Galaxy Editor And Maps

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

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exogenesis
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Post by exogenesis »

I think you've saved my sanity with this Chealac !

Great 'aid memoir' and all the extra details as well :),
helping me a lot for fully parsing the universe files for utils I'm writing atm.

Couple of very minor things:

T5 [Stations] subtype 's', says:
"refers to the index in types\TFactories.pck"
that should be
"refers to the index in types\TDocks.pck"

T21 Nebulae, says:
"presumably the never-implemented sensor obscuring, hull eating and so on nebulae that are mentioned in the manual"
in X2 these were implemented,
I particulaly hated the hull eating ones in southern Paranid sectors which actually destroyed some of my factories.
Glad they got left out of X3:R & X3:TC

many thanks for the effort.

Any time you feel like doing this format for all the other X-files, I'd be cheering. :wink:
exogenesis
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Post by exogenesis »

Just to add (in X2 only it seems):

For T23 Customisable Containers
s = 9
is a list of 'Escort Ships' (probably 'Home-based' to parent).

doubleshadow's X2Editor reports these as 'Flying ships'
Weißbräu
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Post by Weißbräu »

hi,

i have a problem.
when i start galaxy editor i can get the window with the galaxy edit mode
i have already pressed shift+enter but nothing happened.

i want to create some ships in galaxy editor.

please help
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Chealec
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Post by Chealec »

Thanks for those - I've updated it now ;)

I just tried fudging the s=9 type back into a test XML file (containing a ship) to see if it did anything but either it doesn't or I missed something since it didn't appear in the galaxy editor and was deleted when I exported it.

As for the other XML files - I think they follow pretty much the same format - for instance if you look at the WareTemplate.xml file it's starts with universe, sector, background and suns - so it looks as though it's following the same Schema/DTD as the x3_universe.xml file - odds are attributes and elements are going to be pretty much the same.

I have started using some scripts to parse the XML files into SQL tables just so I can run some cross-referencing lookup queries which makes life a bit easier... it'll certainly make spotting the asteroid conflicts in the universe and debris files easier (when I've parsed the debris file) :)


@Weißbräu - it's the Enter key on the numeric key pad you have to press ;)
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exogenesis
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Post by exogenesis »

Moment of confusion here,
I think you've got a slight mix up:

T13: Consumables such as food, space fuel and cloth rimes
T14: Basic resources such as argnu beef, sunrise flowers and delaxian wheat

should be

T13: Basic resources such as argnu beef, sunrise flowers and delexian wheat
T14: Consumables such as food, space fuel and cloth rimes
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Chealec
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Post by Chealec »

Oh yeah - don't know how I managed that since all the T14 wares are called something like "SS_WARE_Fxxx" - you'd think the "F" part of the code might have set some sort of "pay attention" warning going off :)

I've updated the PDF now - thanks.
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Seyumi
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Post by Seyumi »

I am having trouble using the Galaxy Editor. Long story short, any changes I am making outside of the game are not happening inside of the game.

-I am using X3 Editor TC Edition and I get the basics of adding/deleting planets, backgrounds, suns, objects, ect.
-I am editing all three of the x3_universe.xml's found in 03.cat, 05.cat, and 06.cat to look exactly the same.
-I am also confirming my changes with X3 Mod Manager by opening up the specific xml file in an xml office notepad and confirming the changes.
-I also duplicated a x3_universe.xml under the folder /maps.

Am I doing something wrong? Do I need to start a brand new game for these changes to come into effect? Did I miss a core file I need to edit?

What I'm trying to do is change my Xenon Hub "Unknown Sector" to make it visually look more appealing (getting rid of the red nebula, trying to add brightness inside of the dome so it's not so dark so I can actually see the details of my ships and stuff. If anyone can whip up a script or something for me to do this, it would be much appreciated) Thank You~
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EmperorJon
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Post by EmperorJon »

I want to know how you can import the default station templates, which set products, resources and cycle times ect.
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Borogwain
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Post by Borogwain »

I am sorry for reviving quite old thread but it is perfect for my question. If that is totaly unacceptable I ask for mercy ;) and move into new thread.

How to import original X3TC map into custom map for further editing in Galaxy Editor? I found option for importing single sector but that is far more - let's say - inconvenient that importing all sectors at once :)
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EmperorJon
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Post by EmperorJon »

Import Patch Objects

X3_Universe
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Thufir Hawar
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Post by Thufir Hawar »

Hello,

I have some question :
- How many planets/sector, around, the game can have without being too low in late game ? I'm speaking about the game itself, not the feeling of the player.
- Is it possible to add two planets in the same sector ?


Thanks !
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X2-Illuminatus
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Post by X2-Illuminatus »

1. I'm not sure, if I understand your question, but I guess it's about performance? If so, the amount of planets shouldn't have any noticeable impact on the general game performance.
2. Sure, there are already sectors in the Vanilla game that have more than one planet.
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Thufir Hawar
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Post by Thufir Hawar »

Thanks for you answer.
Yes my first post was about performance, I read on a topic someone who was complaining about that and was making a link with the number of sectors. I didn't know if he was right or not.

And is it also possible two have two sun/stars ? Thanks :)
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X2-Illuminatus
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Post by X2-Illuminatus »

Thufir Hawar wrote:I read on a topic someone who was complaining about that and was making a link with the number of sectors. I didn't know if he was right or not.
More sectors usually mean also more ships and stations or in general more objects that scripts can run on. The more scripts have to be run on objects in the universe, the worse the performance ingame is. So yes, there is a relation between more sectors and worse performance, but no, it's not (or only rarely) related to the amount of planets and suns.
Thufir Hawar wrote:And is it also possible two have two sun/stars ?
Yes, that's also possible. For example Akeela's Beacon has four suns.
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Thufir Hawar
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Post by Thufir Hawar »

Ok. thanks. Is there a guide to optimising a X3 game ?
(In fact I'm doing a mod which will features many planets, and I want to know - around 100-150 planets - what should I know before starting the mapping).
TerranJupiter
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Post by TerranJupiter »

Hello iv been useing Galaxy editor and iv imported X3_Universe and done some editing but there are no ships for the races only Pirates and Khaak how do i get the ships as well or do i have to create each ship individualy?
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JSDD
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Post by JSDD »

... ships R not created by the map, they will be created by the "jobs"-file
... if you R starting a custom game start, then you habe to create a custon "jobs"-file (afaik)
To err is human. To really foul things up you need a computer.
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TerranJupiter
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Post by TerranJupiter »

JSDD wrote:... ships R not created by the map, they will be created by the "jobs"-file
... if you R starting a custom game start, then you habe to create a custon "jobs"-file (afaik)
So i create a jobs file in the root menue like the maps file i created for my custom maps?
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JSDD
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Post by JSDD »

TerranJupiter wrote:So i create a jobs file in a folder named "types" in the root menue like the maps file i created for my custom maps?
... yepp !! ;)

install-dir.\types\jobs.{galaxyname}.txt
install-dir.\types\jobswings.{galaxyname}.txt
To err is human. To really foul things up you need a computer.
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TerranJupiter
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Post by TerranJupiter »

ok thank you i will give that a blast and see if i get a working galaxy.

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