[MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]

The place to discuss scripting and game modifications for X²: The Threat.

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SteelRush
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Post by SteelRush » Wed, 3. Oct 12, 19:20

A new version of Firelance has been in the works, focusing on economic improvement, and more dynamic events. This will likely be version 4.5 when it's finished, and will contain the following improvements:

- Stations will be closed if supply exceeds demand.
- New stations will be built if demand exceeds supply.
- Stations destroyed will no longer statically respawn, but the economy will dynamically grow or retract to meet the change.
- Trading stations will now contain the resources needed for that particular race. NPC TS will seek their wares in their sector Trading Station where possible.
- Super Freighters folded into new TM class, and are now used by NPC empires in Trading Stations and come standard with jumpdrives, to keep the economy flowing.

Additionally, more dynamic events as follows:

- Unknown sectors will be claimed by neighboring races.
- Sectors that lose all stations will fall back to Unknown ownership to be claimed by the first race to build a trading station in the sector.

If time permits, I'd like to have races who are at war (ie Xenon, Khaak), to attempt to take and hold sectors, so there would be a legitimate threat in the universe the player can either try and contain, or profit from.

As always, suggestions are welcome, and if you wish to help test/mold this next version, drop me a PM.

dathion
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Post by dathion » Wed, 3. Oct 12, 20:22

Great news. good luck :wink:

kaffeepadd
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Post by kaffeepadd » Mon, 8. Oct 12, 14:20

Hi,

first of all I really want to say thank you! This is indeed a great mod! I love it! :)
Being an X2 Fan, I really liked the new touch you gave the game!

Now to a little question. I'm currently running version 4.04 and I seem to don't have any Xenon Blockades. Did you remove them in this version? Also I did not find those superjumpgates. :?

Greetings

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SteelRush
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Post by SteelRush » Sat, 20. Oct 12, 19:39

kaffeepadd wrote:Hi,

first of all I really want to say thank you! This is indeed a great mod! I love it! :)
Being an X2 Fan, I really liked the new touch you gave the game!

Now to a little question. I'm currently running version 4.04 and I seem to don't have any Xenon Blockades. Did you remove them in this version? Also I did not find those superjumpgates. :?

Greetings
The Supergates were removed in 4.x. The Xenon Blockades were removed in favor of actual Xenon raids, rather than Xenon just infinitely flying into a fleet to their inevitable deaths.

I plan on building on the raiding behavior in Firelance 4.5.

ghaft
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Post by ghaft » Fri, 16. Nov 12, 04:49

So the 4.0.4 download link gives a 2.8 MB file which I assume it to be just a patch... your website is pretty much non-existent excepting direct file links, and the only core installation for this mod I can find is the 3.5 FINAL & Hotfix.

Do I just patch the 3.5 with the 4.0.4?

edit

Nope, that's certainly not it, the 3.5 shows up as a different mod package. Attempting just the 4.0.4 in the OP will just CTD the game on startup though the 3.5 final runs fine.

I can't find the installer for 4.0 to patch with the 4.0.4, I've scoured this thread and google.

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SteelRush
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Post by SteelRush » Sun, 18. Nov 12, 18:48

4.0.4 is a complete version and requires nothing else to run. Compatibility settings need to be on in Windows outlined in the first post to not CTD.

3.5 is an older complete version and is not required to run 4.0.4.

X2 Fan
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Post by X2 Fan » Mon, 19. Nov 12, 09:43

NOTE: Sound Driver is RTKVHD64 (Realtek HD Audio), 18/10/2011. I'll try and update it today, and see if that helps.

I'm getting computer voice/sound issues with this mod - it sounds like the first 0.5 second is taken from something else, and the 'proper' sound lasts ~1-2 seconds with normal target identify (e.g: Argon One, Terracorp, etc), and menu ship descriptions (such as the description for the discoverer) last ~6 seconds. Weapons effects seem to work normally.

If I run it with "Ignore last setting and use default" the sound problem doesn't crop up, so it has to be a mixup between the Australian game and this mod (v3.5 & v3.5 Alt seems to have a similar issue; it and the EU one may have more differences than previously thought). This occurs with either the normal or uncompressed 0144.dat file as well (renaming the .dat to wma, then converting to .wav, and renaming back to .dat).

If it helps, in the Simulation, Pilot Licence Test, Combat Test 1, the first sentence of dialogue goes "*Forge*. [Not normally part of the sentence] Welcome to the Argon Space Academy... [sentence runs normally] participate in level 2 simulations. *Good Luck*" ["Good Luck" is cut off]

Additionally, if I die, a CTD occurs (which also doesn't occur with the 'use default' setting).

Docking, non lethal crashes and station interaction (purchasing/selling) are fine.

OS: Win7 Professional, Service Pack 1 (64 Bit, obviously).

CPU/RAM: Core i5 3550, 8gb RAM.

Drivers: Unsure, but they must be some of the most recent (this computer was only made 3 months ago), and the windows automatic updater says they are all up to date (except the Nvidia GPU, which has been updated).

X2 Version: Australian 2 CD (Installed 1.0.0->1.2 Aus->1.4 Aus->NoCD->1.5-> AL Patch-> Bonus Plugin 1.04.01), which I then manually moved the FL4.0.4 files to their folders.

I also tested without the v1.5 patch (so it was installed 1.0.0->1.2 Aus->1.4 Aus->NoCD-> AL -> Bonus Plugin-> FL4.0.4).

Compatibility Settings: WinXP Service Pack 2, WinXP Service Pack 3, Vista Service Pack 2 (All Admin granted).

Aryia
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Post by Aryia » Sun, 9. Dec 12, 21:10

Hi , to install do i simply extract to my x2 folder? Or is there anything else i need to do , thanks.

Aryia
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Post by Aryia » Sun, 16. Dec 12, 20:43

All sorted now , the instructions were in the zip file. Thanks.

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SteelRush
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Post by SteelRush » Tue, 25. Dec 12, 21:08

If anyone is trying to get in touch with me for a bug, or general question or suggestion, please PM me. I don't get around these forums as often as I should, so a PM is the quickest way to message me.

4.5 is now feature complete, and is being beta tested.

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SteelRush
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Post by SteelRush » Sat, 12. Jan 13, 18:03

Here is a 7 minute cut of video, showing a military response fleet responding to Pirate aggression in Ore Belt:

http://www.youtube.com/watch?v=59F99QJIS7Q

This is taken from the new version in progress, I am calling Firelance Omega.

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SteelRush
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Post by SteelRush » Sun, 20. Jan 13, 05:56

Firelance Omega, will have a much larger focus on economic changes. One of the main changes, is the AI will have a real economy. There will be no more pulling money out of thin air. We are currently stress testing the following economic model:

If a station goes deep into debt, it will go out of business. A station must purchase it's ships out of pocket, so a station can be driven out of business with enough severe losses. The revamped reputation loss system ensures the player can't simply go around assassinating with impunity.

When stations reach a certain level of profitability, a new station of the same kind is opened. So the economy expands and retracts based on demand.

Trading Stations, Equipment Docks and Shipyards generate tourist revenue. The more influence a station has, the larger the amount of tourist passengers that will arrive. At maximum influence, a Dock is capable of generating around 300k credits every 15-30 minutes with the current beta guidelines. AI stations use tourists, which keeps them profitable.

AI Shipyards gain 50% revenue from stations rebuilding ships. 10% of this revenue is shared with the local Equipment Dock. This ensures the profitability of these AI stations.

AI Shipyards fund the fleets of the races, and if a shipyard does not have the funds to rebuild a lost fleet, the fleet will not rebuild until the shipyard has the funds to rebuild.

Invasions only happen if a race has the spare funds at a nearby shipyard to cover potential losses.

dathion
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Post by dathion » Tue, 22. Jan 13, 10:40

Nice been waiting for this type of overhaul. :)

GDI-BOSS
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Post by GDI-BOSS » Thu, 21. Feb 13, 21:22

Hi guys i downloaded and install mod but when i play i see maney readtext but in this mod there are not any file or folder "t" how can resolve?txs

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X2-Illuminatus
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Post by X2-Illuminatus » Wed, 27. Feb 13, 09:46

The text file is stored directly in the cat/dat. You can extract it using the modmanager by doubleshadow.
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Divine Shadow
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Post by Divine Shadow » Tue, 12. Mar 13, 03:57

SteelRush wrote:Firelance Omega
Its great to see some people still care for X2 and are improving it.

Its not the game is old and useless far from it its got a lot of potential it just seems people are too busy modding newer stuff they always ignore the slightly older one.

Even X3 Reunion seems to be left in dust.

But look at "Morrowind Overhaul 3.0" and other such projects on older games bringing them to life and making them very good and fun to play.

I shall try your mod it would be great if you get the following awesome stuff added to your mod:
Something similar to:
"Improved Races V15"
"Race Response Fleets"
"CODEA Weapon System"

And a bunch of other awesome stuff that would make X2 simply awesome.

It seems youre already doing great with response fleets.

A dynamic economy you mentioned is very interesting the idea that factories will open/close and build when needed etc if i remember correctly egosoft once thought about doing that but they decided it would be *too much* effort and simply added infinite respawn and energy free spp....
-Down with the Split !!!!!
-Rolk's asteroid :P :lol:

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SteelRush
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Post by SteelRush » Sun, 5. May 13, 04:45

I am at a stage of modding, where the economic scope of this mod will need quite a bit of testing and fine tuning to get right. The framework is there, but for this mod to see the light of day, I'll need some volunteers willing to test and offer feedback on the progressing economy.

Drop me a PM if interested. If I end up with no volunteers, unfortunately, Omega will probably die right here.

overseer1
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Post by overseer1 » Fri, 10. May 13, 23:21

I´ve just installed the mod and is running well, but i have no text on the new wares, ships or stations, just the generic "readtext xxxx", how can i fix this?

Verahta
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Post by Verahta » Mon, 20. May 13, 03:00

Very cool, looking forward to new updates. Really love the work you guys do on this mod, fun stuff.

Verahta
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Installation?

Post by Verahta » Mon, 20. May 13, 03:47

I tried to install the new version of Firelance but I can't remember how (last time I played x2 was with FL3 or 3.5), and there are no instructions. The "docs" folder in the zip file simply says "install 1.5, install update/plugins, then Install Firelance" but it does not actually describe HOW to install the mod.

I tried putting the extracted files in the mod folder, that did not work, and I tried copying the extracted folders directly into the X2 directory and that did not work. And I tried copying the contents of the extracted folders into the corresponding folders in the root directory and that too did not work.

I get the same error, I start a new game and it CTD during the cut scene when the mammoth is rising up through the clouds. Crashes at same spot every time.

I did go to properties of the X2 application icon and changed it to XP/2 compatibility and Run As Admin.

Any ideas why this is crashing and can someone tell me how to properly install it? Because I can't find instructions anywhere.

Thank you.


EDIT: I might have figured it out, maybe. Seems to be working so far!

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