Find All Crates And Abandoned Ships (Manually Run: Vanilla Friendly Possible, V1.1)

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

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omik
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Post by omik »

Ketraar wrote:Reset Mission Director will not improve FPS, all it will do is what the name says, which is set everything to its initial state, thus dup-/multiplicating existing MD created objects, including ships and actors, etc.

MFG

Ketraar
Not true. My AP was having terrible FPS until I reset the mission director. My FPS is now MUCH higher and I can finally play the game again.
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TSM
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Post by TSM »

omik wrote:
Ketraar wrote:Reset Mission Director will not improve FPS, all it will do is what the name says, which is set everything to its initial state, thus dup-/multiplicating existing MD created objects, including ships and actors, etc.

MFG

Ketraar
Not true. My AP was having terrible FPS until I reset the mission director. My FPS is now MUCH higher and I can finally play the game again.
CBJ's post quoted from X-Universe forum....
CBJ Egosoft Employee & Game Engine Programmer wrote:People really shouldn't be using this as a general "fix". It resets all missions including the plot, abandons all mission objects and potentially creates new copies of them, as well as setting your game to modified and thereby disabling achievements. The patch will be along as soon as we've got it prepared and tested, and if your game has slowed down too much then you're better off just waiting if you have any plans to continue using your current savegames.
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
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Ketraar
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Post by Ketraar »

omik wrote:Not true. My AP was having terrible FPS until I reset the mission director. My FPS is now MUCH higher and I can finally play the game again.
This will be only temporary and the results of it are more harmful then the FPS gain. The reset option is for testing Missions/MD code, not to fix any performance issues. I advise anyone to keep their fingers off it unless you are testing, but as usual feel free to wreck your game as you see fit.

MFG

Ketraar
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EmperorJon
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Post by EmperorJon »

Yeah, if they want to do it, let them do it. But make sure you're aware of the consequences. Like multiple free crates and ships er, oh...
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omik
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Post by omik »

I actually used the option where I put a different generic mission director thing in a Director folder in my AP addon folder. It improved my FPS after using the technique, and my war missions plot is still there and working perfectly, as it seemed to only reset generic missions.

It was either use this option or not be able to play my X3AP game, and I happy to say that it improved the FPS without breaking my plots.
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surferx
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Post by surferx »

I used this script and had a Falcon prototype in Wastelands. But when I got there I could see the ship but scanners or gravidar would not recognize it. I could not target it, much less claim it. I shot it with my R/L and it just moved around. Weird.
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Pruvmerong
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Post by Pruvmerong »

Anyone have a mirror for this script? Link in first post 404'd.
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EmperorJon
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Post by EmperorJon »

Ouch, just noticed that!

Seems their website has gone down. Anyone up for mirroring?
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kurush
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Sadly, the link got broken or the file has disappeared from that other board

Post by kurush »

Rapidshare or something like this?
EDIT: I think I got it here: https://rapidshare.com/files/3325753602 ... dwares.zip
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Post by kurush »

It looks like the ship detection part got broken with the new patch, probably because these ships are no longer belong to the "Unknown" race or something.
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Post by gecos »

kurush wrote:It looks like the ship detection part got broken with the new patch, probably because these ships are no longer belong to the "Unknown" race or something.
True. PM'ed the OP in the hope he can rectify this.

One more interesting thing with the special engine/rudder containers in my game, only found 3 so far and when I ran the script I found only 3 left in the world. Was under the impression these are always 8 so I'm missing 2 of them somehow. Wonder if it's because I haven't discovered those sectors yet (seems very unlikely) or maybe they've been picked-up/destroyed by the NPCs somehow?!
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EmperorJon
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Post by EmperorJon »

Investigating now.
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EmperorJon
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Post by EmperorJon »

Ok, I have the next version up.

Google docs.

Can someone with any abandoned ships from shooting them confirm that they show up too? Indeed they're Neutral now, presumably that was the cause of the Not Claimable bug, but that is making me think that bailed ships either did not show up in the previous version, or will not now!

EDIT: Confirmed both show up. Have fun. :)
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gecos
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Post by gecos »

EmperorJon wrote:Ok, I have the next version up.

Google docs.

Can someone with any abandoned ships from shooting them confirm that they show up too? Indeed they're Neutral now, presumably that was the cause of the Not Claimable bug, but that is making me think that bailed ships either did not show up in the previous version, or will not now!

EDIT: Confirmed both show up. Have fun. :)
Thanks! Will check it shortly.

Can you please let me know if there's a valid reason why I wouldn't see 8 engine/rudder containers or the correct number deducted from the original 8 left after picking some of them up with the script?
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EmperorJon
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Post by EmperorJon »

The script doesn't mess with the crates. You may have miscounted, or they may have been picked up or blown up by stray ships or shots while you were in sector. (Saw a Deimos PSG a crate by accident once. ;))
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gecos
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Post by gecos »

EmperorJon wrote:The script doesn't mess with the crates. You may have miscounted, or they may have been picked up or blown up by stray ships or shots while you were in sector. (Saw a Deimos PSG a crate by accident once. ;))
Thanks. Loaded up a save from the beginning of the game, had 2 rudder optimization showing up in Maelstrom there, never been to Maelstrom yet, none of my ships either but the rudder crates are gone now. Same thing happened to a 2 engine tuning crate from Hatikva's Faith but at least I've been there actively fighting pirates so anything could've happened to get it destroyed (din not pick it up for sure).
Also missing some Kha'ak ships from visited sectors (showed up in the old save, not showing up now) so I guess unless you pick up the goodies fast anything can happen.

Checked your script v1.1, all is fine and unclaimed ships/astronauts do show, thanks again for the good work!
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StarTroll
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Post by StarTroll »

Thanks for the script, that reduced a lot erratic exploring
Here's what I got (nothing yet acquired)
11 Engine Tuning
15 Rudder Optimization

1 falcon
1 Hermes
1 N
1 Corvette
2 Fighters
6 interceptors
1 Scout (+1 i already found a while ago)

Once i get my Megalodon I'm pretty sure he'll find those upgrades a use :D
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StarTroll
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Post by StarTroll »

Upped the Megalodon as a test 6 of the engine tuning, brought it from 52 m/s to 71 m/s, meaning it should go around 90m/s with all 15 of them.
Not bad for an M2+, but then since the Megalodon is broken, I'll wait see if the next time a patch fixes it makes it really viable as a war ship.
SCUM : They may exceed you in number, but not in value.
Psygnosis
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Post by Psygnosis »

Hi, interesting script u have and it works with ap too

My question is a bit unrelated I would like to know if possible how random is the spawning of claimable ships around ap - ive asked this question alot and i never get a decent answer other then its random *%$&£ Nothing is random everything especially in a game isnt random.. soz ranting here lol.


I would really like to know what kind of pattern spawning of claimable things are around the ap galaxy ie does it re-spawn claimable things on save, per new game every 30mins etc

Thanks
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LV
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Post by LV »

most are new game start only iirc and the random is the amount, you can waste your life away reloading but it's pretty futile ;)

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