[SCR] MARS Fire Control (v5.25 - 16.02.13)

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DrBullwinkle
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Post by DrBullwinkle » Wed, 19. Feb 14, 16:39

OK.

Just double-checking: The important ID's are 20231 and 20161.

builder680
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Post by builder680 » Thu, 20. Feb 14, 03:37

Maybe it was just an oddity, but it seems to be working fine now. It could have just been a turret coverage issue last time. In any event, ships are exploding right rapidly now. :D

I've noticed another thing. When I have more than a couple goblins deployed (for missile defense or decoys) I eventually encounter a system hang. I don't have any more info than that at the moment (and it might be something on my end), but I'll continue to try messing with it.

kimitsu
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Post by kimitsu » Thu, 27. Feb 14, 12:25

Dear X-Universe community! Please share your opinion on my issue. I've installed latest X3:AP via steam, made a copy of it into different folder to install XRM (successfully) and now MARS. The problem is MARS doesn't show up anywhere in the game. Of course I've read the manual and tried to follow it to the best of my ability. After failing to see any progress in this, I tried to see if I can manually run neccessary setup procedures via script editor, but unfortunately "setup.plugin.gz.mars" was missing from the script lists, as well as *some* of the other scripts in the package. For example, "plugin.gz.mars.lib" was present, but "plugin.gz.mars.goblin.fly" was not. Naturally, all of these files are present in the "mycustomnotsteampath\tc\addon\scripts" folder as they should be. Is this normal or am I facing some kind of compatribility issue?
I've tried to uninstall/reinstall - same situation.
I've tried to run plugin.gz.mars.lib with "safe.setup" parameter. According to debug it goes into a loop, calling itself over and over again (I can't see whether it successfully launches setup.plugin.gz.mars). This loop seems to stop after a while but nothing happens.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Thu, 27. Feb 14, 12:41

Hi kimitsu,

There are some particular things to do when using MARS with XRM.

Do you have the following?

1. Bullwinkle's repackaged version of MARS.
http://forum.egosoft.com/viewtopic.php? ... 07#3976007

2. "MARS Data File for XRM v1.27" in your addon/t directory.
http://forum.egosoft.com/viewtopic.php?t=304158

Paul lists these things in the XRM thread but it's quite a big thread so could easily be missed.

kimitsu
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Post by kimitsu » Thu, 27. Feb 14, 14:44

Looks like my problem was that I used the link in the original post. The repacked version worked! (Also, I wasn't using Plugin Manager. Repacked version installed just fine without it anyway.)

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Thu, 27. Feb 14, 15:17

Excellent news! :)

kimitsu
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Post by kimitsu » Thu, 27. Feb 14, 19:14

Another question, how do I make Cease Fire function work forever rather than with timeout? This script automatically turns turrets back online after two minutes!! Why?!!!

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DrBullwinkle
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Post by DrBullwinkle » Thu, 27. Feb 14, 21:12

kimitsu wrote:This script automatically turns turrets back online after two minutes!! Why?!!!
Because turning it off forever is the same as disabling MARS. It is too easy to forget to turn turrets back on. What if you forget, then change to another ship? Most players want turrets to turn back on after a timeout. You can always press the hotkey again if you want more time.

Or, according to the manual:
  • Hotkey: Cease fire / Ignore target
    If an enemy is targeted this ship will permanently be ignored by every MARS system until you cancel the order the same way. The turrets and goblins can still "clear the trash" for you while you try to cap that elusive Pirate Nova Raider...
    If no enemy is targeted then a cease fire is transmitted to all MARS ships in the sector. It will last 60 seconds (editable in the config file) or until you cancel it the same way. Turrets will continue to track targets so they can resume firing without any delay.
    This is also available in the menu.

drfuzzyduck
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Post by drfuzzyduck » Tue, 11. Mar 14, 07:48

I have the same problem as kimitsu getting readtext0-250 in AL, I have the correct MARS data File for XRM v1.27 in my addon/t directory, here is a picture of my plugin manager, some more infor MARS works on my previous saved game but when I make a new one I get the readtext0-250 and also an al.gui.main appearing in the AL menu.

http://imgur.com/DVWEciJ

I have reinstalled everything several times but can't get it to work as instructed, please help.
Last edited by drfuzzyduck on Tue, 11. Mar 14, 08:27, edited 1 time in total.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 11. Mar 14, 08:13

It is not the same problem as kimitsu if you experience it with the Repacked version installed.

ReadText 0 means that the script does not know on which page to look. Perhaps because you are missing a text file completely? MARS uses several text files; make sure that they are all in addon\t.

ezza84
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Post by ezza84 » Sat, 15. Mar 14, 14:28

hi everyone, I am having same Readtext0-250 error in AL section.

I am running XRM and playing on a mac.

Have installed using normal manual version ( with required adjustments, correct \t file placement etc, modified t file for XRM etc) and also tried same with DrBullwinkle version.

installed and uninstalled multiple times. Done everything basically. Still get a Readtext0-250 error on AL Plugin section.

it feels like I am missing something, maybe a file or something is missing from new packaged versions? dunno.


EDIT: I am 100% sure it is MARs since i actually re-installed everything one by one until i got t this ReadText0-250 when installing MARs. plus when i clicked on this Readtext error the subsequent customisation page opened, even though it was also filled with readtext errors i kept randomly clicking stuff untll i saw something mention MARS turret setting....followed by all sorts of null valued fields.


SOLUTION: Ok, since im using XRM it seems MARs is searching for all sorts of other mods first before doing its own install. IF you are starting a new game with XRM or anything, start that main mod first. Save game, load game and once again wait for any other AL plugins to finish installing and save again. Completely exit X3 ( dont just quick load previous savegame ) and then start the game up again and load your previous save, after awhile MARS will install saying that it has detected XRM by paulwheeler etc etc. So really need your XRM install and everything else to be properly in place before MARS will properly install and stuff. Complete shutdown of game is also required, not just a quick load straight after saving, as I was initially doing wrong.

RayF
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Post by RayF » Thu, 10. Apr 14, 08:16

Hey guys,
first I playing TC with no other mods.(well, bonus pack + tubeless if you count as mods)
I installed a few days ago this script.

In config options where it says MARS for enemy everything if Off.

I was just wondering if anybody has noticed a great improvement in enemy AI after installing this? especially missile defense.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 10. Apr 14, 08:19

In TC, absolutely. I give MARS only to enemies in TC. It is awesome. :)

In AP, the vanilla turret scripts are pretty good, so there is less difference.

RayF
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Post by RayF » Thu, 10. Apr 14, 08:35

so, the script increases enemy missile defense too even if in options i have them off??

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DrBullwinkle
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Post by DrBullwinkle » Thu, 10. Apr 14, 08:37

Only if you enable the script for enemies. :)

BrianManeke
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Post by BrianManeke » Tue, 13. May 14, 00:40

This Mars Script would be a great tool if it didnt bug out constantly!

I find that purchasing and going does not work, you actually have to fully leave the game and then come back in!

Next once all your goblins are gone it does not appear to be away to replace them! I especially liked them for picking up cargo/junk items floating about and missile defense wasnt bad either.

Truly I just wanted an M3+ that didnt suck when I jumped it into a fight that was more then my corvette and heavy fighters could handle. Now things just dont seem to be working. I have tried changing settings for how MARS is configured, even changing the Turrets to Offense and Defense and it just like stops working.

Jakesnake5
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Post by Jakesnake5 » Tue, 27. May 14, 17:53

Goblins are easy to replace. Just buy any Fighter Drone, or the Terran version.

Technically, you'll want to use a mk1 drone for the collections, and mk2 or keris versions for butt stomping. :)

BTW: I made a 'slight' change the the Tships file. Gave the drones shields. :twisted:

This is REAL funny to run into when a hostile launches them at you. :o

Raye94
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Post by Raye94 » Mon, 23. Jun 14, 00:09

I also have the ReadText0-250 problem. I have tried to install MARS several times with XRM. I used the 7054-L044 replacement from XRM and omitted the repair drones cat/dat. I just can't seem to get it to install properly, even after enabling the script editor, saving, and restarting the game.

PantherRider
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Mars

Post by PantherRider » Tue, 24. Jun 14, 09:13

Not something I really need, but I would fancy a "Bully" setting for my turrets so I can maybe use this with the bailing addon, though I don't necessarily need it, as this script is awesome.

*PEST CONTROL ACTIVATED*
(The End)

I-HaTeD2
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Post by I-HaTeD2 » Fri, 18. Jul 14, 17:28

Where can I buy MARS Light?!
I checked several stations but I can only find the big version of it ...

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