[SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

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Shush
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Post by Shush »

PDouma39 wrote:Great, the only issue I have with this mod is the com-system, it won't show when I com some newsagent at the trade-stations or whatever station they are in, the only options there are: show me the shipyard or equipmentdock or surrender.
But I think that is due to the mod: TC plots for AP I use, this mod calls upon its own conversations t-file, therefore other conversations t-files are not called upon I guess.
I maybe mistaken by this last one but I think that is the little issue here, as I see it this mod is working great.
That's exactly what's going on, you need to copy the LIFE bits out of my conversation_AP.xml file and insert them into your mod's conversation.xml file. I have added a readme.txt file to the new version which I will upload shortly, (0.62a).

PDouma39 wrote:Edit: another thing I noticed throughout my X-universe some ships have extra name extensions, like the Argon One:K1 L0, most ships have Betty pronounce them correctly by their name, but not the Argon One anymore, at least with this strange extension(:K1 L0), must be something to do with this mod, never had that before
That's the NPC's levelling up, K=Kills, L=Levels...as they level up they receive benefits, like full shield/laser loads, resupply of missiles and speed and rudder tunings until they hit 50% above base speed by level 10.

Larxyz wrote:FIrst thing first, this mod is awsome!
Cheers :)

Larxyz wrote:This is acctually the first mod i've seen that modifies the comm menu... is that more difficult that modifying the command menus for ships?
It's not difficult really, just a little nasty when other mods have modified the conversation.xml file, you also need to know the md pretty well to get good use out of it.

Larxyz wrote:Anyway, Can You make a toggle for displaying the k3L1 thing..., i relise that is the kills and the level of the ship... but i would like to have it as a toggle... if you dont mind?
No worries, it's trivial to put in, I'll add it for the next version, (0.62a).

Kadatherion wrote:Just now began giving it a try, and it sure looks VERY interesting. From this first quick look I second the request of making the K/L tag toggleable, and I'd also suggest to tweak the news to highlight (by color coding relevant string variables) the sector and races involved.
Yup another simple change, look for it in 0.62a.

Kadatherion wrote:There also seems to be a rather "serious" issue of the config settings reverting to their defaults every time a game is loaded (possibly related to the popup appearing each time?). This happens both in 0.57a and the still not mentioned here but downloadable 0.60a, in a freshly started new game.
I'll have to find out what's going on with this one, from memory I just used global arrays for all the config parameters and because of the way the X3 engine saves it's entire state, those arrays should be getting saved and loaded correctly with your save files. I'll check this one out, but it probably won't be in 0.62a unless it is trivial to fix.
Larxyz
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Post by Larxyz »

thanks for the quick reply :)

I noticed something strange in the dialogue with a pirate station. When i tried to increase the relation with pirates, it increased my relationship with split instead... might be related to the show rank mod i have installed tho?

Also the lower alternativs at the pirate stations doesnt give any furthure options then the initial ones. I think it siad to improve relations with another race... They might just be finnished yet tho :D

:)
/larxyz
Shush
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Post by Shush »

Larxyz wrote:thanks for the quick reply :)

I noticed something strange in the dialogue with a pirate station. When i tried to increase the relation with pirates, it increased my relationship with split instead... might be related to the show rank mod i have installed tho?

Also the lower alternativs at the pirate stations doesnt give any furthure options then the initial ones. I think it siad to improve relations with another race... They might just be finnished yet tho :D

:)
/larxyz
I'm probably increasing notoriety with the actor's race rather than the station's race, I'll fix that, thanks for the bug catch.

Yup you're right, that was a quick test that I never finished, I'll finish that off once I upload this latest batch of changes/fixes/updates.
PDouma39
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Post by PDouma39 »

I had the same issue as Larxyz, but instead my Teladi reputation got a boost instead that of the pirates when I commed them.

As you stated in an earlier post regarding the conversations t-file I adjusted the conversations t-file of the TC for AP mod and added your LIFE-t-file lines and everything is working as it should.

A funny thing though about leveling I saw a GNS-bounty line that some Paranid M2 had leveled a lot of Xenon in the X-347 sector, and thought well lets check that out.
When I came into that sector it appeared the M2 Paranid Odysseus had K 252 and was at level 10 flying at a 471,4 m/s speed, wow! I guess you could adjust the level thing a bit, this monster of a M2 is flying like a M5 now:).

If my game progresses further there might be more M2/1's flying around with ackward speeds, I like the leveling though for npc's, but this looks a bit weird.
I might install a rearview mirror onto my M6 just to watch out for those overtuned big ships :).

edit: just saw another overtuned ship a Paranid Zeus K 187 L10 flying at 748,9 m/s, this is getting rediculous in my opinion, I might have to turn off the leveling, but I do like the fact that at some point ships are leveling to the fact that they have maxed out their initial speeds/sheilds/steering etc., but not at these way to fast speeds.
Awareness in life is rewarded by many
Shush
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Post by Shush »

PDouma39 wrote:I had the same issue as Larxyz, but instead my Teladi reputation got a boost instead that of the pirates when I commed them.

As you stated in an earlier post regarding the conversations t-file I adjusted the conversations t-file of the TC for AP mod and added your LIFE-t-file lines and everything is working as it should.

A funny thing though about leveling I saw a GNS-bounty line that some Paranid M2 had leveled a lot of Xenon in the X-347 sector, and thought well lets check that out.
When I came into that sector it appeared the M2 Paranid Odysseus had K 252 and was at level 10 flying at a 471,4 m/s speed, wow! I guess you could adjust the level thing a bit, this monster of a M2 is flying like a M5 now:).

If my game progresses further there might be more M2/1's flying around with ackward speeds, I like the leveling though for npc's, but this looks a bit weird.
I might install a rearview mirror onto my M6 just to watch out for those overtuned big ships :).

edit: just saw another overtuned ship a Paranid Zeus K 187 L10 flying at 748,9 m/s, this is getting rediculous in my opinion, I might have to turn off the leveling, but I do like the fact that at some point ships are leveling to the fact that they have maxed out their initial speeds/sheilds/steering etc., but not at these way to fast speeds.
LOL sorry that was a bug, it's fixed in 0.62a. NPC's get a maximum of 50% engine and rudder tunings now by level 10. If you want to hang onto your save game, the only way to rid the universe of those ships, is to destroy them using a cheat script or the script editor etc.
PDouma39
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Post by PDouma39 »

@ Shush: Well I can live with that, just funny to watch those big ships flying that fast, but I will apply the cheatmode from Cycrow on those ships and reset their engine- & ruddertunings as soon as I installed your new update, thanx for the great work.

edit: after installing the latest update after some time my game freezes, not sure what is going on, maybe it is the continuation of my ongoing game or that somehow something is corrupted in my game, I really don't know.
I could start a new game tomorrow and see if that still is the case or indeed my current save is corrupted.
Last edited by PDouma39 on Tue, 3. Dec 13, 20:58, edited 1 time in total.
Awareness in life is rewarded by many
nap_rz
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Post by nap_rz »

well my suggestion would be : please make this XRM compatible without the NPC leveling system... also does this compatible with AL plugins such as Pirate Guild, Yaki Armada, Improved Races?
Shush
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Post by Shush »

nap_rz wrote:well my suggestion would be : please make this XRM compatible without the NPC leveling system... also does this compatible with AL plugins such as Pirate Guild, Yaki Armada, Improved Races?
- It already is compatible with XRM.

- Everything is modularised and thus switchable to on or off; you can already enable/disable NPC levelling in the current version.

- Someone already mentioned running this with Pirate Guild, it has a high chance of mod compatibility as long as the mod doesn't use the resources that LIFE does mentioned in the original post. But even if a mod does, it'll be a simple work around for most mods anyway.
Shush
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Post by Shush »

PDouma39 wrote:@ Shush: Well I can live with that, just funny to watch those big ships flying that fast, but I will apply the cheatmode from Cycrow on those ships and reset their engine- & ruddertunings as soon as I installed your new update, thanx for the great work.

edit: after installing the latest update after some time my game freezes, not sure what is going on, maybe it is the continuation of my ongoing game or that somehow something is corrupted in my game, I really don't know.
I could start a new game tomorrow and see if that still is the case or indeed my current save is corrupted.
Hmm that's a bit of a worry, I haven't seen that. Try re-initialising all of LIFE's global variables in the config/system menu, hit apply, then save your game to a new slot.

Trying a new game is also a good idea, let me know how you go.
PDouma39
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Post by PDouma39 »

Had to use 'quote' to make a reply, I did what you told me and re-initialised all off LIFE's global variables and continued my game, after aprox. 40 minutes my game freezes again.
I've done some patrol-missions everything looked good, but after wiping out two yaki m4's I saved an argon civilian vessel and commed them, got some kind of reward, like their entire inheritence 1000 credits, right after that my game freezes.

I will now start a new game and see how that goes.
Awareness in life is rewarded by many
Shush
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Post by Shush »

PDouma39 wrote:Had to use 'quote' to make a reply, I did what you told me and re-initialised all off LIFE's global variables and continued my game, after aprox. 40 minutes my game freezes again.
I've done some patrol-missions everything looked good, but after wiping out two yaki m4's I saved an argon civilian vessel and commed them, got some kind of reward, like their entire inheritence 1000 credits, right after that my game freezes.

I will now start a new game and see how that goes.
I played for 3 hours in an old save with XRM and cheat mods and no crashes and then I played a new game for a couple of hours with no mods except LIFE and once again no crashes.

That said I did find something that may cause issues in the MD code, I've uploaded a new version with a change for that potential issue plus a couple of other notoriety and race fixes, (0.63a).

If you get a chance I'd it'd be great if you could try and make X3 hang again; if X3 does hang, I'd love to know exactly what mods you are using and even better if I could get my hands on the actual save file that causes the hang.

Cheers.
PDouma39
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Post by PDouma39 »

Strange, must be my save-file, well I did also start a new game and so far no crashes, but then again so far I have had no civilian or other ships who needed my help, will cheat my rep later on etc to see if things change.

For now I will download your new update and restart my old game in which my game freezes after I got some sort of reward after helping out some npc.

I use a lot of mods and scripts:

- abandoned ship spawner for AP
- adding Yaki Equipment Dock in Weaverst Tempest (changed that in game to another sector and have also duplicated this mod/script and changed it to an Teladi Eq dock in Ceo's Sprite
- Advanced Fight Scripts
- Anarkis Defense System (for Pirate Guild & Yaki Armada
- Assault Mission (to put in directory 'director', this way some m6/7/8 and other big ships will sometimes give you attack missions. also the impossible ones)
- DCS DroneCarrierSoftware
- DCS DroneCarrierSoftware v2.03
- Galaxy Explorer
- LIFE (offcourse in this case)
- Marine Repairs
- MarkingUnknownSectors v1.1
- Menagerie Shipyard v1.2
- MilitaryBaseResponseRevamp v2.16
- Organic Boron Hulls
- Phanon Corporation
- Pirate Guild
- ReleasePassengers v1.0
- Return of the Kha'ak
- Smart Turrets (latest version)
- TC plots for AP 3.0
- Terran Revitalization Project (and in this case only TRP Project Bifrost v1.1)
- The Marauder Shipyard
- Equipment Research and Development
- Bounce
- X-Tra Shippack v2.01 by Cadius
- Yaki Armada
- Yalamandis Shipyard v0.71(Bullwinkle edit)
- Rankings for Pirate Yaki
- Crystal Free Solar Power Plants
- Rescue Princess
- Lucikes OTAS Outpost (OTAS Aussenposten X3TC X3AP V3204)
- Lucikes jumpbeacons (Sprungboje X3TC V3108(works great in AP)

But some are just scripts and missions, but this is all of them, as far as I can see.
And now I will try out your new update, thanx.

edit: I have Yaki Armada, Pirate Guild, Phanon Corporation and Equipment Research and Development not enabled in my game at the moment will test that tomorrow, for now(with the latest LIFE-update) after rescuing some npc I got the reward and no crash so far.
I will keep you posted.
Last edited by PDouma39 on Sun, 15. Dec 13, 08:59, edited 1 time in total.
Awareness in life is rewarded by many
PDouma39
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Post by PDouma39 »

I tested some more mods and came to the following conclusion in my game, someone else might also test this.

Phanon Corporation: not quite compatible, somehow when enabling this mod the LIFE-news agents disappear from the stations or are not visible, I guess this mod uses something the same as your mod, but then again I am no expert in that field, I leave that to the modders. But then again the shortcut-key to the GNS does work so that still is functional, just the agents disappear while using this mod. I did notice that a coloured name newsagent in Blackhole Sun was available but had no LIFE-comm-options.

Return of the Kha'ak: after enabling this mod, LIFE works as usual, so is compatible

Pirate Guild/Yaki Armada: compatible, after enabling both and ADS, LIFE seems to function as usual, ECS works too on pirate bases and the pirate command ship, also ECS works on MBBR even if these two mods are enabled.

Well so far no crashes, will keep you posted if I come across anything strange, oh yes, I did notice a double newsagent in Blackhole Sun, one with coloured name (I commed them but no extra comm-options regarding LIFE, and one uncoloured name newsagent who had all the comm-options regarding LIFE.

edit: Equipment Research and Development are allready enabled in my game, regarding my earlier post, it is a script so therefore enabled and compatible.
Awareness in life is rewarded by many
firestorm79
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Post by firestorm79 »

by the sounds of things LIFE appears to be XRM compatible?
Shush
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Post by Shush »

PDouma39 wrote:I tested some more mods and came to the following conclusion in my game, someone else might also test this.

Phanon Corporation: not quite compatible, somehow when enabling this mod the LIFE-news agents disappear from the stations or are not visible, I guess this mod uses something the same as your mod, but then again I am no expert in that field, I leave that to the modders. But then again the shortcut-key to the GNS does work so that still is functional, just the agents disappear while using this mod. I did notice that a coloured name newsagent in Blackhole Sun was available but had no LIFE-comm-options.

Return of the Kha'ak: after enabling this mod, LIFE works as usual, so is compatible

Pirate Guild/Yaki Armada: compatible, after enabling both and ADS, LIFE seems to function as usual, ECS works too on pirate bases and the pirate command ship, also ECS works on MBBR even if these two mods are enabled.

Well so far no crashes, will keep you posted if I come across anything strange, oh yes, I did notice a double newsagent in Blackhole Sun, one with coloured name (I commed them but no extra comm-options regarding LIFE, and one uncoloured name newsagent who had all the comm-options regarding LIFE.

edit: Equipment Research and Development are allready enabled in my game, regarding my earlier post, it is a script so therefore enabled and compatible.
Thanks for all the work with the MOD compatibility testing, you've really save me a tonne of time. I might have to inject your name into LIFE as a mark of respect now I think.

That's great about no more hangs, my XRM game is up to 9 hours played and the vanilla at 5 hours, so it's looking good so far.

The double News representative is because you've iterated through multiple version of LIFE and there's just some old data hanging around from previous versions. If it's a real bother you can cheat script destroy that station and then re-spawn another in it's place, that will cause a new News representative to spawn.

firestorm79 wrote:by the sounds of things LIFE appears to be XRM compatible?
I've had no problems with XRM compatibility so far, keeping that in mind LIFE is still in alpha so caveat emptor.
PDouma39
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Post by PDouma39 »

You don't have to mention my name in your mod, it's your hard work that made this, I am just a guy who likes to help around on the background so to speak, and it's no bother for me to test some mods out in my game as I like to figure out things in the game to make it more interesting.

Ah the double agent isn't disturbing to me, let him be happy on that station:).

A rather comic situation I just saw was after a Paranid Zeus destroyed a Yaki TL, right after the explosion the Zeus was moved to the other side of the sector due to the blast of the explosion, no damage to the Zeus though.
Awareness in life is rewarded by many
Shush
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Post by Shush »

PDouma39 wrote:You don't have to mention my name in your mod, it's your hard work that made this, I am just a guy who likes to help around on the background so to speak, and it's no bother for me to test some mods out in my game as I like to figure out things in the game to make it more interesting.

Ah the double agent isn't disturbing to me, let him be happy on that station:).

A rather comic situation I just saw was after a Paranid Zeus destroyed a Yaki TL, right after the explosion the Zeus was moved to the other side of the sector due to the blast of the explosion, no damage to the Zeus though.
lol he shouldn't have moved that far, but I have to admit I have seen that once or twice; I just haven't been bothered to fix it yet. I'll add it to the TODO list.
PDouma39
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Post by PDouma39 »

Question: I also use Claim Unknown Sectors in my game, and regarding to that I have recently claimed the Hub-sector and after that when ever I am in that sector in one of my stations (I have offcourse the Hub, and also an EQ-dock and Militairy Outpost) there is shown a lightbulb and when I comm that a <unknown Text Id> (or something) is shown.

Which I guess must be LIFE trying to place a newsagent as me seeing as a Race of its own. Which I kinda of am ingame thanx to the Claim Unknown Sector mod/script. It's not bothering me, but just something I noticed, would be kinda cool having my own newsagent:).
Awareness in life is rewarded by many
Shush
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Post by Shush »

PDouma39 wrote:Question: I also use Claim Unknown Sectors in my game, and regarding to that I have recently claimed the Hub-sector and after that when ever I am in that sector in one of my stations (I have offcourse the Hub, and also an EQ-dock and Militairy Outpost) there is shown a lightbulb and when I comm that a <unknown Text Id> (or something) is shown.

Which I guess must be LIFE trying to place a newsagent as me seeing as a Race of its own. Which I kinda of am ingame thanx to the Claim Unknown Sector mod/script. It's not bothering me, but just something I noticed, would be kinda cool having my own newsagent:).
This should be functioning correctly now.
Pierre'70
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Post by Pierre'70 »

I've installed this with AP XRM and I'm seeing something called "Player LIFE MD queue: nothing to see here" in my ship list. Is this normal? I'm using version 0.65a. Also, I've got the Battlestar Galatica mod on another installation and this doesn't seem to work at all - no message, pilot chat, or hotkey options. I did follow the installation instructions carefully btw.

One thing I've noticed is that I was able to raise my Terran rep by giving only 1000 credits - shouldn't this figure be much higher (at least a million!)?

Whingeing aside, the universe seems much more alive with this - the ai ships now feel like they have actual pilots in them!

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