[DELETED] X3 Remap

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

Idleking
Posts: 425
Joined: Tue, 15. Aug 06, 15:47
x3ap

Post by Idleking »

Sounds awesome!
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
User avatar
hargn
Posts: 660
Joined: Sun, 12. Dec 10, 16:38
x4

Post by hargn »

Hi all,

I don't need if it was noticed before or if it's already the case in vanilla LU, but no Terran shipyard sells Food Preparation Facility in my game, enhanced with this evil big mod.

So I can't produce any C-Ration, and worste, I'm locked with XM-R's missions (to build station that produce c-ration, as it happens) I cannot cancel.

Tell me if it is a mistake : the factories that produce missile like ghoul or shadow have two entries in the encyclopedia, one consuming c-ration that is nowhere sold, and the other that is sold and which consumes Terran-MRE.

Has the C-Ration disapeared from LU's universe? So why can I found some of Food Preparation Facilities and other stations consuming c-ration?
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

hargn wrote:Hi all,

I don't need if it was noticed before or if it's already the case in vanilla LU, but no Terran shipyard sells Food Preparation Facility in my game, enhanced with this evil big mod.

So I can't produce any C-Ration, and worste, I'm locked with XM-R's missions (to build station that produce c-ration, as it happens) I cannot cancel.

Tell me if it is a mistake : the factories that produce missile like ghoul or shadow have two entries in the encyclopedia, one consuming c-ration that is nowhere sold, and the other that is sold and which consumes Terran-MRE.

Has the C-Ration disapeared from LU's universe? So why can I found some of Food Preparation Facilities and other stations consuming c-ration?
it's not in remap, but from what i can see, it's not in luv either.
correct me if i'm wrong.

i checked the shipyars manually, and don't see it. stations of that type exist however.
Split say NEED MORE FIREPOWER!!
Tharrg
Posts: 323
Joined: Thu, 17. Feb 05, 16:09
x4

Post by Tharrg »

Been trying this out, looks great. Do we know how compatible with EMS and XMR it is. I tried with both added and had problems, but that could just be me.

Also how modularised is this mod. For instance could you make a random map script? A program that edited the games map files plus whatever else before you start a game. Each time you run the program a new universe map would be generated.

For instance it could dynamically find out from X3_universe.xml or whatever the details of each sector: gate numbers and owner. Then the software could fill up a grid semi randomly according to some algorithm and customable parameters. For instance start random top left two gate system and work out, set probabilities of each gate's target segment being dependant on current owner with maybe min max sizes of connected empires dependant on race.

A suitable algorithm for building the universe from the sector blocks should be relatively easy to come up with. A questions is; are there hidden links between the game map and other features that would break?
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Tharrg wrote:Been trying this out, looks great. Do we know how compatible with EMS and XMR it is. I tried with both added and had problems, but that could just be me.

Also how modularised is this mod. For instance could you make a random map script? A program that edited the games map files plus whatever else before you start a game. Each time you run the program a new universe map would be generated.

For instance it could dynamically find out from X3_universe.xml or whatever the details of each sector: gate numbers and owner. Then the software could fill up a grid semi randomly according to some algorithm and customable parameters. For instance start random top left two gate system and work out, set probabilities of each gate's target segment being dependant on current owner with maybe min max sizes of connected empires dependant on race.

A suitable algorithm for building the universe from the sector blocks should be relatively easy to come up with. A questions is; are there hidden links between the game map and other features that would break?
it should work fine with ems. xmr has some plots that might not work, but the general mod should be just fine.

map surgeon.
http://forum.egosoft.com/viewtopic.php?p=4512291
Split say NEED MORE FIREPOWER!!
Tharrg
Posts: 323
Joined: Thu, 17. Feb 05, 16:09
x4

Post by Tharrg »

Not sure if anyone knows about it, but I have two shipyards in Great Reef at the same location!
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Tharrg wrote:Not sure if anyone knows about it, but I have two shipyards in Great Reef at the same location!
Thanks, will check
Split say NEED MORE FIREPOWER!!
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

uploaded 0.60

thanks to solarahawk for fixing jobs, and everyone who contributed with bug reports.
Split say NEED MORE FIREPOWER!!
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

ok, i need some feedback.

There are two possible paths for this mod.

FIRST
i delete some of the new sectors, and use a custom made RSM to provide new empty sectors for player expansion.
current plan shows up to 132 new, empty sectors.
pros:
less design work
con:
proper rsm simulation needs to be ran. that could take days IRL.
it needs separate simulations with and without OCV & Phanon.
third party permission to use RSM

SECOND
i empty some of the new sectors, and leave them static. that means no new sectors, but the universe is more predictable.
pros:
predictable
less PC time spent on this.
con:
predictable
less options for expansion.

in general, this is just about the same amount of work for me personally.

the goal is to make the universe seem larger than it really is, make it feel empty, and force the player to build.
lower concentration of sectors will also make it more dangerous. if you're under attack, it's very likely no one will help you, and you have to make 2 or 3 jumps just to reach a nearest friendly destroyer.
Split say NEED MORE FIREPOWER!!
Tharrg
Posts: 323
Joined: Thu, 17. Feb 05, 16:09
x4

Post by Tharrg »

I think RSM looks really cool.
Idleking
Posts: 425
Joined: Tue, 15. Aug 06, 15:47
x3ap

That's how you get feedback...

Post by Idleking »

vukica wrote:ok, i need some feedback.[..]
[ external image ]

Since you're talking about leaving sectors static, I conclude the R in RSM stands for 'Random(ization)'. That said, I think having stuff runtime-randomized is probably going to make more problems than awesomeness in the long run.
That's why I'd go for predictability for the sake of maintenance and bugfixing and thus, your own sanity ;)

To summarize my thoughts on making the universe feel bigger, here's a TL;DR-version:
Don't add too many new sectors, but make all sectors bigger.

And here's the why:
Making the universe bigger is a good idea. Bigger is better, because size matters ;)
There are two ways to achieve this. You could increase the amount of sectors (which you already did), or you could increase the size of each sector (I'm not entirely sure if you did this. I haven't spent much time in the new map yet).

Simply increasing the amount of sectors (talking about +100 and more) leads to a ludicrous ingame universe map that could become hard to navigate through. And having jumpdrives and quantum gate extensions doesn't help feeling like the universe as a whole is bigger since everything is relatively close together in each sector. Even with your average crawling speed of ~140 m/s for an M6 you can go pretty much everywhere without growing too much of a beard

Which leads to the second option: increasing sector size. Having bigger sectors would significantly improve the feeling of 'emptyness' as you can't just heat up the jumpdrive and basically reduce travel time to mere seconds (with seta of course). Unless you carpet-bomb the sector with jump beacons. But then again, those things don't grow on trees and therefore aren't anywhere remotely close to being cheap...
Of course you can't increase the sectors to size infinity+1, noone enjoys spending half an hour to haul one's junk from a gate to that SPP to get a refuel. I'd probably go for doubling (for already 'big' ones) or tripling (for the 'smaller' ones) the size and see how that turns out. Ramp it up to ~x4/x5 if you want to make us feel lost ;)
Since you already have a slicing&dicing tool, adding a multiplier for sector size and positions of objects shouldn't be too hard.

The real ingenuity would probably be a combination of both though.
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

litcube increased the sectors a few updates ago.
Split say NEED MORE FIREPOWER!!
Cavespider
Posts: 35
Joined: Sun, 21. Apr 13, 05:17
x4

Post by Cavespider »

Can not find the station for the CCDS Mk3 I have every thing on the univers map and I have looked for hours has any one else found it
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

what is ccds mk3?

EDIT:
yup, it's missing, which is very odd, i don't remember deleting it or any corporate docks.
Split say NEED MORE FIREPOWER!!
Cavespider
Posts: 35
Joined: Sun, 21. Apr 13, 05:17
x4

Post by Cavespider »

Also Traders Peace a Teladi sector has a Argon shipyard in it and there is another sector trying to find it that has 3 different races shipyards in it, idk if that is intended
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Cavespider wrote:Also Traders Peace a Teladi sector has a Argon shipyard in it and there is another sector trying to find it that has 3 different races shipyards in it, idk if that is intended
I'll have to check, thanks. If you can find the sector that would be great.

Unfortunately i can't unpack LUV 152 without game installation, so you'll have to wait a little bit for the solution.
Split say NEED MORE FIREPOWER!!
Cavespider
Posts: 35
Joined: Sun, 21. Apr 13, 05:17
x4

Post by Cavespider »

Its fine its a WIP
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

ok, new version is up.

export/import to see changes.

i couldn't find any sector with 3 shipyards. that might have been an older version.
Split say NEED MORE FIREPOWER!!
Cavespider
Posts: 35
Joined: Sun, 21. Apr 13, 05:17
x4

Post by Cavespider »

Yea I will look, just busy with my programming classes atm will get back to you later today on where I saw it.
Cavespider
Posts: 35
Joined: Sun, 21. Apr 13, 05:17
x4

Post by Cavespider »

Not seeing it, If i do then ill let you know

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