[MOD] EFS (Exodus Fleet Ships) 12-08-07 V5.51

The place to discuss scripting and game modifications for X³: Reunion.

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u24j7x5
Posts: 599
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Post by u24j7x5 »

hey,

@jakesnake5
my only intention was to HELP !!!. my native languige is not english, therefor i beg pardon if anything of "misunderstandings" may occur.

@all
docking at venegance would be available by inserting following line in dummies.txt section "sdtype_animated":

10495; ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_UDBACK;0;
(don´t forget to set the counter from 11 to 12)
and no vanegance should be present in a savegame, otherwise a cdt may occur after altering the dummies.txt !!

ps: @jakesnake5
yes, the venegance is not really in service in the efs mod, but it is inside, and it is real. and it is a hell of a ship !
therfore everyone who got smell of this ship, he wants to get and to use it.

greetings
Jakesnake5
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Post by Jakesnake5 »

As I've mentioned before, it'll be a bit different once I make it 'active'. It will have the following specs:

Class: M7
Cargo Type: XL
Cargo Min: 2,070
Cargo Max: 6,345
RelVal: 1,057,514 (85,363,884 Credits)
Speed: 89 - 178 m/s
Reactor 12,549kw
Hull: 205,985
Shield type: 1GJ
Max Shields: 8
Weapons Energy: 61,145W
Weapons Recharge: 1,834W/s
Gun count: 34 - 12 Main, 8 front turret, 4 top/bottom/rear turrets
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u24j7x5
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Post by u24j7x5 »

hi,
@jakesnake5

more than one month has gone since the latetest post. therefore i feel encouraged to kindly ask about the progress of the mod.
of course, there are a lot of things to do to make the mod perfect, but a status report would tell the fans of the mod that it will be still in progress.

greetings
Jaxom01
Posts: 122
Joined: Mon, 4. Sep 06, 19:27
x3tc

Post by Jaxom01 »

Jakesnake5 wrote:
Gun count: 34 - 12 Main, 8 front turret, 4 top/bottom/rear turrets
Hmm ...seems maths have changed since I was at skool :)

12+8+4+4+4 = 32 - at least that's wot i woz taut .... :lol:
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Ayerbe
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Post by Ayerbe »

installed the mod, but all i can see is readtext everywhere. But when i go to the "T" directory to fix the problem (have the spanish x3 version) i found ther e is no .xml files!. reinstall, and no .xml files. Download de .rar version, and no .xml files. ¿What can i do?

Jota
Jakesnake5
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Post by Jakesnake5 »

There is no Spanish text files, so you will get a ReadText. Only 44 and 49 language files are part of the mod.

The reason you don't seen any .xml files in the T directory is 2 fold:

1) .pck files are just compressed .xml files, and some modders do compress theirs

2) The Exodus language files are in the mod files themselves. You'd have to use DoubleShadows X3 Editor or Mod Manager to get at them.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Ayerbe
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Post by Ayerbe »

Solved. Thanks for the help. I own you a beer
Ayerbe
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Post by Ayerbe »

ehhhmmm... still freeze with manually energy cell generator activation, But only with hostiles in the sector. Anyone else suffers the same trouble?

Jota
Ayerbe
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Post by Ayerbe »

another problem. When two traders left the genesis at the same time, the first trader blows off against the genesis. 4 traders lost in 10 hours.... ¿any solution?
Jakesnake5
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Post by Jakesnake5 »

I gave a try launching 17 traders at the same time. Didn't cause any problems. However, I did, some time ago, find an error in Gene's scene file which I had corrected concerning the launching bays.

I'll see about updating the mod to include that fix in a bit.

Working on X3TC is causing a serious slowdown in Exodus (and The Syndicate Mod) work.

Hopefully, Exodus will make the transition to TC without too much pain :D
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
u24j7x5
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Post by u24j7x5 »

@coroneljota

hi,

the freeze during energy-cell production will happen due to a missing "wait" statement in the efs.bc.ai.prod.ecells script. if the genesis encounters an enemy the script will run into an infinite loop.
solution: just insert a "else" followed by a "wait" (ie 2000 - 10000) into the last if - statement.

greetings
Ayerbe
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Post by Ayerbe »

thanks, now works fine :D
Jakesnake5
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Post by Jakesnake5 »

Which script in particular did the wait need to be placed?

There are at least 3 I know of.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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u24j7x5
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Post by u24j7x5 »

hi,

it´s the "a.EFS.BC.AI.Prod.ECells.xml" script.

the last if-section "if $Enemystate != [TRUE]" would need a "else" and the "wait".

greetings
iflyhigh101
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Post by iflyhigh101 »

SWEET! i remember this when andras was sitll online on a fairly regular basis. ive uninstalled x3 a few times to play other games that eat up my time (damn w.o.w). finally decided i want to build some factories and see whats new. thought of this mod. and POOF here it is. actually now that i think about it, the fact XTM and this mod were uncompatible actually was the reason i stopped playing last time lol. xtm was alright, but now im gonna be trying this one out :D
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Sir Squallus
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Post by Sir Squallus »

Sorry but the Link seems to be down
if i Click on the Downloadlink
a page opens and shows me endless lines of code :gruebel:
Can somebody help me?
Sorry about my English its seems to be not Perfect
Jakesnake5
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Post by Jakesnake5 »

You, Sir Squallus, are probably a FireFox user. FireFox doesn't behave right with normal file downloads. (ie. if it doesn't know what to open it with, it just opens it as a text file).

Right click the link and "Save As", or get IE Tabs and use the IE emulator in FF. Either of these methods will work.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Sir Squallus
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Post by Sir Squallus »

Thanks, Worked :lol:
Cool mod
ElBandy0815
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x3

Post by ElBandy0815 »

hallo
ich lass es mal lieber hier englisch zu posten, denn dann wuerde man nichts verstehen was ich schreibe :oops:

zuerst meinen vollen respekt fuer die arbeit.

nun hab ich ein flagschiff und keine ahnung was ich damit machen kann :?

hab etwas rumprobiert und nun springt der frachter munter in der gegend rum. keine ahnung was der treibt.

zwischendurch kam ne meldung von kahn das er 10kk credits will. grosszuegig wie ich bin hab ich zugesagt. hatte eh nurnoch 8kk. jetzt hab ich seinen frachter mit ihm als piloten und meine 8kk auch noch. soll das nun heisen das er fuer mich arbeitet bis er 10kk verdient hat :o :D (hab ihn erstmal als unihaendler losgeschickt da er lvl 22 hat)

ich benoetige dringend eine reparatur anleitung fuer die Genesis. die beschreibung die zudem in englisch ist hilft mir nicht viel. da steht ja nicht drin wie ich das schiff wieder zum laufen bringe. es hat zwar irgendwas internes repariert nachdem ich was besorgt habe, aber irgendwie ist da immernoch was kaput. einen m3 frachter hat Genesis auch schon gebaut. auch wenns mich fast in den ruin gestuertzt hat :lol:
in den posts hier steht irgendwas von mehreren schiffen. muss ich die alle bauen lassen damit die A.I sich weiter reparieren kann? ne Glaymore kann ich nicht bauen. auch kein breitschwert. die stiletto hat auch keine e.f.s erweiterung die is ja im eimer. wie bekomm ich das nun da rein?

ich weis fragen ueber fragen aber es gibt kein deutschen traed mehr fuer die exodus mod. mein englisch ist ja leider fast null. was in den textmeldungen stand hab ich geraten(vermutet, zusammengereimt). daher steh ich nun recht ratlos mit meiner Genesis rum.
Gunther_H
Posts: 6
Joined: Tue, 29. Nov 05, 19:41
x3

Post by Gunther_H »

hallo,
the ships look wonderful!
But i have a small problem. I started the production of one broadsword on board of the genesis. Then i got a message, that i need 70756 units of ore.
And now the problem:
ore has 8 units of volume. So total needed volume: 70756*8 = 566048 units.
But the maximum load volume of genesis is 450000 units.
What can i do???
bye
Gunther

PS: sorry about my english :D

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