Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning]

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Red Spot
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Post by Red Spot »

Dioltas As Dia wrote: ......................

as you can see missions arent as easy as you might think .....;)

the weird messages are most likelly an old version .. I just checked the current version and it has no 'test messages' ..

and I guess the comm facility is being classed as ED .. else the SY would not spawn there ..




about the missions in general ..
you dont need any type/class ship .. only for the 'main' mission you need to own an M6 or larger (you dont have to be in it)
and no its not so that you can get a mission every 5 minutes .. it takes time ..
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when you have just done a mission and returned to the roid-base ..
disable the plugin for a few seconds .. and after re-enabling it dock again .. a new mission if available should be on offer ...


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Dioltas As Dia
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Post by Dioltas As Dia »

#1
maybe i should say an "advisement" about the main mission is not to do it with the Race Response Fleets script on as the first mission...
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to kill a ship from a certain race always seems to be a Rapid Response unit when they are on. What makes it difficult is that these jump all over the place so by the time you are told your mission and where he is to the time you undock, he has already disappeared
that doesnt mean uninstall RRF/JTP but to disable it in the AL plugin menu. After that it seems to pick...
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ordinary Military targets (example: Boron Military #####)
#2 @ Deadly and Red
an "advisement" about the completion of the main mission (one) and....
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the setting up of the Player HQ. I find that placing a satellite (navigation/advanced) in the place you want the HQ and then using it to "lock on" when using the 'Set Player HQ' command when looking at the sector map is the best way to accurately set up your HQ. Perhaps giving a satellite and instructions after mission one might be beneficial to the player accurately setting up his Player HQ... just a thought :wink:
Last edited by Dioltas As Dia on Sun, 29. Jan 06, 01:38, edited 1 time in total.
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TiggerBandit
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woops !!!!

Post by TiggerBandit »

oh no, my Centaur bumped the asteroid base, and all the laset towers got grumpy, and then the centaur and my sector patrol ( I also have a small complex in this sector) blew up the base !!

Its been 2+ hours game time now, and I cant find the base again....
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DeadlyDa
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Post by DeadlyDa »

...and then the centaur and my sector patrol ( I also have a small complex in this sector) blew up the base !!
[chuckle snort]...er...I mean oh dear! How unfortunate :)

...and, ah...thanks for testing out that portion of the scripts :D

Seriously, I never really thought about how hard it would be to re-locate it. Maybe there needs to be a small mission (with a few teeth, of course) to help find it again.

Let's see what Red Spot has to say...
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Dioltas As Dia
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Post by Dioltas As Dia »

ReadText Error Thread Post.
---------------------------------
Hey DD & RS, i know last thing you want to see is errors in your fine work :P

If i come across any ReadText errors ill post them in THIS post (instead of clogging up and more thread space with my thoughts :roll: )

Anyway first two are nice and fresh :shock:

# ReadText 8609-25
-> Recieved: Cycling through the targets on the first main mission...
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the race i wanted to harm was the Teladi so i kept undocking, disabling DDRS thru Artificial Life, turning it back on and redocking
After cycling targets a couple of times (around 6) i came across this error.

# ReadText 2010-535
-> Recieved: A command line in the command console. After completing the first mission and...
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obtained the command to place the station. This command is seen in the "Special" menu and has something to do with ship reknewal (as that is what is said in the logbook)
# I like the way the
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Teladi in my game
are "scrum" in the aftermath report of the first main mission :P
ed.coli
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Post by ed.coli »

DeadlyDa wrote:FIX LIST:
At this point, I have fixed:
  • -- The missing Darkship model is now in-game (also altered the shield and performance specs to align it with other M3 ships).
    -- The Trident (Maquis Raider) turrets now fire correctly.
    -- The front windows on the Trident are now properly textured.
    -- All weapons on the B-Wing now fire correctly.
    -- The latest version of Red Spot's scripts are now included.
I am investigating the custom Shipyards showing up as stations/factories, and apparently the weapons on the double-laser turret on the M6 models no longer rotate as you shift the POV/aim of the turret.

Does anyone else have anything they know about that I missed?
Don't know if you fixed this yet, but in the current build, the Trident will not dock automatically at any station, nor will it allow other ships to auto-dock at it. However, it can manually dock at a station. I have not yet tried manually docking at the Trident in a smaller ship.
Jiggaman
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Post by Jiggaman »

not trying to be greedy or picky cuz the ships already in the pack kick some major arse, but i was wondering if you could make 2 more capital ships.....the Prometheus and Daeduelus from the Stargate SG1/Atlantis series. you have no idea how hard i have tried myself with some not-so-stellar results. your workmanship is awesome and i think they would be popular additions. Viva la Stargate :D
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TiggerBandit
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Post by TiggerBandit »

DeadlyDa wrote:
...and then the centaur and my sector patrol ( I also have a small complex in this sector) blew up the base !!
[chuckle snort]...er...I mean oh dear! How unfortunate :)

...and, ah...thanks for testing out that portion of the scripts :D

Seriously, I never really thought about how hard it would be to re-locate it. Maybe there needs to be a small mission (with a few teeth, of course) to help find it again.

Let's see what Red Spot has to say...
ok, in another update on the TiggerBandit and his stellar flying skills, I found the base where it has respawned, thanks RS for the hint about the type of sectors it respawns in.

Whilst trying to manually dock, I kind of accidentally bumped the damn thing with the nose of the Roger Young I was cruising around in, needless to say, it got a bit grumpy with me and the RY proceeded to blow it to scrap.

ok, 2 hours later, found it again, and this time, let the computer dock for me. Mission 1 complete, I now have a new base.......

Deadly I sent you a PM about some bugs with the RYs turrets.
Sardikar
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Post by Sardikar »

Are the bug fixes, in particular the fixes for the Trident found within the current DDRS_ShipStation_Mod_V1.0-RC3a download or will it be a seperate file with a diffrent name?

I love the Trident, I can imagine it being the most popular ship in the whole mod. :D
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TiggerBandit
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gah !!!

Post by TiggerBandit »

ok,

todays lessons are
1) you cant hook the new base into your complex, games goes KABOOM !!
2) Sector patrols and asteroid base are a bad mix. So far today they have blown up the base 4 times, and this time I have lost it good and proper.....
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Red Spot
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Post by Red Spot »

ok about JTP ... nothing I can or will do .. (not my script .. and afaik once you use it is basicly being run on all 'big ships' .. so thats a choise you have to make ..)
the way this works I'm actually surprised the JTP 'still' manages to override them ..

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the target you will have to take out will always be a [race] M6 or M2 for the main-mission
setting the mission reward with a nav wouldnt work ..
-nav could be destroyed
-not there (yet)
-etc etc

a position will always be there ..;)


about the text-errors .. it seems you dont have the text-file installed .. or the wrong one ..


about adding the SY to a complex .. can you do that with any other SY ?? ..

theroid-base is pirate .. they simply dont like your patrols ..:P (j/k .. needs fixing ..)


about the roid-base respawning ..
do you want to be spoiled ?? .. I can send you a message when it spawns .. but than I just as well could send you a message with all 'not discovered stuff' .......
anyway as told the roid-base spawns only in 'unknown' sectors ..
there are 5 or so of them .. that hard to find ..? :roll:


Tiggerbandit ..

you do not 'just' have a new base .. you have a new ship-production-centre/a HQ .... :D



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Red Spot
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Post by Red Spot »

forgat ..

about disabling the plugin to get the 'right' main-mission .. (trying to get a certain race ..)

you wont like what will happen ... :roll:
I made this part 'anti-cheat' (so you cant just quit the mission because you decided to stay friends to that race .. pirates dont care about 'your' friends ..)
you're better of taking the first main-mission if you want the roid-base to live (or protect it .. :D .. wich means you basicly still do the missions .. but wont get a reward ..:P )


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Red Spot
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Re: woops !!!!

Post by Red Spot »

TiggerBandit wrote:oh no, my Centaur bumped the asteroid base, and all the laset towers got grumpy, and then the centaur and my sector patrol ( I also have a small complex in this sector) blew up the base !!

Its been 2+ hours game time now, and I cant find the base again....
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dont kill the base ... just leave the sector .. next time the plugin-event gets called (every 2 hours) the base will become neutral again ..

or do it fast and disable the plugin for a few seconds .. once you enable it the base will be set neutral again ..


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TiggerBandit
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wheee !!!

Post by TiggerBandit »

-ah, no hints for me, this is too much fun trying to ffigure it all out.

I finished mssion 2, but it didnt give me any rewards, I am assuming it adds the spacecraft to my HQ ?

It also gave me a message something like readtext 8609-24 or similar rather than a speech like I got at the end of the first mission.
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Red Spot
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Re: wheee !!!

Post by Red Spot »

TiggerBandit wrote:It also gave me a message something like readtext 8609-24 or similar rather than a speech like I got at the end of the first mission.

check if you have the correct text-file installed ..

in your t-folder
file 448609
it should have messages upto about textID 68 ..

if not dl the mod and make sure you have it installed ..

all messages are in the same text-file .. if 1 works .. any other should as well if you have the correct text-file



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Dioltas As Dia
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Post by Dioltas As Dia »

aye i have the correct "t" file installed but looking at my ReadText 2010-535 in the t file it is....
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<t id="1142">Remodel Ship</t>
as for 8609-25 and 26, nothing looks wrong about them.....
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DeadlyDa
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Post by DeadlyDa »

All...I will be uploading RC4 later today...probably in about 3-4 hours. I'm testing it now...and it looks like everything is working better.

Automatic docking with the new M6 is still a bit chancy (I'm trying various positions for the docking port, but manual docking and the docking computer work fine), and for some reason the lasers on the double-laser turret no longer move with the POV/aim (they fire and aim OK...just no visible motion of the laser barrels).

If I can't sort those issues out in the next hour or so, I'll upload anyway as the rest of the changes are "functional" bug fixes.

I'll check with Red Spot to make sure I've got the latest and greatest on the scripts before I do so.

If RC4 looks solid, I'll try and get Version 1.0 uploaded on Tuesday.
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TiggerBandit
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Re: wheee !!!

Post by TiggerBandit »

Red Spot wrote:
TiggerBandit wrote:It also gave me a message something like readtext 8609-24 or similar rather than a speech like I got at the end of the first mission.

check if you have the correct text-file installed ..

in your t-folder
file 448609
it should have messages upto about textID 68 ..

if not dl the mod and make sure you have it installed ..

all messages are in the same text-file .. if 1 works .. any other should as well if you have the correct text-file

G
Last one I d/l was 1.25, must have been a glitch, coz mission 3 he said words to the effect of good job, you can now buy spacecraft type from one of the SYs.
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DrunkenPirate
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Post by DrunkenPirate »

The starfury looks hawt. :o
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DeadlyDa
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Post by DeadlyDa »

So...a little later than I had planned, but here is RC4.

If nothing major falls out of this one, I'll finalize everything, and formally "publish" Version 1.0 of the mod.

I think I picked off all the bugs that have been reported, with the exception of automatic docking on the M6 Trident, and getting the custom double-laser turret model to actually move as you change aim. (The turrets work fine, the 2 laser barrels on the turret just don't move anymore.)

I did test everything, but could easily have missed something.

The "readme" has been updated somewhat, but still does not address the scripts in any detail. It also says there are 22 ships, when there are 24...but hey, who's counting :roll:

If you do decide to download this test version, please help us out by looking carefully at the ships for correct weapon loadouts and function, and giving the scripts a good work-out. Report your findings in this thread.

With that said...here are the links to RC4 (both RAR and EXE are available: http://www.flatrock.org.nz/wolf/images/ ... .0-RC4.rar
http://www.flatrock.org.nz/wolf/images/ ... .0-RC4.exe

Enjoy...let us know what you find.

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