[SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Your mod is amazing it was what I was trying to do for ages with the old game , if I remember all those years ago (almost ten!) the approach I was using was to change the race dynamically to create fights between opposing companies/individuals then switch them back to neutral after it was concluded.
Thus allowing unlimited races and mods to work together, in theory.
Anyway thank you for it!
If I ever get back into modding I'll make sure i'm compatible with what you've done, and i'll be interested to see how you accomplished it .
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edit
As expected a day or so on I am looking at modding right now
I had a few questions for the dev if he has chance. I am hooked with your mod + XRM!
1, What happens if I try to add sectors to life, will anything likely break, if so what? Never tried a sector mod before, I always just messed with modding AI life plugins and scripts so apologies for the basic inquiry.
2, Have you modded the unknown race, enemy race, neutral race, friendly race in any way. Will I break anything touching these races.
3, Any changes to Race 1, ATF or Race 2? Will I break anything touching these races.
Thanks again. If I get the modding bug again which is likely, I will definitely be making it Life + XRM compatible or even dependent.
All the best
Thus allowing unlimited races and mods to work together, in theory.
Anyway thank you for it!
If I ever get back into modding I'll make sure i'm compatible with what you've done, and i'll be interested to see how you accomplished it .
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edit
As expected a day or so on I am looking at modding right now
I had a few questions for the dev if he has chance. I am hooked with your mod + XRM!
1, What happens if I try to add sectors to life, will anything likely break, if so what? Never tried a sector mod before, I always just messed with modding AI life plugins and scripts so apologies for the basic inquiry.
2, Have you modded the unknown race, enemy race, neutral race, friendly race in any way. Will I break anything touching these races.
3, Any changes to Race 1, ATF or Race 2? Will I break anything touching these races.
Thanks again. If I get the modding bug again which is likely, I will definitely be making it Life + XRM compatible or even dependent.
All the best
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- Posts: 356
- Joined: Thu, 20. Mar 08, 06:10
Are you thinking of XRM's Weapon Dealer? LIFE doesn't have any new races or change any of the dynamics between the races; a couple of the things LIFE does is offer news and dynamic missions based on what transpires within the universe without faking or injecting events, (one of the reasons it is compatible with a large number of mods/scripts).markmid wrote:Your mod is amazing it was what I was trying to do for ages with the old game , if I remember all those years ago (almost ten!) the approach I was using was to change the race dynamically to create fights between opposing companies/individuals then switch them back to neutral after it was concluded.
LIFE should be fine with sector mods as long sector 0, 0 exists, (which by default is Kingdom End).markmid wrote:1, What happens if I try to add sectors to life, will anything likely break, if so what? Never tried a sector mod before, I always just messed with modding AI life plugins and scripts so apologies for the basic inquiry.
The only thing LIFE does with respect to races is use the neutral race notoriety as a signalling mechanism between the MSCI and the MD. If you use a MSCI or MD script that modifies the neutral race notoriety then LIFE will have issues.markmid wrote:2, Have you modded the unknown race, enemy race, neutral race, friendly race in any way. Will I break anything touching these races.
No changes, you should be fine.markmid wrote:3, Any changes to Race 1, ATF or Race 2? Will I break anything touching these races.
Cheers.markmid wrote:Thanks again. If I get the modding bug again which is likely, I will definitely be making it Life + XRM compatible or even dependent.
All the best
I haven't had time, LU looks pretty amazing from the few minutes I have had scanning the LU thread. If I do ever get a chance to do some compatibility testing it probably won't be until LU matures in terms of patches.Boringnick wrote:have you "officially" tested LIFE with Litcube's Universe already?
Would it be possible to get the news to get the Player's gender correct? The start I'm using is Female, but all the News reports refer to them as Male. I assume it can be done since the Pilot Chatter gets the gender correct.
(I'm using one of the XRM starts, so sorry if that's an XRM problem and not a LIFE one)
And as a possible request/suggestion for future versions, could we change how the news refers to us? "[Player Name] Conglomerate" and other such things sound kinda dumb. Prehaps we could input a "Company Name" that LIFE would use when talking about things done by our ships, while using our Pilot Name to refer to things done by us specifically?
EDIT: Another question I'd like to ask out of curiosity: Can an NPC ship get overtuned via leveling?
(I'm using one of the XRM starts, so sorry if that's an XRM problem and not a LIFE one)
And as a possible request/suggestion for future versions, could we change how the news refers to us? "[Player Name] Conglomerate" and other such things sound kinda dumb. Prehaps we could input a "Company Name" that LIFE would use when talking about things done by our ships, while using our Pilot Name to refer to things done by us specifically?
EDIT: Another question I'd like to ask out of curiosity: Can an NPC ship get overtuned via leveling?
Hey, I love that this mod continues. I have a request and I think a bug.
Request: add support for community configuration menu. I wish all moders did this, my keyboard has only so much keys.
Bug: Khaak raided a sector (Khaak swarm mod), borons deployed their forces and won. There were 2 boron ships that now have K : x L : x. The problem is once the Khaak are gone the 2 borons are just sitting dead in space. I think they may have been spawned by response script.
I would suggest for LIFE to scan for NPC ships with K : x L : x, from time to time. If it finds one that is sitting dead in space it sends him on a tour across the universe.
This actually may be fun to watch, you know: NPC's abandoning their former lives and adventuring around.
Request: add support for community configuration menu. I wish all moders did this, my keyboard has only so much keys.
Bug: Khaak raided a sector (Khaak swarm mod), borons deployed their forces and won. There were 2 boron ships that now have K : x L : x. The problem is once the Khaak are gone the 2 borons are just sitting dead in space. I think they may have been spawned by response script.
I would suggest for LIFE to scan for NPC ships with K : x L : x, from time to time. If it finds one that is sitting dead in space it sends him on a tour across the universe.
This actually may be fun to watch, you know: NPC's abandoning their former lives and adventuring around.
I'll add an option so that you can set the sex of the player in the next version of LIFE.Aeshi wrote:Would it be possible to get the news to get the Player's gender correct? The start I'm using is Female, but all the News reports refer to them as Male. I assume it can be done since the Pilot Chatter gets the gender correct.
I'll fix this so that news generated by the player versus news generated by player owned property is more consistent. I'll also add another option that allows you to choose how the player's name is decorated, (e.g. default, random, etc).Aeshi wrote:And as a possible request/suggestion for future versions, could we change how the news refers to us? "[Player Name] Conglomerate" and other such things sound kinda dumb. Prehaps we could input a "Company Name" that LIFE would use when talking about things done by our ships, while using our Pilot Name to refer to things done by us specifically?
Yup, that is the whole point of NPC leveling, to give NPC ships a fighting chance through overtuning and max'ed shield/weapon loadouts, you can also enable/disable leveling for player owned NPC ships.Aeshi wrote:EDIT: Another question I'd like to ask out of curiosity: Can an NPC ship get overtuned via leveling?
The older versions of LIFE used to use CommunityPluginConfiguration, but I pulled it out as I didn't want to rely on any external dependencies. What I can do simply enough is build two version, one as it is now and one using CommunityPluginConfiguration and allow you the choice of which to install through the installer. Look for this in the next version of LIFE.Taro8 wrote:Request: add support for community configuration menu. I wish all moders did this, my keyboard has only so much keys.
After an enemy is destroyed attacked ships should be heading back to their homebase, either these ships had no homebase or their is a bug in this part of the MD script, I'll look into it; even so, they should eventually start moving as their race logic is enabled and G.O.D./race logic scripts should find something for them to do.Taro8 wrote:Bug: Khaak raided a sector (Khaak swarm mod), borons deployed their forces and won. There were 2 boron ships that now have K : x L : x. The problem is once the Khaak are gone the 2 borons are just sitting dead in space. I think they may have been spawned by response script.
Cool mod.
Just a heads up:
The conversations.xml file included for XRM is for AP. If used with TC it will break stuff... I noticed when my terran plots broke.
Thanks for including a diff file, though, so we can edit the file ourself. I'll throw one up on dropbox once I make the changes myself and link it here.
https://dl.dropboxusercontent.com/u/327 ... e-0.95b.7z
^ original xrm tc conversation file is in there, too.
Edit 1: Upon closer inspection, XRM for TC doesn't modify the conversations.xml file, and so the version I linked above is equivalent (confirmed with winmerge) to your conversations_TC.xml file which was included.
Edit 2: The line "if $systemPopupEnabled == [TRUE] AND $argInitialise == [FALSE]" in the setup script appears to be broken because I get the notification popup on each savegame load. I checked and think the issue is related to $argInitialise check, but I think the issue is just a cosmetic one so I just commented the lines for the popup:
* if $systemPopupEnabled == [TRUE] AND $argInitialise == [FALSE]
* $text = '[author]G.O.D.[/author]' + $gTitle
* send incoming message $text to player: display it=1
* end
TLDR: If you're using XRM for TC, then don't use the included conversations.xml for XRM; use the TC one or merge your own.
Just a heads up:
The conversations.xml file included for XRM is for AP. If used with TC it will break stuff... I noticed when my terran plots broke.
Thanks for including a diff file, though, so we can edit the file ourself. I'll throw one up on dropbox once I make the changes myself and link it here.
https://dl.dropboxusercontent.com/u/327 ... e-0.95b.7z
^ original xrm tc conversation file is in there, too.
Edit 1: Upon closer inspection, XRM for TC doesn't modify the conversations.xml file, and so the version I linked above is equivalent (confirmed with winmerge) to your conversations_TC.xml file which was included.
Edit 2: The line "if $systemPopupEnabled == [TRUE] AND $argInitialise == [FALSE]" in the setup script appears to be broken because I get the notification popup on each savegame load. I checked and think the issue is related to $argInitialise check, but I think the issue is just a cosmetic one so I just commented the lines for the popup:
* if $systemPopupEnabled == [TRUE] AND $argInitialise == [FALSE]
* $text = '[author]G.O.D.[/author]' + $gTitle
* send incoming message $text to player: display it=1
* end
TLDR: If you're using XRM for TC, then don't use the included conversations.xml for XRM; use the TC one or merge your own.
Cheers.Daemonjax wrote:Cool mod.
Thanks for spotting that, I'll modify the instructions in the installer and readme files to make a note of this.Daemonjax wrote:The conversations.xml file included for XRM is for AP. If used with TC it will break stuff... I noticed when my terran plots broke.
This used to work, i.e. it will always show the popup message at least once, (at the start of a new game), but from then on not show it again if $systemPopupEnabled is set to [FALSE] in LIFE's configuration. I may have inadvertently snafu'ed it, I'll check it out and fix it if needed for the next version, thanks again.Daemonjax wrote:Edit 2: The line "if $systemPopupEnabled == [TRUE] AND $argInitialise == [FALSE]" in the setup script appears to be broken because I get the notification popup on each savegame load.
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- Posts: 18
- Joined: Sun, 20. May 12, 07:31
Love this mod! Adds a lot of much needed spice.
Quick question:
Do the shockwave explosions destroy floating wares within their range?
Also, how does the bounty system work? Normally there's nothing in the bounties section of the news, but when it does show something it's when a bounty has been claimed/killed, not available ones.
Thanks and great job!
Quick question:
Do the shockwave explosions destroy floating wares within their range?
Also, how does the bounty system work? Normally there's nothing in the bounties section of the news, but when it does show something it's when a bounty has been claimed/killed, not available ones.
Thanks and great job!
Great mod, though a little noisy in XRM warzones.
I made my own small edit to how ship naming works because I felt I didn't need to see every kill on every ship, so I reduced it to show only ships levels which had surpassed level zero.
I posted it here for anyone else wanting to reduce clutter but know when a ship is level badass.
0.95b ONLY (note I do not know what side effects my edit may have):
X3/addon/Scripts/plugin.LIFE.ship.leveling.xml
https://www.mediafire.com/?67i8jj18crragip
Shush:
Consider adding an option to change what is shown on the ships name.
For options maybe:
1. Ship name: K1 L0 (default appears when ship gets a kill)
2. Ship name: L1 (level appears when ship gets to level 1)
3. Ship name: L3 K255 (display level when level 1, kills appear when level gets to 3 or more)
4. Ship name: Green/Veteran/Elite/Captain (level up rank instead of numeric)
I'm sure you already have plenty to do though, it's just a minor aesthetic for me. Thanks for the excellent mod.
I made my own small edit to how ship naming works because I felt I didn't need to see every kill on every ship, so I reduced it to show only ships levels which had surpassed level zero.
I posted it here for anyone else wanting to reduce clutter but know when a ship is level badass.
0.95b ONLY (note I do not know what side effects my edit may have):
X3/addon/Scripts/plugin.LIFE.ship.leveling.xml
https://www.mediafire.com/?67i8jj18crragip
Shush:
Consider adding an option to change what is shown on the ships name.
For options maybe:
1. Ship name: K1 L0 (default appears when ship gets a kill)
2. Ship name: L1 (level appears when ship gets to level 1)
3. Ship name: L3 K255 (display level when level 1, kills appear when level gets to 3 or more)
4. Ship name: Green/Veteran/Elite/Captain (level up rank instead of numeric)
I'm sure you already have plenty to do though, it's just a minor aesthetic for me. Thanks for the excellent mod.
Hello
Shush if you consider Teleth idea about name changing as possible and applicable, then consider this idea further and use ASCII Art for the same purpose:
I've got ASCII art for other then deutsche armies to and I will post link for archive later.
EDIT: As promised here is the link for ASCII art:
https://www.mediafire.com/folder/1restv ... v1x/shared
all files are texts and identically formated:
First row: Navy ranks in Polish (my native language,
Second row: Original names of the Navy ranks (for country).
Third row: ASCII representation of real emblem.
It will be nice to see them in game.
Shush if you consider Teleth idea about name changing as possible and applicable, then consider this idea further and use ASCII Art for the same purpose:
Code: Select all
Marynarka Wojenna Federalnych Sił Zbrojmych (Niemcy) - die Bundeswehr Marine (ASCII Art)
KORPUS SZEREGOWYCH MANNSCHAFTEN DER DEUTSCHEN MARINE Insignia ASCII Art
01. Marynarz MATROSE →
02. Starszy Marynarz GEFREITER /→
03. Starszy Marynarz (Mat) GEFREITER(MAATANWÄRTER) │/→
04. Starszy Marynarz (Bosman) GEFREITER(BOOTSMANNANWÄRTER) ││/→
05. Starszy Marynarz (Bosmanmat) GEFREITER(OFFIZIERANWÄRTER) */
06. Kapral OBERGEFREITER //→
07. Starszy Kapral HAUPTGEFREITER ///→
08. Kapral Sztabowy STABSGEFREITER / ///→
09. Starszy Kapral Sztabowy OBERSTABSGEFREITER // ///→
KORPUS PODOFICERSKI UNTEROFFIZIERE DER DEUTSCHEN MARINE
- Podofocerowie Młodsi (bez pasowania) - UNTEROFFIZIERE OHNE PORTEPEE
01. Mat MAAT <→>
02. Mat (Bosman) MAAT(BOOTSMANNANWÄRTER) ││<→>
03. Aspirant SEEKADETT <*>
04. Starszy Mat OBERMAAT <<→>
- Podoficerowie Starsi (pasowanii) - UNTEROFFIZIERE MIT PORTEPEE
05. Bosman BOOTSMANN →<
06. Chorąży Marynarki FÄHNRICH ZUR SEE *<
07. Starszy Bosman OBERBOOTSMANN →<<
08. Bosmanmat HAUPTBOOTSMANN →◊<
09. Starzy Chorąży Marynarki OBERFÄHNRICH ZUR SEE *│
10. Bosman Sztabowy STABSBOOTSMANN →◊<<
11. Starszy Bosman Sztabowy OBERSTABSBOOTSMANN →◊<<<
KORPUS OFICERSKI OFFIZIERE DER DEUTSCHEN MARINE
- Porucznicy - LEUTNANTE
01. Podporucznik Marynarki LEUTNANT ZUR SEE *▌
02. Porucznik Marynarki OBERLEUTNANT ZUR SEE *▌▌
- Kapitanowie - HAUPTLEUTE
03. Kapitan Porucznik KAPITÄNLEUTNANT *▌│▌
04. Kapitan Sztabowy Porucznik STABSKAPITÄNLEUTNANT *▌││▌
- Oficerowie Sztabowi - STABSOFFIZIERE
05. Kapitan Korwety KORVETTENKAPITÄN *▌▌▌
06. Kapitan Fregaty FREGATTENKAPITÄN *▌│▌▌
07. Kapitan Marynarki KAPITÄN ZUR SEE *▌▌▌▌
- Admirałowie (Oficerowie Flagowi) - ADMIRALE (FLAGGOFFIZIERE)
08. Kontradmirał FLOTTILLENADMIRAL *│█
09. Wiceadmirał KONTERADMIRAL *▌█
10. Admirał Floty VIZEADMIRAL *▌▌█
11. Admirał ADMIRAL *▌▌▌█
EDIT: As promised here is the link for ASCII art:
https://www.mediafire.com/folder/1restv ... v1x/shared
all files are texts and identically formated:
First row: Navy ranks in Polish (my native language,
Second row: Original names of the Navy ranks (for country).
Third row: ASCII representation of real emblem.
It will be nice to see them in game.
Hi Shush,
I am currently playing my game with your mod. And I like it very much.
I have two things:
1. I recently had a freeze, and I strongly assume that there is an incompatibility with NPC Bailing Addon. I do not know exactly, but since I removed NPC Bailing Addon, I did not have another freeze yet.
2. I was far away from the sector center (700 km) with my M2 Valhalla. At a distance of about 4 km a Khaak station, which I destroyed.
After the detonation shaking, I found myself only about 80 km from the sector center! The blow off pusched my ship about 620 km away!!
This is not intended, right?
I'm playing with default options, not changing anything in the settings menu.
I am currently playing my game with your mod. And I like it very much.
I have two things:
1. I recently had a freeze, and I strongly assume that there is an incompatibility with NPC Bailing Addon. I do not know exactly, but since I removed NPC Bailing Addon, I did not have another freeze yet.
2. I was far away from the sector center (700 km) with my M2 Valhalla. At a distance of about 4 km a Khaak station, which I destroyed.
After the detonation shaking, I found myself only about 80 km from the sector center! The blow off pusched my ship about 620 km away!!
This is not intended, right?
I'm playing with default options, not changing anything in the settings menu.
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- Posts: 65
- Joined: Mon, 4. Feb 08, 23:52
@Shush
Took a break for a bit, great to see you still working on this mod, Love the race rep feature! was wondering if you plan on adding Yaki to the list.
This Mod is just a must have !! (enough said)
X3ap 20140815 141.m4v
(right-click and “save file” to download)
video/mp4 - 524.36 MB
31 days until expiration
http://tempsend.com/FCCD9B8063
Some 1080p action with life, small amount of lag in large fights due to recording. enjoy
all video settings set to max
**edit ahh Found Yaki Rep at there exchange nevermind Thank You!!
Took a break for a bit, great to see you still working on this mod, Love the race rep feature! was wondering if you plan on adding Yaki to the list.
This Mod is just a must have !! (enough said)
X3ap 20140815 141.m4v
(right-click and “save file” to download)
video/mp4 - 524.36 MB
31 days until expiration
http://tempsend.com/FCCD9B8063
Some 1080p action with life, small amount of lag in large fights due to recording. enjoy
all video settings set to max
**edit ahh Found Yaki Rep at there exchange nevermind Thank You!!
Last edited by Centurion2008 on Tue, 19. Aug 14, 21:23, edited 1 time in total.