[SCR] MARS Fire Control (v5.25 - 16.02.13)
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Another update. This contains all the fixes and tweaks from before, but also two new ones.
1. Makes it so that "Cargo Bay Closed" is only played when the last goblin from the current player ship lands, not for any ship. This should cut down on "Cargo Bay Closed" spam greatly
2. Reduces how many missiles are launched by missile boats. It was a little over the top previously
THIS IS A PATCH ONLY CONTAINING THE CHANGED FILE, NOT ALL OF MARS:
You do not need to also unzip my previous zip, this patch includes all the fixes from before as well
mars-tc-TechSY730-fixes-patch-326c.zip:
https://drive.google.com/open?id=1XIf-c ... orItbjZO7D
1. Makes it so that "Cargo Bay Closed" is only played when the last goblin from the current player ship lands, not for any ship. This should cut down on "Cargo Bay Closed" spam greatly
2. Reduces how many missiles are launched by missile boats. It was a little over the top previously
THIS IS A PATCH ONLY CONTAINING THE CHANGED FILE, NOT ALL OF MARS:
You do not need to also unzip my previous zip, this patch includes all the fixes from before as well
mars-tc-TechSY730-fixes-patch-326c.zip:
https://drive.google.com/open?id=1XIf-c ... orItbjZO7D
Last edited by TechSY730 on Tue, 30. Oct 18, 16:26, edited 2 times in total.
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Can anyone tell me why the submenu "goblins collect illegal cargo" spawns a window for 0.2 second that closes again and i cant see which state the function has or apparently cant turn it OFF again? Also it does not have red color "..." when i toggle it , but stays neutral color "..." Everything else seems to pretty much work as intended..i also remember this not working properly in previous installations for instance with litcube.
XRM mod manual installation
made a short vid showing it:
https://youtu.be/nSG5RYVsoRo
Well it seems toggling works after all but just no visual confirmation which order is in effect.
But i kinda wonder why i have 25 fighter drones and they do jackshit to defend me but rather turn into goblins and collect loot while im getting blown to pieces.
XRM mod manual installation
made a short vid showing it:
https://youtu.be/nSG5RYVsoRo
Well it seems toggling works after all but just no visual confirmation which order is in effect.
But i kinda wonder why i have 25 fighter drones and they do jackshit to defend me but rather turn into goblins and collect loot while im getting blown to pieces.
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
It works fine for me, but it may be that it has somehow gotten itself into a corrupted value in your save file that glitches the config menu. I can take a look into it, and maybe come up with a patch.
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
7046-L044.xml
two lines with the same ID.
two lines with the same ID.
Code: Select all
<t id="250">\33RMARS:\33X \33CAll enemy ships\33X can use MARS - v%s</t>
<t id="250">\33RMARS:\33X AI ships can use MARS - v%s</t>
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Greetings. Can someone make a video on how to add new weapons to MARS? It would be nice to have step-by-step instructions using one weapon as an example ... I didn’t find anything about it. Or is there a written instruction somewhere?
There was a link in the header to the calculations, but there is nothing on it anymore.
There was a link in the header to the calculations, but there is nothing on it anymore.
- X2-Illuminatus
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Re:
The MARS FAQ has a section about this. The Open Office file can be found here.
Gazz wrote: ↑Sat, 25. Oct 08, 20:45The Frequently Answered Questions
Q: How do I make my laser mod "MARS compatible"?
A: Supply a t\7047-L0??.xml for the supported languages to tell the script about the laser data that scripts cannot read from inside the game.
The TFile itself even explains what bits of data go where and what the flags are.
There is also an Open Office table where you can paste in your TLasers and TBullets and have the "MARS Data" calculated automatically. (provided you didn't radically alter the file structure)
Maybe a bit of fine tuning and then it's copy paste time to generate "your" TFiles.
To verify if your edited file contains any errors, enable DEBUG in the MARS menu and reload the data file. That will create a log file of what exactly is read and how it was interpreted.
The ship sizes are found - among other places - in a table on my download site.
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The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Thanks for the answer.
There is no longer a calculation table on the site, only flowers and plants for the garden. )) Does anyone still have a calculation table or will you have to do everything yourself?
There is no longer a calculation table on the site, only flowers and plants for the garden. )) Does anyone still have a calculation table or will you have to do everything yourself?
- X2-Illuminatus
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Re: Re:
Quoting myself here.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Who will tell? Ship weapons. How weapon reload time is calculated in milliseconds. I don't understand where this value comes from.
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Hi,
Hoping I can get some guidance. I've downloaded the version of this mod for XRM, as I'm trying to use it with FLXRM - basically, Farnham's Legend with the FLXRM mod applied. The installation its self goes well - plugin manager used - and the various options show up in game. However, the pop up message that appears when I get back in-game for the first time, says it recognises a Vanilla version of the game. The FLXRM mod is basically XRM - it's the main files plus some tweaks to work with FL, as far as I'm aware - but the scripts don't appear to "see" it as XRM.
It's possible there's something different enough in FLXRM to cause this miss-identification, but I've not a clue what the issue is.
Hoping I can get some guidance. I've downloaded the version of this mod for XRM, as I'm trying to use it with FLXRM - basically, Farnham's Legend with the FLXRM mod applied. The installation its self goes well - plugin manager used - and the various options show up in game. However, the pop up message that appears when I get back in-game for the first time, says it recognises a Vanilla version of the game. The FLXRM mod is basically XRM - it's the main files plus some tweaks to work with FL, as far as I'm aware - but the scripts don't appear to "see" it as XRM.
It's possible there's something different enough in FLXRM to cause this miss-identification, but I've not a clue what the issue is.
- Hairless-Ape
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Yea, I'd like to use this with X3 FL also, but I'm real unsure if it's fully compatible with the latest unofficial FL patch. Anyone using this?
Out of my mind. Back in 5 minutes.
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
It works, FL doesn't do anything too drastic to turret scriptsHairless-Ape wrote: ↑Sun, 27. Aug 23, 16:57Yea, I'd like to use this with X3 FL also, but I'm real unsure if it's fully compatible with the latest unofficial FL patch. Anyone using this?
Also FL has its own forum and community script/mod libaray here:
viewtopic.php?p=5038985#p5038985
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
I don't know who or what an FL is but MARS is adapted to mods by either those mods providing their own "data sheet" to it or you adapting the default one that MARS comes with.
CMOD 3 (and possibly other mods) provides it's own TC\t\7047*.xml file.
Make sure not to overwrite an existing file with the one from mars-tc.zip if you update MARS.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
FL is X3: Farnham's Legacy, is the latest X3 expansion (Released 2021)
Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Hello. I play the Russian version of x3 ap. I installed this MARS script. but all settings are in Italian (or French, I dont understad). how to switch the script to English?