[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Baddieus
Posts: 902
Joined: Wed, 6. May 09, 13:40
x4

Iguana Vangard .. possible issue

Post by Baddieus »

1st off ... thanks for this patch, it fixed many little things I've noted while playing that needed adjusting. After installing, I started a new game, for which I wanted to get rolling along quickly, so I snagged the free Iguana Vangard to tote some passengers. I'm not sure if you adjusted this ship, but it crashed on an autopilot through a gate. It was at the low end of the gate, and acted like the bottom dragged the edge. A second incident with this same ship was docking at the shipyard in Argon Prime, it crashed another ship. Again it was on auto pilot, and maybe the little guy was trying to steal my port, but it never crashed before. I wasn't sure if you adjusted this ship, but wanted to let you know, incase it was on your cockpit adjustment list.

Again, thanks for the unofficial patch .. :) .. it's working great so far.
Knetter_Gek
Posts: 216
Joined: Thu, 15. Jan 09, 07:53
x3tc

Post by Knetter_Gek »

Forgive my idiocy but I seem to be missing the point for something.
40) the following factories now produce the correct end product instead of delaxian wheat:
fusionbeam cannon
plasma beam cannon
phased array laser cannon
tri-beam cannon
and an inactive light weapons complex

so now when you cheat/script/ or mods these in they will work.
I tried adding a Fusion beam cannon forge to my game, and despite your item here, ti still comes up selling Delaxian wheat. No biggy, I have the script editor open and changing what factories do and do not produce I can change myself, but I found it odd that this isn't working.
Does the numbe rin red mean "not done yet, but working on it" ?
(I did browse the thread but I think I've missed this)
I know the mod is setup OK sinc eI mounted four fusion beam cannons on my Yokohama (and discovered the things suck - they don't usually do any damage :( )
It might be worth noting I am playing on a German install of TC - not sure if the language is responsible.
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

@baddieus I am glad you are finding this useful :thumb_up: to answer your question i have reverified and no i have not made any mods to the iguana vaguard. but i will take a look and see if it could use improvements.


Knetter_Gek wrote:Forgive my idiocy but I seem to be missing the point for something.
no worries im happy to answer any questions. :wink:

the number in red just denotes a change (addition) in the last 2 patches and it was working when i last checked before release (that is if i uploaded the right file :oops: ).

i fired up my game today and used the latest version i had released and the fusion cannon forge was working. by chance do you have a waretemplate.pck file already extracted from a prior cat/dat in the maps folder? this is the file that controls what a station will produce and what resources it will use to produce the end product.
It might be worth noting I am playing on a German install of TC - not sure if the language is responsible.
your german install will only come into play if you have it setup for german sound and text output and that would only affect the 0044.pck and 0001-L044.pck files as those are in english. everything else you will see a benefit. :wink:
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
User avatar
Baddieus
Posts: 902
Joined: Wed, 6. May 09, 13:40
x4

Different Pirates

Post by Baddieus »

New question ... I see the pirate colors on my friendly neighborhood pirates whom I've been working so dilligently to get accquainted with and have all turn blue, but there are the occasional red pirate patrols running around, who do not have the usual flare of color, just the standard stuff.

Are there 2 different types of pirates? ... I'm only doing taxi, scan, & freight missions, nothing for combat, so I did not force them to spawn. Thought you might know better than some in the spoiler section.

Thanks,

PS: I really missed the pirate colors ... thanks again for the patch. :D
Knetter_Gek
Posts: 216
Joined: Thu, 15. Jan 09, 07:53
x3tc

Post by Knetter_Gek »

draffutt wrote:
Knetter_Gek wrote:Forgive my idiocy but I seem to be missing the point for something.
no worries im happy to answer any questions. :wink:
:thumb_up:
the number in red just denotes a change (addition) in the last 2 patches and it was working when i last checked before release (that is if i uploaded the right file :oops: ).

i fired up my game today and used the latest version i had released and the fusion cannon forge was working. by chance do you have a waretemplate.pck file already extracted from a prior cat/dat in the maps folder? this is the file that controls what a station will produce and what resources it will use to produce the end product.
Nope, I do not have anything in the maps folder.
In fact, I installed X3TC freshly due to Windows XP dying in a horrorstory involving my internal harddisk, an open PC case, and a dog the size of a small bear munching on the noisy thing to see what it was :evil:
So I put in a new HDD, pput Vista on, intalled X3tc from scratch (onto the new HDD) and then installed patch 2.0, and your patch.
The only thing I then added was Amurph0's ATF shipyard (to get the fusion beam cannon forge in the first place)
All that does is find the shipyard in The Moon, strip the USC ships and add the ATF ones to the product lists. The FBCForge it adds with this line:

(code stolen without permission and by ruthless copywrong infringement)

Code: Select all

$station = Terran Fusion Beam Cannon Forge
$TerSY = add product to factory or dock: $station
Unless there's two of the blighters, I guess that means he's using the regular type. The script doesn't include any hidden kicks to make a FBC forge from something else.
It might be worth noting I am playing on a German install of TC - not sure if the language is responsible.
your german install will only come into play if you have it setup for german sound and text output and that would only affect the 0044.pck and 0001-L044.pck files as those are in english. everything else you will see a benefit. :wink:

I think this translates to "not the problem" so I'm good with it... :oops:
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

If I remember correctly, only NPC stations make use of waretemplate.xml - if you made that fusion beam cannon forge yourself, it wouldn't work because of that.
Knetter_Gek
Posts: 216
Joined: Thu, 15. Jan 09, 07:53
x3tc

Post by Knetter_Gek »

Ah. That would explain it for sure, yes.
So eh... is there a file that affects player-bought stations? :)
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

Nope. Those need to be fixed through an AL script. This is a bit more complicated than fixing it through a normal file, though:(
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

MutantDwarf wrote:If I remember correctly, only NPC stations make use of waretemplate.xml - if you made that fusion beam cannon forge yourself, it wouldn't work because of that.

actually if you cheat them in those stations use this table as well. but for some reason if you attempt to deploy one from a TL it defaults to delaxian wheat.
Baddieus wrote:New question ... I see the pirate colors on my friendly neighborhood pirates whom I've been working so dilligently to get accquainted with and have all turn blue, but there are the occasional red pirate patrols running around, who do not have the usual flare of color, just the standard stuff.
this is because pirates can use standard ships as well(that are not designated as pirate ships by the object index). I.E. there is a teladi harrier and a pirate harrier (this one has the pirate graphics) and the pirates can and will use either type of ship.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

I've noticed that most carriers have lots of launching ports but use only a few...
Seems that the J can launch from all the ports but some other carriers cannot. Have you noticed that? (and do you bother to fix it? :D )
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

someone else wrote:I've noticed that most carriers have lots of launching ports but use only a few...
Seems that the J can launch from all the ports but some other carriers cannot. Have you noticed that? (and do you bother to fix it? :D )
unfortunatly this is controlled by scripts and my scripting skills are really lacking. :wink:

i have attempted to adjust/fix the atmospheric lifter cockpit cam. this caused more problems so i am going to this as is. my suggestion do not personnal fly it and don't try having it dock with you IS. :wink:

while i wait for the final release of 2.1 i have decided to go ahead and release another update. here are the changes:

45) kha'ak cluster's turrets are turned on. (this has been for a while now, just didn't include this fact in the listing :wink: )

46) relabeled a couple of ships in the t-ships. for example there is a ship labeled argon small weapons platform but when you spawn this it spawns the kha'ak guardian. it appears someone on the dev team was creating a 2.0 version of the guardian but for some reason labeled it as a argon weapons platform. there are a couple of "unused" ships that are like this.

47) swapped the model of the marlin hauler so now it looks like a boron ship. sadly thou there are no unused boron models so i used the model for the skate. i have also added it to the jobs file; now you will find the boron defense teams making use of their M8's now.

48 ) changed a couple of entries in the jobs files. i believe this will fix the pirate issue of here some pirates are hostel and some are not. but this will need futher testing to verify; so this is where YOU come into play. :D for those of you using on a current game it will take several game hours to take effect in order for the game to clear out the current jobs that are running.

49) added rank structure for the Yaki and Xenon. currently the vanilla game will not use this.

ranks as follows:

title/rank for yaki:

10 Kumicho (supreme boss)
9 saiko komon (senior adviser)
8 so-honbuncho (headquarters chief)
7 wakagashira (number-two man)
6 fuku-honbucho (number-two man assistant)
5 shateigashira (lesser regional boss)
4 shateigashira-hosa (lesser regional boss assistant)
3 shatei (younger brothers)
2 wakashu (junior leaders)
1 bakuto (gambler)
0 tekiya (peddler)
-1 boszuku (speed tribes)
-2 boryokudan (the violent ones)
-3 mizu shobai (yaki entertainer (polite way of saying)
-4 teki (enemy)
-5 chishio teki (blood enemy)

yes i realize mizu shobai literally means 'water business'. but the context used when i looked it up in the yakuza stucture was you were there for the yaki amusement/pleasure/sport.

title/rank for xenon:

10 01010
9 01001
8 01000
7 00111
6 00110
5 00101
4 00100
3 00011
2 00010
1 00001
0 00000
-1 10001
-2 10010
-3 10011
-4 10100
-5 10101

since the xenon where created by the argon's and are computer based i used the binary code.

50) Argon one is no longer invincible. this will automatically apply to a new game. if you want this to apply to your current game save game you will need to destroy the ship yourself and it will respawn no longer invicible. easiest way to take care of this is to use cycrow cheats to destroy that ship.

to install just download and over write current patch and all changes will take affect except number 50 if you are using with your current save game.
Last edited by draffutt on Thu, 14. May 09, 01:52, edited 1 time in total.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

For the Xenon, you could make the rank structure more like this:

11 01011
10 01010
9 01001
8 01000
7 00111
6 00110
5 00101
4 00100
3 00011
2 00010
1 00001
0 00000
-1 10001
-2 10010
-3 10011
-4 10100

Basically make it a signed 4 bit number. Admittedly slightly more difficult to read.

Also: The game's actual rankings are from -5 to 10, not -4 to 11.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

should have thought of that myself. using the first position 1 = true = enemy.

updated the t-file to reflect the adjusted xenon rank structure. no other changes made.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
User avatar
Baddieus
Posts: 902
Joined: Wed, 6. May 09, 13:40
x4

Post by Baddieus »

Hello again,

I've downloaded your latest patch, however there are 2 items that may need attention if you decide to make another update in the future, although personally, I am quite content with both of these items.

1. It would seem that the Spitfyre only mounts the Terran EMPC in the rear turret, instead of the Aldrin EEMPC like the Springblossom used to. I have plenty of each, it's just the point of Aldrin ships requiring weapons they didn't have access to until after the Terran's made contact.

2. The Argon Shipyard in Omicron Lyrae now sells a Pirate Buster Raider, which I like and have one of, but it seems kind of out of place unless I missed other shipyards selling pirate versions of some of their ships.
Originally it did sell a Buster Raider, but this one has the flames, a skull, & everything for which it appropriately carries the Pirate label.

I'll follow up with the Red/Blue pirates information, as the majority of the pirates are now blue to me, but there are a few little red buggers spawing from friendly bases and they will shoot my satellites out. (kinda ticks me off after all the trouble I went though placing 100+ Adv Sats & Nav Sats.)
Occasionally one will even chase after me, but for the most part the red ones will go about their business (guess they don't want to take on a Chokaro with 3 deked-out Tenjins.)

Thanks again for the patch, and especially this time for the Yaki ranks, as I am using their ships for the majority of my fleet this round.


8) -Baddieus- 8)
Knetter_Gek
Posts: 216
Joined: Thu, 15. Jan 09, 07:53
x3tc

Post by Knetter_Gek »

Some pirates being red and some blue makes sense though, story wise.
Pirates are, by nature, not the organized sort. you do not get a good rating with all of them in one go - you get a good rating with some of them. The higher your rank the more of them are nice to you.
Obviously, like real baddies, pirates fight amongst another. If you help the Longshaft clan in Argon Prime's vicinity that would not do anything for your ranking with the ShrivelledLittleLads in Preachers Refuge, for instance.

So, I don't think you should try to "fix" this. It isn't really broken.
Last edited by Knetter_Gek on Thu, 14. May 09, 13:06, edited 1 time in total.
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

hurray! Yaki and Xenon ranks!!!!!

now only pirates need one... :D
and maybe Kha'ak... 8)
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

@ Baddieus

1) your right about this. how is it that ship has a terran weapon but until you complete the mission is a lost colony. i'll take care of that.

2) im going to leave this as is for now. but i'll make a note of it.


@ knetter gek

valid points, that is why i need this tested. there are entries in the job file that do not make sense on why they set it up the way it is. for instance; excluding the yaki, every entry that has a M1, M2, or M7 are classed as military but yakis M1's and M2's are classifed as fighter?!? etc... this is why i need to tested since as far as the jobs go this is dynamic.

@someone else

as i mentioned thou at this time vanilla game will not use. so the only way would be through 3rd party scripts.

yea kha'ak and pirates are the only ones left in the ranks department.

so you or anyone else is more then welcome to make suggestion for those ranks. maybe it'll be enough the dev's will include in a future update. ;)
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Dopp
Posts: 31
Joined: Sun, 8. Feb 09, 01:21
x3tc

Post by Dopp »

The reduced blast radius on the Wraith missile doesn't seem to prevent the whole swarm from being taken out (missiles don't explode if they are shot down). After some testing, I think the heatseeking property is conflicting with the swarm property: all the submunitions home in on the target's center of mass, making them a) an easy target, and b) kill each other instead of the target. Remove heatseeking and it should behave like the other swarm missiles.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

i'll take a look at this
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Knetter_Gek
Posts: 216
Joined: Thu, 15. Jan 09, 07:53
x3tc

Post by Knetter_Gek »

draffutt wrote: @ knetter gek

valid points, that is why i need this tested. there are entries in the job file that do not make sense on why they set it up the way it is. for instance; excluding the yaki, every entry that has a M1, M2, or M7 are classed as military but yakis M1's and M2's are classifed as fighter?!? etc... this is why i need to tested since as far as the jobs go this is dynamic.
I'm sorry, I do not see how your answer (beyond the first two words) relates to my comment. :gruebel:

However I'm absolutely happy to upgrade to the latest version and continue to experience some of the best community patching/rebalancing seen on this forum :D
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”