[AL PLUGIN]Conflicts Official Release Thread - v0.85 released -> Collaboration works!

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MegaJohnny
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Post by MegaJohnny » Thu, 9. Apr 09, 15:50

Sorry for digging up an old thread but I was wondering what the default aggression level is - I want to tone it down a bit. I was thinking of allying with the Argon but lo and behold they're declaring war on everyone.

brekehan
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Post by brekehan » Fri, 10. Apr 09, 00:02

I really wish some people would pick up work on this mod. It is exactly what my fantasy X3 game would be. Strategy instead of sandbox. Although, it would be one that took some months to complete.

I hear it is unstable and has bugs :(
I also fear there is no way to get key stations that provide unique goods (like transporter devices) back.

My SRS for my hobby project included a means for a race to build new stations, as long as they pay for it, as long as they had 1 ship yard left.

Also, the player should have the means to build up a tree of stations from the bottom. Like a station manufacturing station that took oodles of traded goods (especially those that dont get traded much like chips).

Oh if only a few talented modders would pick this up again. I tried. I lack the scripting skills and found my time vested better in a C++ project from scratch along the same lines.
To understand recursion you must first understand recursion.

Naxon
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Post by Naxon » Tue, 21. Apr 09, 23:06

uh, i kinda have a problem.

i was playing as the soldier-character and in the mission where you get 3 small ships and are supposed to patrol a few sectors the terran launched a massive invasion on the argon territories. i was like WTF?!1?1 because they even destroyed the argon shipyard.

but then when i finished that mission i was supposed to talk to some guy in an argon sector but during the time i was completing my mission the terran had captured that sector and destroyed the station that the guy was in.
so in the mission briefing it just says "Talk to "invalid""
so how do i fix this?

anyway i think that the argon and terran should only fight in the rarest of circumstances. and please, make invasions something that happens every now and then, not literaly once a minute!
well, that's my 2 cents... cheers!

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Locksley
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Post by Locksley » Wed, 22. Apr 09, 00:15

Naxon wrote:uh, i kinda have a problem.

iso in the mission briefing it just says "Talk to "invalid""
so how do i fix this?
He probably became an invalid in the invasion, fighting for his sector.... :D

I'm sorry I haven't got a solution for you better than picking up an old save if you got one. It might be possible to reset the mission with some editing in the mission file but I am not capable of neither instruction how or do it myself - sorry.

Kimmy
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Missing gate?

Post by Kimmy » Thu, 7. May 09, 19:41

Missing gate?

I’m not sure what’s happened, but the East gate out of Scale Plate Green to Nyana’s Hideout has gone missing. I’ve downloaded and installed the ‘Conflicts’ Mod (that may have had something to do with it). I’ve started to get lots of lock-ups and crashes. I removed the mod and now this gate is missing.

Can any one tell me if the gate with respawn?
Is there a script to create a gate?

Please let me know, I’m stuck.


{If you think it is the Conflicts script ... [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] ... merged. jlehtone}

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Malakie
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Post by Malakie » Fri, 8. May 09, 02:14

brekehan wrote:I really wish some people would pick up work on this mod. It is exactly what my fantasy X3 game would be. Strategy instead of sandbox. Although, it would be one that took some months to complete.

I hear it is unstable and has bugs :(
I also fear there is no way to get key stations that provide unique goods (like transporter devices) back.

My SRS for my hobby project included a means for a race to build new stations, as long as they pay for it, as long as they had 1 ship yard left.

Also, the player should have the means to build up a tree of stations from the bottom. Like a station manufacturing station that took oodles of traded goods (especially those that dont get traded much like chips).

Oh if only a few talented modders would pick this up again. I tried. I lack the scripting skills and found my time vested better in a C++ project from scratch along the same lines.

I agree... I hate it when someone creates a great mod or script then suddenly abandons it... If I were a decent modder I would do it but I have no artistic talent at all and although I am a developer, for some reason I cannot seem to get my head around the modding scene...
Take it light.....

Malakie

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yospanky
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Post by yospanky » Sat, 16. May 09, 23:44

This mod works great and is fun with other scripts. I just took over a sector: PTNI except somehow Teladi or another empire would all of a sudden build an equipment dock right in the middle of the sector while I was in it and take the sector as their own.

How do I prevent other races to take over my sector when I have like 8 M2 battleships in the sector? Should I just build my own dock?

Stealth17
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Post by Stealth17 » Sun, 17. May 09, 00:04

@Yospanky:

Yes you need to take over the sector by destroying the owners Trading Station, EQ Dock (and shipyard). Then build your own Trading station, kill all enemy ships and the sector is yours!

How's the FPS at your computer?
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shanrak
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Post by shanrak » Fri, 22. May 09, 19:09

does anyone know if this mod works with the storyline?

I recently started a new game with a bunch of mods installed so I'm not sure if its this mod or another one that's giving me problems. I can't complete even the initial terran mission. Sometimes the mission randomly dissapears while in the middle of the escort and never comes back, other times the scabbard spins around in circles and does not go anywhere.

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yospanky
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Post by yospanky » Tue, 26. May 09, 13:26

Stealth17 wrote:@Yospanky:

Yes you need to take over the sector by destroying the owners Trading Station, EQ Dock (and shipyard). Then build your own Trading station, kill all enemy ships and the sector is yours!

How's the FPS at your computer?
My FPS is super crap due to a low-end pc desktop. Luckily I can cheat in some M2 Destroyers to make things move smoothly. Thanks for replying so quickly and yea, I didn't realize that you would have to repel enemy ships again and again. Thanks again. Cheers!

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yospanky
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Post by yospanky » Tue, 26. May 09, 18:29

Okay seriously, this mod is bad@$$. :x3: Mix this up with some of the total conversions coming out like BSG and other scripts and you get a great game-play experience. Someone please resurrect this old @$$ mod/script!!!
Lakers 2009 CHAMPIONS!!!!

rageburst
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Post by rageburst » Wed, 27. May 09, 09:42

I've spent like an hour trying to analyze the code.... It makes me wish I read the modding tutorials since a lot of the code is like garbage to me (and to think that I debug everyday as well for work).

I have no idea where $Aggression is set initially. Also, where are the default values set for the ones pertaining to the Conflicts menu? When I want to cancel setting the diplomatic aggression, it sets it to NULL!

Also, is this value persistently saved the moment I change it or can I reload a game to get the previous value? If someone can code in a way to set default value when null, please do so!

rageburst
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Post by rageburst » Thu, 28. May 09, 11:27

Just a small warning. Conflicts mod might break the main plot missions so I'd recommend using it AFTER you beat it.

Very early on, I was told to "dock at <invalid>". Here, I can only assume that perhaps the station got blown up and no longer exists.

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sferum
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Post by sferum » Thu, 25. Jun 09, 16:33

Malakie wrote:
brekehan wrote:I really wish some people would pick up work on this mod. It is exactly what my fantasy X3 game would be. Strategy instead of sandbox. Although, it would be one that took some months to complete.

I hear it is unstable and has bugs :(
I also fear there is no way to get key stations that provide unique goods (like transporter devices) back.

My SRS for my hobby project included a means for a race to build new stations, as long as they pay for it, as long as they had 1 ship yard left.

Also, the player should have the means to build up a tree of stations from the bottom. Like a station manufacturing station that took oodles of traded goods (especially those that dont get traded much like chips).

Oh if only a few talented modders would pick this up again. I tried. I lack the scripting skills and found my time vested better in a C++ project from scratch along the same lines.

I agree... I hate it when someone creates a great mod or script then suddenly abandons it... If I were a decent modder I would do it but I have no artistic talent at all and although I am a developer, for some reason I cannot seem to get my head around the modding scene...
So do I. WHenever i start playing X games, in the end I own huge complexes, make a lot of money every second without moving a finger and lead a huge fleet...

But then, there's just nothing to fight against... nor relations with other races that could SERIOUSLY influence my business, nor a real chanllenge to expose my M1s and M2s....

It becomes just REALLY boring after a while. I need a threath that grows with me and my fleet, so that in the end it still is as hard as when I started playing.

Hopefully someone, interested as I am, but whith some scripting skills, debugs finally this mod ;)

'till then we'll have to wait :(

PS.: I thing this mod has even a greater potencial tham XTM, because XTM, as I see it, adds new features and makes the game at the sart much more difficult... but it doesnt make the game more realistic.


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jjz-
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Post by jjz- » Wed, 1. Jul 09, 17:40

I agree that this mod would be excellent. I am not downloading it because it seems the author says it is buggy and crashes.

I can already see that I will lose interest in the game if there is no actual reason for my being in the universe.

shireknight
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Post by shireknight » Wed, 1. Jul 09, 19:49

I've submitted this mod for possible inclusion in the bonus pack later in the year, obviously Egosoft would have to debug it but if anyone could do it then it has to be the Egosoft development team themselves right? :)

Just so I don't get everyone's hopes up I have to say that members of the moderating team have already made it clear that this is highly unlikely to happen but hey you never know and if Egosoft don't pick this script up and fix it that could well mean that's because the next game they are working on is a trading/strategy spacesim war game and they don't want to spoil it for us :D
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jjz-
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Post by jjz- » Wed, 1. Jul 09, 21:56

im just hoping some experienced modder realizes the potential of this mod and picks it up.

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StealthElement
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Post by StealthElement » Sat, 4. Jul 09, 06:17

The first serious problem with this script is that the replacement EQ docks (and possibly shipyards/trading stations/other stations) have an incorrect item selection and all 0 stock, which appears not to refill over time either.

By replacement stations I mean those built by invaders after taking a sector. This would permanently destroy unique stations where you get salv insurance, JD, Transporter, etc. It also permanently breaks SY and EQ docks. Even if the original race recaptures the sector and builds its own EQ dock, the item list is still fubar with a limited and incorrect item selection and 0 stocks.

Big. Problem. And it's such a shame that I can't use this, because an experienced scriptor could make this a script that many people like me couldn't live without :(

The second problem was that despite 80% of the presence in the sector being argon, and 19% of it being terran, there was one lowly teladi falcon trader in the system. The only teladi in system, an M3 trader. And when the terrans blew the EQ dock, guess who took the sector. The Teladi! And lo and behold, a Teladi EQ dock, with a wierd and wrong selection of items and 0 stocks appeared.

For reference I have noted the same complaints from other users in the RRF thread: http://forum.egosoft.com/viewtopic.php? ... 82#2955182
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sferum
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Post by sferum » Wed, 29. Jul 09, 00:46

jjz- wrote:I can already see that I will lose interest in the game if there is no actual reason for my being in the universe.
that's exactly the point....
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yospanky
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Post by yospanky » Sat, 1. Aug 09, 19:48

I think 7ate9tin11's Improved Races script is going to implement some concepts from Mavor (hopefully) in order to successfully bring out the awesome firepower that is the x3tc universe. But the real major issue with scripts such as these is the cpu load that (especially this script) crashes computers like mine :oops: . I (ask santa and..) hope that Egosoft includes a sector takeover concept/option somewhere down the line of the x-universe. :P
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