[Script] TerraCorps Fleet Package
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Hello, I have one question.
In the Spanish Forum and in a Off-Topic forum. We’re translate to spanish the xml files that the script write in “t” folder of X3 folder game. My question is ¿Every update of the script (for example the later 1.53 version) change the texts in xml files of “t” folder?.
Thank you by your answer and thank for this script.
Sorry by my english.
In the Spanish Forum and in a Off-Topic forum. We’re translate to spanish the xml files that the script write in “t” folder of X3 folder game. My question is ¿Every update of the script (for example the later 1.53 version) change the texts in xml files of “t” folder?.
Thank you by your answer and thank for this script.
Sorry by my english.
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- Joined: Sat, 7. Jan 06, 16:01
Not every version changes the t files, but this latest version definitely does... the 448069 and 448070 t files have both been changed.
448070 moves the names around for the gender code to work, and adds several new lines at the end for the gender patch messages. Presumably it's only the lines at the end in that which would need translation, but best to start with the new file for the ordering of names.
448069 has quite a few changes, I'm afraid. The gender code is again responsible for several of them. I'll try to list the t ids...
1082
1086
1088
1089
1092
1093
1096
1098
In addition, lines were added - lines in the 5000 range are new for the BBS start.
That should be all the changes.
448070 moves the names around for the gender code to work, and adds several new lines at the end for the gender patch messages. Presumably it's only the lines at the end in that which would need translation, but best to start with the new file for the ordering of names.
448069 has quite a few changes, I'm afraid. The gender code is again responsible for several of them. I'll try to list the t ids...
1082
1086
1088
1089
1092
1093
1096
1098
In addition, lines were added - lines in the 5000 range are new for the BBS start.
That should be all the changes.
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Possible bugs with this new version,
1. One of my tf commanders keeps trying to move recently promoted pilots to ships that are already containing pilots, there are unoccupied ships nearby owned by the TF. I will sometimes get this warning in my log 5 or 6 times for the same ship.
2. When he finally gets one moved correctly he doesn't hire the replacement on the M5 craft. If i hire them manually they automatically join the TF(which is nice) but it doesnt seem like its a proper join as they are not given commands to return to the leader.
Requests/suggestions
1. Perhaps include native support for the mk3 plugin, maybe a "IF script found: call mk3". Since a single line is all thats needed for support it sounds like an easy thing to do.
2, I'm at the point now where I want to start fleet building, I have more than one commander of proper rank now that I can support a few fleets, and if I can get them built up in strength they can go into more hostile areas and rank up even faster. The biggest micro management of fleets for me is the adding of unoccupied m3 craft for the TF carrier/TL to move promoting pilots to and assigning their turret commands. The plugin for hiring multiple pilots is a life saver for adding fresh meat but I need a life saver for adding their future ships as well( mainly assigning the home base of my recently purchased 10 Nova's and having them protect/land on the leader).
1. One of my tf commanders keeps trying to move recently promoted pilots to ships that are already containing pilots, there are unoccupied ships nearby owned by the TF. I will sometimes get this warning in my log 5 or 6 times for the same ship.
2. When he finally gets one moved correctly he doesn't hire the replacement on the M5 craft. If i hire them manually they automatically join the TF(which is nice) but it doesnt seem like its a proper join as they are not given commands to return to the leader.
Requests/suggestions
1. Perhaps include native support for the mk3 plugin, maybe a "IF script found: call mk3". Since a single line is all thats needed for support it sounds like an easy thing to do.
2, I'm at the point now where I want to start fleet building, I have more than one commander of proper rank now that I can support a few fleets, and if I can get them built up in strength they can go into more hostile areas and rank up even faster. The biggest micro management of fleets for me is the adding of unoccupied m3 craft for the TF carrier/TL to move promoting pilots to and assigning their turret commands. The plugin for hiring multiple pilots is a life saver for adding fresh meat but I need a life saver for adding their future ships as well( mainly assigning the home base of my recently purchased 10 Nova's and having them protect/land on the leader).
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Have the rankings changed in the last update?
Cause I've got at least 2 former "extremely inivative" pilots (one's a Rear Admiral) who are now showing as "Born Leader" (Although the Rear Admiral still has "achieved maximum rank" listed in their report).
And I think a "trouble maker" has been changed aswell (Have to check when I get home from work).
Cause I've got at least 2 former "extremely inivative" pilots (one's a Rear Admiral) who are now showing as "Born Leader" (Although the Rear Admiral still has "achieved maximum rank" listed in their report).
And I think a "trouble maker" has been changed aswell (Have to check when I get home from work).
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The dangers of having development stuff when you've forgotten what you did...
I've checked against 1.50, and you're right. The latest version traits are moved around in it. I had thought it was just 'average pilots' which were a problem. I just wish I remembered why I did it - I'm sure I had a reason.
I'll release something when I've got it sorted.
@zebai, I'll take a look at it - I'm not sure that anything was changed in the move code other than adding the gender update code though.
I've outlined in a previous post why I really don't want to add support for other packages explicitly to this package, no matter how easy it might be.
I've checked against 1.50, and you're right. The latest version traits are moved around in it. I had thought it was just 'average pilots' which were a problem. I just wish I remembered why I did it - I'm sure I had a reason.
I'll release something when I've got it sorted.
@zebai, I'll take a look at it - I'm not sure that anything was changed in the move code other than adding the gender update code though.
I've outlined in a previous post why I really don't want to add support for other packages explicitly to this package, no matter how easy it might be.
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In attempting to solve the issue I think i have more info on exactly what the problem was. Apparently there were several pilots (after going thru them all I had 8 ) that were in a ship that was not the one that the script thought they were in. This was evidenced by the fact that when they were sent orders to do things like patrols, I had empty ships going around instead of the pilots. I also had several ships that had no "pilot" but were still in the taskforce and the ship name was still being controlled by the script.
I've disbanded the task force and the ships with existing pilots seemed to have gotten their heads on, and after manually hiring new pilots into the pilotless ships things seem to be working again. I'm not sure if the problem will happen again, it will be some time before my next graduating class of m5->m3 pilots.
All 3 of my tf's had this issue.
I've disbanded the task force and the ships with existing pilots seemed to have gotten their heads on, and after manually hiring new pilots into the pilotless ships things seem to be working again. I'm not sure if the problem will happen again, it will be some time before my next graduating class of m5->m3 pilots.
All 3 of my tf's had this issue.
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Argh! That's the TF move bug that I fixed in the hotfix to 1.50. It's crept in through some dirty code somewhere. I'll fix it. 
:EDIT: Now should be fixed, both traits and move. Please redownload the package. - new version is 1.53b (1.53a is now officially the shortest release this package has ever had - I didn't get a chance to mention it. It had a fix for the trait stuff only.)
If anyone had hired pilots recently, they may find that they have a higher proportion of 'very tough' pilots than normal. That should have been the only side effect you'll see.

:EDIT: Now should be fixed, both traits and move. Please redownload the package. - new version is 1.53b (1.53a is now officially the shortest release this package has ever had - I didn't get a chance to mention it. It had a fix for the trait stuff only.)
If anyone had hired pilots recently, they may find that they have a higher proportion of 'very tough' pilots than normal. That should have been the only side effect you'll see.
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I am just now going thru the new package (got 1.53a, so now I need to swap for 1.53b...Ack!) and also noticed the ranks have changed location. (I'm carefully examining files so I can preserve the new stuff I've done since my last contribution.)eladan wrote:I've checked against 1.50, and you're right. The latest version traits are moved around in it. I had thought it was just 'average pilots' which were a problem. I just wish I remembered why I did it - I'm sure I had a reason.
Judging from recent posts, am I to assume you moved ranks but did not include any update code to swap actual pilot ranks around (in the ships) to match the new numbers?
This brings up an interesting topic...pilot versioning. If we're making changes like this to pilots (as well my gender fix), it might be useful to include a pilot version to test for in a package update script to "upgrade" pilots to whatever is "new" since the last version. This could run as part of the setup to check versions on everything and bring them up to date.
This would serve to fix problems like what was mentioned above, as well to update stuff, like my gender fix, so users wouldn't run into problems like one did in here a while back where female pilots were cross-dressing with output messages in the masculine form. Since the original gender update was made as a user-run script, putting it into an auto-update script and run based on a pilot's version would save users from having to do it manually (and forgetting to do it at all).
Also, I remember you mentioning that "average pilot" should be #1, not #11, but now I see it is both #1 AND #11 in the 8069 file.
I suppose it's good I delayed my install of v1.53 a bit (was busy here and wanted to get to a point where I could divert myself to look at it). Exactly what files are different between 1.53a and 1.53b?eladan wrote::EDIT: Now should be fixed, both traits and move. Please redownload the package. - new version is 1.53b (1.53a is now officially the shortest release this package has ever had - I didn't get a chance to mention it. It had a fix for the trait stuff only.)
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The ranks are essentially back where they were in 1.53b.jumbled wrote:I am just now going thru the new package (got 1.53a, so now I need to swap for 1.53b...Ack!) and also noticed the ranks have changed location.
Just to be clear, there were three versions - 1.53, 1.53a, 1.53b. Unless you tried downloading in the approx. 30 minute lifetime of 1.53a, I suspect you mean you've got 1.53.

The tracking code handles that already. When the script version changes, it reruns the tracking script, which includes any update code I've included.This brings up an interesting topic...pilot versioning. If we're making changes like this to pilots (as well my gender fix), it might be useful to include a pilot version to test for in a package update script to "upgrade" pilots to whatever is "new" since the last version. This could run as part of the setup to check versions on everything and bring them up to date.
It was the easiest fix at the time. There would have been no gameplay issues. As it turns out, things are back where they were again, except there are two 'trouble maker' entries. I'll sort it all out down the track.Also, I remember you mentioning that "average pilot" should be #1, not #11, but now I see it is both #1 AND #11 in the 8069 file.
The files changed:I suppose it's good I delayed my install of v1.53 a bit (was busy here and wanted to get to a point where I could divert myself to look at it). Exactly what files are different between 1.53a and 1.53b?
plugin.cpilot.hire
fighter.base.cpilot.hirec
plugin.cpilot.traitrun
addon.cpilots.TF.automove.toM3
addon.cpilots.TF.automove.toM4
448069
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Haha...ok, maybe I got the plain 1.53. This copy has been sitting on my desktop for a couple of days now, so it's probably the older version. So far, I should be able to just unpack the new one into the same temp folder I'm using for 1.53 and continue my comparison so I can merge it into my game.eladan wrote:Just to be clear, there were three versions - 1.53, 1.53a, 1.53b. Unless you tried downloading in the approx. 30 minute lifetime of 1.53a, I suspect you mean you've got 1.53.
Wonderful, I just found the new traitrun script and see what "trouble makers" can do to me...eladan wrote:It was the easiest fix at the time. There would have been no gameplay issues. As it turns out, things are back where they were again, except there are two 'trouble maker' entries. I'll sort it all out down the track.

- "Hey, Buddy, c'mere. We got a new ship for ya. It needs a bit of work, but you should be able to fly it just fine. Try it out!"
(pilot gets in)
"Ok, Sam, bring in the claw. Let's throw this pile of junk into the smelter."
(a week later)
"Has anyone seen Harry lately?"
"Not me. Heard something about a transfer, though. Who cares...I didn't like him, anyway."
"Yeah, well, I need to find him. He owes me money."
On a couple of the ranks, you have a chance for +2 on leadership, BUT if leadership is over 100 afterwards, they don't update... What if the pilot is leadership 99? He loses this one-time bonus. How about testing "if leadership > 100, leadership = 100", and set it back into the ship? Then he at least gets that bit he can actually hold.
Another section:
Code: Select all
144 $missile.list = array alloc: size=6
145 $missile.list[0] = Mosquito Missile
146 $missile.list[1] = Dragonfly Missile
147 $missile.list[2] = Wasp Missile
148 $missile.list[3] = Disruptor Missile
149 $missile.list[4] = Blizzard Missile
150 $missile.list[5] = Hornet Missile
151 $ran.mis = = random value from 0 to 5 - 1
Code: Select all
144 $missile.list = array alloc: size=0
145 append Mosquito Missile to array $missile.list
146 append Dragonfly Missile to array $missile.list
147 append Wasp Missile to array $missile.list
148 append Disruptor Missile to array $missile.list
149 append Blizzard Missile to array $missile.list
150 append Hornet Missile to array $missile.list
151 $missile.list.size = size of array $missile.list
152 $ran.mis = = random value from 0 to $missile.list.size - 1
Also, I, for one, don't know if any of my ships use Blizzards (I just checked a selection of my fleet, and it doesn't show up), and Dragonflies are almost useless, both for their weak power and non-homing capability. I use Silkworms a lot, though, as well as Thunderbolts and Tempests on M3 class ships (not that I'm saying we should include those here). So maybe use Silkworms instead of Dragonflies...not sure on the Blizzards, but if you want one that's not sold in stores, might I suggest Wildfires...they're at least useful in most ships I see, and work well vs M4's, I think.
For that matter, I don't even really know what Blizzards are supposed to do. Are they homing, non-homing, cluster, area effect (like Hurricane is supposed to be, though Hurricanes are also almost useless to me as nothing except the target ship is ever in range of the AoE)... Same goes for Cyclone and Tornado, none of which show up on the majority of ships I use (only in a few high-end ships), and, of course, none of which you can buy (there's an Ashley's factory to build them, though).
As for files changed in this version, since you mentioned an "original" v1.53, does your list of changed files stand for that one, as well? (My previous post only asked about 1.53a vs 1.53b.) Thanks.
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It's actually an old script. Original Myros one. I tweaked it a bit, but the bulk of it is as it was (including the trouble maker stuff.jumbled wrote:Wonderful, I just found the new traitrun script and see what "trouble makers" can do to me...This might be a good cause to swap them out and try hiring someone better.

I'll take a look.On a couple of the ranks, you have a chance for +2 on leadership, BUT if leadership is over 100 afterwards, they don't update... What if the pilot is leadership 99? He loses this one-time bonus. How about testing "if leadership > 100, leadership = 100", and set it back into the ship? Then he at least gets that bit he can actually hold.
Yup.Another section:
...
This way, a person could add/remove, at will, from the list without having to change numbers (saves a little bit of coding effort later on).
The missiles are another thing which has gone through directly from the original. I didn't choose them, and I haven't looked at changing that code.
I guessed you meant 1.53, so it's the changed files from 1.53 to 1.53b.As for files changed in this version, since you mentioned an "original" v1.53, does your list of changed files stand for that one, as well? (My previous post only asked about 1.53a vs 1.53b.) Thanks.

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Hello again.
In first time, thank you for the new script and write what files are change in a post. Could you describe in every next updates what files have modifications? (in a txt file for example). I´m translating the new version.
But I’ve a problem in my game. In my fleet, I have two commodores with 47 and 42 leadership points. When I try move them to M7 ship (Cerberus), a message appears and say “is not a valid ship for this pilot to transfer into, please review the ranks and allowed ships in the manual”, in a txt say that a Commodore can be move to M7 ship with 35 leaderships points.
what happens! Is a bug o I have to uninstall all the script (if any file of older version is active) and install the new version.
Thank you.
In first time, thank you for the new script and write what files are change in a post. Could you describe in every next updates what files have modifications? (in a txt file for example). I´m translating the new version.
But I’ve a problem in my game. In my fleet, I have two commodores with 47 and 42 leadership points. When I try move them to M7 ship (Cerberus), a message appears and say “is not a valid ship for this pilot to transfer into, please review the ranks and allowed ships in the manual”, in a txt say that a Commodore can be move to M7 ship with 35 leaderships points.
what happens! Is a bug o I have to uninstall all the script (if any file of older version is active) and install the new version.
Thank you.
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The Cerberus is an XTM ship, but not a "true" M7 class ship (XTM only calls it that to add flavor to the game by creating "frigate" class ships, which X3 doesn't normally have). It's actually defined within the game as M1, which is due to limitations of X3 programming.angelSak wrote:But I’ve a problem in my game. In my fleet, I have two commodores with 47 and 42 leadership points. When I try move them to M7 ship (Cerberus), a message appears and say “is not a valid ship for this pilot to transfer into, please review the ranks and allowed ships in the manual”, in a txt say that a Commodore can be move to M7 ship with 35 leaderships points.
The only real M7s in the game are the Hyperion (from the Bala Gi upgrade) and the Boron Whale (XTM). Almost all other XTM "big ships" are M1 in the game mechanics, even though we'd like to think of some as M7 or M8 frigate classes. As such, they will fall into the capital ship category and require Adm rank to move into.
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I'll try to remember to post any text changes.angelSak wrote:In first time, thank you for the new script and write what files are change in a post. Could you describe in every next updates what files have modifications? (in a txt file for example). I´m translating the new version.
For 1.53b, the changes were essentially reverting the trait entries (t ids 100-111) in 448069 to what they were prior to 1.53. That's the only change which should require translation.
For the M7 issue, jumbled explained it well.

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@angelSak:
Text files are easy. If you have unpacked copies of both latest and previous version of the files, differences are trivial to find. The best way would be to use version control system (like 'git'), but good editors do the diff too.
Text files are easy. If you have unpacked copies of both latest and previous version of the files, differences are trivial to find. The best way would be to use version control system (like 'git'), but good editors do the diff too.
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Thanks to the three.
I thought that "cerberus" the game recognizes, like M1. but i want your opinion. thanks.
all right, 75 leadership point to chance commodores. is not easy but I will continue destroying pirates.
About the text files. Only we want a place (post in web o txt file) where we can see the lines that have modifications. them the traslate is faster.
Please, one more thing. I want make a file (excel o access) where we can see the stats of all my pilots. I see a txt file (log08069.txt) in root game, but there isnt all de stat (lake age, enemies killer, etc). this stat are un another file o in .sav file??
thanks.

I thought that "cerberus" the game recognizes, like M1. but i want your opinion. thanks.
all right, 75 leadership point to chance commodores. is not easy but I will continue destroying pirates.

About the text files. Only we want a place (post in web o txt file) where we can see the lines that have modifications. them the traslate is faster.
Please, one more thing. I want make a file (excel o access) where we can see the stats of all my pilots. I see a txt file (log08069.txt) in root game, but there isnt all de stat (lake age, enemies killer, etc). this stat are un another file o in .sav file??
thanks.
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It was something I was looking at some time ago, but had some issues with and never got finished. I left the code in there though (clearly.) Consider what there is to be an undocumented feature, that I may expand on at some point, but there isn't anything which gives all the stats that you're requesting.angelSak wrote:Please, one more thing. I want make a file (excel o access) where we can see the stats of all my pilots. I see a txt file (log08069.txt) in root game, but there isnt all de stat (lake age, enemies killer, etc). this stat are un another file o in .sav file??
Someone else can take a look if they want and add whatever info is missing/tidy it up - the file is generated at the end of plugin.cpilot.report.