 22, 17:44

The issue only seems to affect the one TL, so I can probably just scrap it and build another. If it would be helpful, I can try to upload a save showing the issue.

Deniskos
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Deniskos » Tue, 15. Nov 22, 03:51

!move.mine.auto.pck

Code: Select all

    if $has.space
      gosub sub.FindSector
      $dest.sector = $ret.Value
      if $dest.sector -> exists
        if [DOCKEDAT]
          $docked.owner = [DOCKEDAT] -> get owner race
          if $docked.owner == [SECTOR]
$docked.owner = [DOCKEDAT]-> get owner race
if $docked.owner == [SECTOR] - What's this?

Hwitvlf
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Hwitvlf » Fri, 18. Nov 22, 09:33

Just noticed that the LFL disappeared during the 1.3.3 to 1.3.4 update. Is there a way to activate it via a cheat?

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N8M4R3
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by N8M4R3 » Fri, 18. Nov 22, 15:44

Hwitvlf wrote:
Fri, 18. Nov 22, 09:33
Just noticed that the LFL disappeared during the 1.3.3 to 1.3.4 update. Is there a way to activate it via a cheat?
What do you mean with "disappeared" ?

For me it still works as before. Is this item still in your invenentory ? does it show "LFL: ON" at the left corner ?
Hwitvlf wrote:
Fri, 18. Nov 22, 09:33
Is there a way to activate it via a cheat?
Yes, it's addable with the Cheat Package
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.14 *** Modified*** :khaak: :thumb_up:
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/

Hwitvlf
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Hwitvlf » Fri, 18. Nov 22, 18:21

N8M4R3 wrote:
Fri, 18. Nov 22, 15:44
What do you mean with "disappeared" ? ... Is this item still in your invenentory ? does it show "LFL: ON" at the left corner ?
The toggle is no longer in the left corner, nor is LFL shown in ship inventory or player status menus. I'm playing the Terran Spy expanded sandbox start so I had the LFL from the beginning and had discovered several HSAP but I can't activate them now.

I think I was wrong that this was caused by the 1.3.4 update because I dug out a set of old backup saves (1.3.3) and the LFL is still present in some of them in 1.3.4. My best guess is that it's related to the TL insurance-stripping bug which I mentioned a few posts above.

I'm 8+ days into gameplay so I will check into the cheat package. Thank you N8M4R3 :)

Cycrow
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Fri, 18. Nov 22, 19:52

Deniskos wrote:
Tue, 15. Nov 22, 03:51
!move.mine.auto.pck

Code: Select all

    if $has.space
      gosub sub.FindSector
      $dest.sector = $ret.Value
      if $dest.sector -> exists
        if [DOCKEDAT]
          $docked.owner = [DOCKEDAT] -> get owner race
          if $docked.owner == [SECTOR]
$docked.owner = [DOCKEDAT]-> get owner race
if $docked.owner == [SECTOR] - What's this?
That should be [OWNER] rather than [SECTOR] as its checking if it can unload the wares (rather than selling)

Cycrow
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Fri, 18. Nov 22, 19:54

Hwitvlf wrote:
Fri, 18. Nov 22, 18:21
N8M4R3 wrote:
Fri, 18. Nov 22, 15:44
What do you mean with "disappeared" ? ... Is this item still in your invenentory ? does it show "LFL: ON" at the left corner ?
The toggle is no longer in the left corner, nor is LFL shown in ship inventory or player status menus. I'm playing the Terran Spy expanded sandbox start so I had the LFL from the beginning and had discovered several HSAP but I can't activate them now.

I think I was wrong that this was caused by the 1.3.4 update because I dug out a set of old backup saves (1.3.3) and the LFL is still present in some of them in 1.3.4. My best guess is that it's related to the TL insurance-stripping bug which I mentioned a few posts above.

I'm 8+ days into gameplay so I will check into the cheat package. Thank you N8M4R3 :)
both insurance and lfl are inventory items, so its likely they went at the same time.

the cheat scripts should be able to restore them fine. Just goto "Add Inventory Ware" and select the LFL. You may also want to check the Interplanetary drive as well

Hwitvlf
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Hwitvlf » Fri, 18. Nov 22, 20:16

Got things working with the Cheat Package and and was able to pass through a HSAP so thank you :) The Interplanetary Drive was gone too.
Cycrow wrote:
Fri, 18. Nov 22, 19:54
both insurance and lfl are inventory items, so its likely they went at the same time.
The Insurance went away immediately when I entered the TL so I noticed quickly and reloaded an earlier save. So technically, I never entered the TL or lost the Insurance. I have no idea when or why other inventory items went away. :gruebel:

Curious Max
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Wed, 23. Nov 22, 07:07

1. Mission - Build the Solar Power Plant.
2. Hiring a TL ship.
3. Transportation of the station to the desired sector.
4. Unloading of the station.

Crystals - Primary and secondary resource. :!:

P.S.
I deleted the primary resource (X3FL Cheat Package). The station started working. But the number of energy cells produced in one production cycle is significantly less than it should be.

-----

1. The reports contain information about the purchase of stations, but there is no information about their sale (missions for the construction of stations).
2. The cost of Quantum Processors, Focus Crystals, Special Discoveries and Journal Pages in report "Empire Net Worth - Ware" - 4 Cr. At the HQ: QP - 0 Cr., FC - 0 Cr., SD - 4 Cr. Special Discoveries Info - 4 Cr.
3. Packed Lasertower - 151608 Cr., unpacked - Plasma Beam Canon - 966068 Cr. and 1 GJ Shield - 303844 Cr. (Empire Net Worth - Ware).
4. The sector map shows the armor and shield values of the selected station/ship in real time. Even if there is no player property in the sector.

-----

1. Select ship in player property list.
2. Press <Enter> for show context menu.
3. Press <5> (Best Selling Price Locator).
4. Select the desired ware.
5. Press <Enter> for show context menu.
6. Sometimes a menu item "Sell At Station" is prohibited. :!:
7. Select menu item "Dock At Station".
8. Repeat from 1 to 5.
9. Menu item "Sell At Station" is allowed. :!:

----

1. I've claimed an abandoned ship (M5 Harrier Sentinel).
2. Sold guns (Impulse Ray Emitter - 4) and shields (1 MJ - 1) at Equipment Dock.
3. Ship - reverse engineering at HQ.
4. Account Transaction Report - There are records of the sale of guns and shields (There is a screenshot).
5. Empire Trade Report - There is only a record of the sale of shields (There is a screenshot). :!:

P.P.S.
Custom Game, X3FL Cheat Package, Unoffical Patch V1.3.4.

Hwitvlf
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Hwitvlf » Sat, 3. Dec 22, 20:31

In case the info helps:

Assassination missions from Darkspace don't seem to spawn a target.
Ships added to the repair cue at HQ can not be removed from the cue.
When saving a template with Fuel Resupply, the resupply quantity seems be off by 1 (100 saved becomes 99 when applied)

If the purpose of the Darkspace faction is to allow capture of Terran ships without destroying Terran reputation, you might consider adding an Atmospheric Lifter to Darkspace sector as it seems to be unavailable, like the Valhalla, except from boarding.

EDIT:
Packing/redeploying the HQ appears to remove missile/ammo settings from saved ship loadouts.
Temporary Jump Beacons have been removed from the game, but are still in the Valhalla's inventory and have no information.

Curious Max
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sat, 17. Dec 22, 09:55

Error in Empire Trade Report.

An example of buying and equipping eight ships at a time:

Account Transaction Report:

-296,480 Trading: Trading System Extension
-62,880 Trading: Trade Command Software Mk2
-195,392 Trading: Fight Command Software Mk2
-467,168 Trading: Fight Command Software Mk1
-72,880 Bought: 10 Rudder Optimisation (Argon ... )
-60,960 Bought: 6 Engine Tuning (Argon ... )
-3,036,000 Bought: 750 Cargo Bay Extension (Argon ... )
-1,196,672 Bought: 1 Phased Repeater Gun (Argon ... )
-7,319,856 Bought ship at shipyard: 8 Mercuty Hauler

Empire Trade Report:

Mercury Hauler 8 7,319,856 <--- It's OK. And then all the amounts from the previous report are multiplied by eight again.

Cargo Bay Extension 6,000 24,288,000
Engine Tuning 48 487,680
Rudder Optimisation 80 583,040

Fight Command Software MK1 8 3,737,344
Fight Command Software MK2 8 1,563,136
Trade Command Software MK2 8 503,040
Trading System Extension 8 2,371,840

P.S.
There is no mention of the purchased weapons in the report.

Curious Max
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Fri, 30. Dec 22, 11:34

There may be an error in the work of the station manager.

Example:

Flower Farm and Sun Oil Refinery. The Sun Oil Refinery has a ship that is given a trade command: Buy ware for best price... (Sunrise Flowers). It's OK!

The second example:

Flower Farm and Sun Oil Refinery. The Sun Oil Refinery has a ship operated by a manager. The ship delivers the Sunrise Flowers, but does not pay for it. :?:

P.S.
The above stations are the property of the player.

Cycrow
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Cycrow » Fri, 30. Dec 22, 20:05

If both stations are owned by the player then the station manager will never transfer money between them

Curious Max
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by Curious Max » Sat, 31. Dec 22, 03:04

Cycrow wrote:
Fri, 30. Dec 22, 20:05
If both stations are owned by the player then the station manager will never transfer money between them
But, in this case, the flower farm will soon run out of money to buy energy cells.

rudi_pioneer
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Re: [MOD] Unoffical Patch : V1.3.4 : 2022-11-06

Post by rudi_pioneer » Sat, 31. Dec 22, 03:11

Curious Max wrote:
Sat, 31. Dec 22, 03:04
Cycrow wrote:
Fri, 30. Dec 22, 20:05
If both stations are owned by the player then the station manager will never transfer money between them
But, in this case, the flower farm will soon run out of money to buy energy cells.
Oh, there’s an option to automatically transfer funds to station when needed, which I use for cases like this. (For example, add to station funds when station is under 1 million credits, and send money to you when over 2 million)

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