Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 2
- Joined: Mon, 5. Dec 05, 16:51
First of all, thanks for bringing these wonderful ships to the game.
I just wanna highlight a prob I got with this mod. I can seem to be able to fire any weps on the B-Wing. Not sure if the rest of you had this problem too. As for the othe ships it working great.
Thanks again for this wonderful addition to X3.. Keep it up
I just wanna highlight a prob I got with this mod. I can seem to be able to fire any weps on the B-Wing. Not sure if the rest of you had this problem too. As for the othe ships it working great.
Thanks again for this wonderful addition to X3.. Keep it up
Do Unto Others
What You Want Others
To Do Unto You
What You Want Others
To Do Unto You
-
- Posts: 1883
- Joined: Mon, 5. Jan 04, 04:46
Satria,
I thought I had fixed the problem with the B-Wing...looks like I must have left the fix out of the update.
It will be picked up in the final version.
There are one or two bugs yet...so I'll leave RC4 up, and hold off on the official V1.0 release until the weekend.
I finally got a "readtext 8609-26" message...which was really strange, because shortly after that the same message displayed correctly. I also had the first mission that was offered presented to me twice on my 1st docking. Anyone else seen this?
Anyway, I'll be discussing this with Red Spot later. Unfortunately, this is his week for heavy-duty RL stuff, and he won't be back on-line until Fridat evening at the earliest.
Please let me know what else you find.
I thought I had fixed the problem with the B-Wing...looks like I must have left the fix out of the update.
It will be picked up in the final version.
There are one or two bugs yet...so I'll leave RC4 up, and hold off on the official V1.0 release until the weekend.
I finally got a "readtext 8609-26" message...which was really strange, because shortly after that the same message displayed correctly. I also had the first mission that was offered presented to me twice on my 1st docking. Anyone else seen this?
Anyway, I'll be discussing this with Red Spot later. Unfortunately, this is his week for heavy-duty RL stuff, and he won't be back on-line until Fridat evening at the earliest.
Please let me know what else you find.
-
- Posts: 1883
- Joined: Mon, 5. Jan 04, 04:46
All,
I'll be traveling for the next 2 days, but will check the forum and my PM a couple of times per day.
There have been a number of questions sent to Red Spot and myself on how to get the ships...so at the risk of making things too easy:
I'll be traveling for the next 2 days, but will check the forum and my PM a couple of times per day.
There have been a number of questions sent to Red Spot and myself on how to get the ships...so at the risk of making things too easy:
Spoiler
Show
To get ships, you must do 2 things:
1. Fly around and visit multiple sectors for each race. Once you have visited enough sectors for a race, an empty shipyard (using the model for Red Spot's Salvage and Construction Wharf) will be spawned for that race in one of their sectors with an Equipment Dock, but no prior shipyard. Eventually, there will be 5 additional shipyards spawned into the game.
2. Once there is at least 1 new shipyard, visit the Pirate Asteroid Base (called Doubleshadow's Asteroid Base and HQ) that is initially spawned into the unknown sector between Montallaar and New Income. You will be offered a series of missions. When each mission is completed, an additional ship type will be added to one of the new shipyards. Eventually, you will have populate all 5 shipyards with custom ships (and of course the Asteroid Base, which you can buy as your HQ).
Be aware that if Doubleshadow's Asteroid Base and HQ is destroyed, it will be re-spawned into a random "unknown" sector. There aren't that many unknown sectors, so the search isn't all that hard.
There is more to the scripts, and please do check out the PHQ ship building scripts once you get your HQ...they are really cool!
1. Fly around and visit multiple sectors for each race. Once you have visited enough sectors for a race, an empty shipyard (using the model for Red Spot's Salvage and Construction Wharf) will be spawned for that race in one of their sectors with an Equipment Dock, but no prior shipyard. Eventually, there will be 5 additional shipyards spawned into the game.
2. Once there is at least 1 new shipyard, visit the Pirate Asteroid Base (called Doubleshadow's Asteroid Base and HQ) that is initially spawned into the unknown sector between Montallaar and New Income. You will be offered a series of missions. When each mission is completed, an additional ship type will be added to one of the new shipyards. Eventually, you will have populate all 5 shipyards with custom ships (and of course the Asteroid Base, which you can buy as your HQ).
Be aware that if Doubleshadow's Asteroid Base and HQ is destroyed, it will be re-spawned into a random "unknown" sector. There aren't that many unknown sectors, so the search isn't all that hard.
There is more to the scripts, and please do check out the PHQ ship building scripts once you get your HQ...they are really cool!
-
- Posts: 584
- Joined: Fri, 9. Dec 05, 22:28
Dont forget tho...DeadlyDa wrote:SpoilerShow1. Fly around and visit multiple sectors for each race. Once you have visited enough sectors for a race, an empty shipyard (using the model for Red Spot's Salvage and Construction Wharf) will be spawned for that race in one of their sectors with an Equipment Dock, but no prior shipyard. Eventually, there will be 5 additional shipyards spawned into the game.
Spoiler
Show
They can also spawn in Preist's Pity, the game classes the Paranid Communications facility as a Equipment Dock strangely

-
- Posts: 3461
- Joined: Fri, 4. Feb 05, 13:44
I see my timing is still ok ....
anyway ...
-read text -> this weekend I'll get into it (really dont understand it .. never showed up in my game .. and 'theoraticly' it should not happen ..(afaik))
-double missions -> serious NO .. (again no clue (yet) on how that could happen ..... this weekend ..)
-resarting -> as Deadly said .. for the mod you do not NEED to restart .. however if you start using the mod in a loaded game you will miss out on some 'changes' ..
for the Plugin again no restart is needed .. HOWEVER if you used a version of the plugin pre v1.25 you do NEED to restart (or use a save-game that does not have the plugin in it)..
so for any 'new' user .. you do not need to restart .. however I do advise you to do so ..(also no garantees about what will happen if there are some bug-related updates ..it might mean you can no longer use a game with the v1.25plugin in it .. it also might not ..
)
-PHQ spawning -> no satallites!!(if you know it works you'll understand) ... however it seems I have to make it more 'player-proof' than it is I guess ..
G

anyway ...
-read text -> this weekend I'll get into it (really dont understand it .. never showed up in my game .. and 'theoraticly' it should not happen ..(afaik))
-double missions -> serious NO .. (again no clue (yet) on how that could happen ..... this weekend ..)
-resarting -> as Deadly said .. for the mod you do not NEED to restart .. however if you start using the mod in a loaded game you will miss out on some 'changes' ..
for the Plugin again no restart is needed .. HOWEVER if you used a version of the plugin pre v1.25 you do NEED to restart (or use a save-game that does not have the plugin in it)..
so for any 'new' user .. you do not need to restart .. however I do advise you to do so ..(also no garantees about what will happen if there are some bug-related updates ..it might mean you can no longer use a game with the v1.25plugin in it .. it also might not ..

-PHQ spawning -> no satallites!!(if you know it works you'll understand) ... however it seems I have to make it more 'player-proof' than it is I guess ..
G
-
- Posts: 584
- Joined: Fri, 9. Dec 05, 22:28
-
- Posts: 51
- Joined: Sat, 7. Feb 04, 21:14
-
- Posts: 3461
- Joined: Fri, 4. Feb 05, 13:44
Dioltas As Dia wrote:So us idiots dont mess ourselves up, you can cmon out and say itRed Spot wrote:-PHQ spawning -> no satallites!!(if you know it works you'll understand) ... however it seems I have to make it more 'player-proof' than it is I guess ..
well if you build a station ontop of yourself .......


ps1; readtext 1229 are not from this plugin ...
Edit;
No Additional Commands used ..
/Edit
ps2; no need in remembering the 'missionnumber' cause they are 'random' (more or less) .. they will randomly work there way up from M5s to M1s .. you'll 'feel' the difference soon enough once you got passed an x number of 'simple' missions ...

G
-
- Posts: 51
- Joined: Sat, 7. Feb 04, 21:14
-
- Posts: 3461
- Joined: Fri, 4. Feb 05, 13:44
DJ | Wolf wrote:Wonderful, thanks RS-- That'll help me track it down.
Well let me put it like this ..
I always believed you could not get a read-text error if you where using the correct files (I never had one) .. I was wrong there ..
So I could just as well be wrong here .. (I'm not using any add. commands in this script/plugin .. but maybe some other weird things make come up ..)
what does the command do ??..
=====================================
could 'users' please also post the diff. types of missions they have had ..
and maybe the highest numbered text-error ..
(anyone having commands with read-text errors .. pls have a look at the 'setup.DDRS' script and see what it shows there .. do this when you are not in game (looking in scripts folder .. just double click it ..)
and ingame .. (go in the SE scroll all the way down .. somewhere there at the bottom you can find it .. just highlight it and press enter ..) ..
if it shows read-text errors in 1 or both pls report your fndings ..)
might help me track down whats wrong ...

Thanks
G
-
- Posts: 51
- Joined: Sat, 7. Feb 04, 21:14
Ok. First thing I'm going to try is putting my backup script and t dirs back into the game, then adding just the mod from you guys there -- if no errors show up then its a toss up between three possible scripts that I was using.Red Spot wrote:DJ | Wolf wrote:Wonderful, thanks RS-- That'll help me track it down.
Well let me put it like this ..
I always believed you could not get a read-text error if you where using the correct files (I never had one) .. I was wrong there ..
So I could just as well be wrong here .. (I'm not using any add. commands in this script/plugin .. but maybe some other weird things make come up ..)
what does the command do ??..
=====================================
could 'users' please also post the diff. types of missions they have had ..
and maybe the highest numbered text-error ..
(anyone having commands with read-text errors .. pls have a look at the 'setup.DDRS' script and see what it shows there .. do this when you are not in game (looking in scripts folder .. just double click it ..)
and ingame .. (go in the SE scroll all the way down .. somewhere there at the bottom you can find it .. just highlight it and press enter ..) ..
if it shows read-text errors in 1 or both pls report your fndings ..)
might help me track down whats wrong ...![]()
Thanks
G
And thanks for the support/headsup re the setup.DDRS both out of and in game, if any errors pop up I will have a look at that too.
-
- Posts: 51
- Joined: Sat, 7. Feb 04, 21:14
Ok. I think I deserve (since I'm no scripter and just really an end user) a pat on the back. My deductions were indeed true, after installing this mod and trying a new game etc - that erroneous ReadText wasn't present so we can probably say its nothing to do with your excellent work RS.
Nor is it Myros' two scripts. TerraCorp Pilots and his addon, this leads me to the only script I haven't put back into the directory...
The Fighter Base Commander script.
Edit: I tested with and without the FBC script and the error only shows up in that script. So once again RS you can breathe easily
Nor is it Myros' two scripts. TerraCorp Pilots and his addon, this leads me to the only script I haven't put back into the directory...
The Fighter Base Commander script.
Edit: I tested with and without the FBC script and the error only shows up in that script. So once again RS you can breathe easily

-
- Posts: 584
- Joined: Fri, 9. Dec 05, 22:28
maybe a Error Report maybe not
Mission: Argon Valkyrie, Split Starfury
Two short Questions aswell,
#1: Does purposely killing mission-related assets make you an enemy of the Roid base -> therefore not being able to get more missions?
#2: Do missions repeat, as with the above example, would i be able to do it again?
Go raibh maith agat


Mission: Argon Valkyrie, Split Starfury
Spoiler
Show
Fault: The valkyrie that wanted escorting wouldnt move.
Details: I got the mission as per usual from the Roid base. It asked to escort his dear old friend. I said yes. I recieved another message but undocked before reading it. When i read it, it said "more details when you undock" which i had done. A few seconds later another message arrived and the target showed up on the monitor. The message stated that this old fart wanted a escort to Lucky Planets, that there 'maybe' rival clans after him and if i helped i would get a ship like his.
Ok'd the message and pressed the autopilot command (which defaults -> follows). So i sat there in space with his engines at 0 and mine at 0. I said "hmmm lets try everything out". I then set the command to "protect" with no answer. I'd tried comm him to but no use. I then figured i mite as well try claim the ship (to see if its possible). When i ejected i was informed "which ship are you choosing to escort me, im having trouble following...".
That was a lightbulb moment, normally when escorting you follow, but now it was him following you. So got back in the ship and said fine lets go. I flew off but he still didnt follow. After a certain distance i got a message saying "slow down your moving too fast". I said (to myself and my computer) "you bloody old fart im moving fast cos your not moving!", turned around and let rip with some APPG's. I was told firmly by the Roid base that i killed his friend and i should watch my back
Solution: I had to leave the sector and then return for the escort to "activate" and he then went on his own way...
Details: I got the mission as per usual from the Roid base. It asked to escort his dear old friend. I said yes. I recieved another message but undocked before reading it. When i read it, it said "more details when you undock" which i had done. A few seconds later another message arrived and the target showed up on the monitor. The message stated that this old fart wanted a escort to Lucky Planets, that there 'maybe' rival clans after him and if i helped i would get a ship like his.
Ok'd the message and pressed the autopilot command (which defaults -> follows). So i sat there in space with his engines at 0 and mine at 0. I said "hmmm lets try everything out". I then set the command to "protect" with no answer. I'd tried comm him to but no use. I then figured i mite as well try claim the ship (to see if its possible). When i ejected i was informed "which ship are you choosing to escort me, im having trouble following...".
That was a lightbulb moment, normally when escorting you follow, but now it was him following you. So got back in the ship and said fine lets go. I flew off but he still didnt follow. After a certain distance i got a message saying "slow down your moving too fast". I said (to myself and my computer) "you bloody old fart im moving fast cos your not moving!", turned around and let rip with some APPG's. I was told firmly by the Roid base that i killed his friend and i should watch my back

Solution: I had to leave the sector and then return for the escort to "activate" and he then went on his own way...
#1: Does purposely killing mission-related assets make you an enemy of the Roid base -> therefore not being able to get more missions?
#2: Do missions repeat, as with the above example, would i be able to do it again?
Go raibh maith agat
-
- Posts: 3461
- Joined: Fri, 4. Feb 05, 13:44
Dioltas As Dia wrote:
#0: ...............................................
Two short Questions aswell,
#1: Does purposely killing mission-related assets make you an enemy of the Roid base -> therefore not being able to get more missions?
#2: Do missions repeat, as with the above example, would i be able to do it again?
Go raibh maith agat
#0: fixed ... (this was easy .. and pretty dumb on my behalf ..

(also added a command to 3 'vital message scripts' to load the textfile .. )it might just fix the readtext errors .. I doubt it but it cant hurt)
1#: Nope it wont (it may say it will in the messages .. but thats just pirates talking ....)
(anyway the roid-base has its feelings towards the player reset every 2 hours if needed)
2#: yes and no .. no 2 missions will be identical .. you will get an other escort mission .. maybe the next maybe the 10th from now ..
you will also recieve an other mission to unlock the Valkyrie .. could be an escort .. small chance it will .. but it can ...
Spoiler
Show
watch it when doing escorts .. those are the 'nasty' regular missions ..
you'll be rewarded more than with any other mission .. and the chance to get some extra rewards by your own actions ..
.. can be greater as well ..
but escort missions will be nowhere near easy ......
(dont even think about doing them in an M2 ......
)
you'll be rewarded more than with any other mission .. and the chance to get some extra rewards by your own actions ..

but escort missions will be nowhere near easy ......
(dont even think about doing them in an M2 ......

to clarify things about escorting a ship a bit more..
you ever seen Bush in the lead-car ..?? ..


G
-
- Posts: 584
- Joined: Fri, 9. Dec 05, 22:28
-
- Posts: 51
- Joined: Sat, 7. Feb 04, 21:14
-
- Posts: 192
- Joined: Tue, 27. Dec 05, 05:19
-
- Posts: 245
- Joined: Sat, 14. Feb 04, 11:15
-
- Posts: 80
- Joined: Sun, 27. Mar 05, 21:51
Small problem (i hope)
1, If i use a previous savegame, with plot completed and start the mod, The game freezes when I dock at Deadly's Asteroid.
2, If i start a new game, Plot game , extreem, diff the second mission has buggy turret(cockpit) cannot complete plot.
I have tried with both 1.3 and 1.3.2 beta. same probs I will keep trying alternatives, but am open to suggestions, Hints etc.
Thanks for the mod and thanks in advance for any help.
Gridd
1, If i use a previous savegame, with plot completed and start the mod, The game freezes when I dock at Deadly's Asteroid.
2, If i start a new game, Plot game , extreem, diff the second mission has buggy turret(cockpit) cannot complete plot.
I have tried with both 1.3 and 1.3.2 beta. same probs I will keep trying alternatives, but am open to suggestions, Hints etc.
Thanks for the mod and thanks in advance for any help.
Gridd
-
- Posts: 99
- Joined: Tue, 31. Jan 06, 23:55
In regards to #2, I had the exact same problem. For me, however, installing the 1.3.2 beta corrected it.Gridd wrote:Small problem (i hope)
1, If i use a previous savegame, with plot completed and start the mod, The game freezes when I dock at Deadly's Asteroid.
2, If i start a new game, Plot game , extreem, diff the second mission has buggy turret(cockpit) cannot complete plot.
I have tried with both 1.3 and 1.3.2 beta. same probs I will keep trying alternatives, but am open to suggestions, Hints etc.
Thanks for the mod and thanks in advance for any help.
Gridd