[Script] Apocalypse 1.3 25/2/10

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LV
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Post by LV »

updated to 1.01

mammoths (i didn't find any testing just now) will be forcegripped if the base creates them. (new base) more checks added to stop this happening in the first place


1. uninstall 1,0 if you used exe, also uninstall lib scripts.

2. install 1.01 and new lib scripts

the mammoths will only be killed if you kill the base, it will respawn

after that if any are created they will be dealt with

as far as the glitch of eq in shipyard, if i understand this right you can buy them (i tried) but there is an issue with remote trading.

If this is right there would be some coding and re-starting/blowing up the bases needed or more scripting, therefore as it stands TOUGH :)

nitromethane
i have not altered capping/bailing logic, either your unlucky, the vanilla does not like what i've done or your kung fu is girl like :P

keep trying
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nitromethane
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Post by nitromethane »

girly kung fu should not be my issue Did you not watch kill bill? and with yaki as bad guy i get plenty of caps so maybe bad rng day yesterday or
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Post by CraterFace »

Yay! (Waiting all day :P) Will try it out immediately.
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nitromethane
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Post by nitromethane »

i am unable to purchase upgrades from the shipyard base period all items say something about come back when i have more cargo space or something to that extent.
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Zypherg
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Post by Zypherg »

nitromethane wrote:i am unable to purchase upgrades from the shipyard base period all items say something about come back when i have more cargo space or something to that extent.
you can buy them but you need to have TL, me thinks its hardcode shipyards sell ships and factories, any ware in a SY is either a ship or a factory, i think that the easiest solution would be to add a proper EQ dock to sell the non-factory/ship stuff.
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Post by Lord Dakier »

Hehe, this with DiD rules... now that would be interesting :P
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LV
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Post by LV »

as this build is a public beta the idea is feedback and bugfinding.


I'll make all 3 stations available for the next beta on all difficulty's and control the resources needed dependant on the difficulty i'll also variate the missile fab so it build the thorn/sting/needle depending on the start ship if you think that's a good idea.

i'll swap the problem wares into an appropriate station

i'm also going to add some code to the ship.destroyed so that not only do they drop debris but also the possibility of their pilots ejecting so m5-m3 may drop one pilot and m2 up to a 100 which can be collected as slaves which i'll add as a needed resource to one of the fabs (or a new one possibly a niv mine)

is there any particular product you guys think may be needed to be player produced from start?

I also think i should remove all other jumpdrives from enemy docks so the only availabe station is the player created JD fab (good idea?)

I have 1 1/2 days off work after dinner today so get your suggestions in quick peeps!
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Gridd
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Post by Gridd »

/feedback
With reguards to debris, I think it would be interesting to incorporate something like the Utilize debris scripts, Inasmuch that, the player could use Station or ship debris or, repair that debris for ships and stations.
/feedback

/questions
as far as the recapturing the universe what is the requirement for the marines to do the hacking, IE Do the shields need to be at 0% The whole time?
Also if you end up destroying every station while the sector is Xenon, What would the player need to do to still get it transferred back to the owner Race?

And for the unknown sectors, can they be claimed by Player?
/questions

This is shaping up as my new favorite "Kick the dog scenario" Thank you very much from my whole family?

Gridd
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Zypherg
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Post by Zypherg »

EQ dock ware: Ore Collector
i had to cheat one in to startup my fabs, in about 8-9 hours only one mineral transporter was spotted and he was not in a cooperative mood lol

Edit: a place to trian marines would be nice, i guess the new EQ dock would work, since there are already some in vanilla that allow training.

TP class ships:
the storm station command dosn't seem to apear on TP class ships.

Storming Station:
actually taking a station with 5 fully trained (cheated :p) marines seems very hit or miss (they seem to dock and release instantly not waiting for the shields to go to 0 the "white" hacking marine happens so fast if at all that iv'e not been able to tell if they realy try to hack in or not), i've made at least 100 atempts with no skill to 5* and only managed to cap 2 stations in Menelaus' Oasis (i don't dare try Queen's Harbor 6 thresher groups and 2 rays sheesh :P ) considering there are at least 1000 stations in the universe a scale of difficulty based on the cost of a station (if possible) would be nice making M Bio Gas fab for example very easy for an average trained (2-3 star) marine to a very difficult (for 5x5* marine) trade station/ship yard and almost impossible Corp HQ maybe

Edit2: just noticed theres a bunch of spam in the message log:
Added X units from debris yield X (lots and lots of them)
looks like the spam is coming fron the 2 miners i have running one on ore and the other on silicone (both are generating mesages)

Edit3: maybe a TP in the shipyard, TSs are easy to come by TPs not so much or an M6

E4: if you hire a TL before turning on the AL plugin on the TLs stay nutral and hired.
Last edited by Zypherg on Fri, 15. May 09, 02:47, edited 7 times in total.
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nitromethane
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Post by nitromethane »

dont give the stations to the player on diff or imp start just make them npc stations. my only idea
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Post by Zypherg »

I think i found a biggie

After about 3 hours playing preformance starts to degrade, for the first couple hours SETA 1000% works just fine, then you need to reduce it more and more untill if seems to settle at about 300% after 7 or 8 hours.

Also:

from the Argon Patriot start (not sure if it's relavant) about 8-9hours in i was scouting and entered Omicron Lyrae and everything in the sector including me was frozen i wasn't able to do anything (no keyboard input or mouse clicks registered) only mouse look if it was enabled when you enter the sector the only movement was from Civilian ships, i tried several times always the same result a 2 hour old savegame didn't have this problem diffrent start tho also an older save about 13 hours old i managed to get into OL and move around but only some of the enemy ships showed movement. none of which came afrer me.

Edit: I'm thinking that in some sectors there are just too many ships and it's choking the AI, don't think it cpu related since mine never made it past 92% averaging about 77% (there are 476 ships in OL)

after clearing the sector (destroy sector cheat) the freeze issue went away but i noticed the invulnable plot ships respawn over and over after i destroy them always freindly and indestructable (looks like most shipyard sectors have 200+ ships in them probably causing the preformance issues i'm seeing after a few hours)

Edit2: Ocracoke's Storm and the 3 terran unknown sectors from the aldrin expantion mission don't turn hostile

edit3: East and West Gates are reversed, type E first W second and get a West gate on the first and an East gate on the second.
also:
if you had any fabs before the virus, you can cap them back for yourself and will have a secondary resource listed "Debris" in fact all capped factories get a new secondary for debris
on the subject of capping stations, i tried with a TL full of 5* cheats and sending all 20 in one go is far more effective then 5 from an M6 seems like a little math booboo :p maybe
also the shields having to be at 0MJ instead of 0% kinda makes the station a perishable if you don't get a quick cap you'll endup destroying it.
Last edited by Zypherg on Sat, 16. May 09, 08:13, edited 2 times in total.
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Post by CraterFace »

Zypherg wrote:I think i found a biggie

After about 3 hours playing preformance starts to degrade, for the first couple hours SETA 1000% works just fine, then you need to reduce it more and more untill if seems to settle at about 300% after 7 or 8 hours.

Edit2: Ocracoke's Storm and the 3 terran unknown sectors from the aldrin expantion mission don't turn hostile
Get the same drop in performance after a couple of hours into the game.

About those sectors, its probably because there are no stations in them, I might be wrong though.
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
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LV
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Post by LV »

Thanks for that Zypherg

the shipyards are programmed to send re enforcements to other sectors, maybe every 3 mins is too quick :)

I'll also check the code again because that should only happen if there are < 10 fighters in the sec

i'll also add another check to the guardians code so they nuke overpopulated sectors

with luck next build today but it's probably going to need a fresh start

--

gridd

/feedback
With reguards to debris, I think it would be interesting to incorporate something like the Utilize debris scripts, Inasmuch that, the player could use Station or ship debris or, repair that debris for ships and stations.
/feedback
i don;t use other scripts made simply because i need to know if something goes wonky that it's my script casuing it during testing
/questions
as far as the recapturing the universe what is the requirement for the marines to do the hacking, IE Do the shields need to be at 0% The whole time?
Also if you end up destroying every station while the sector is Xenon, What would the player need to do to still get it transferred back to the owner Race?
atm, all the marines need to do is get the station to 0% shield, i'm open to other conditions if peeps feel they are warranted



i'll take a look at the code so empty sectors are reverted back periodically

And for the unknown sectors, can they be claimed by Player?
i'll think about it.


Zypherg
EQ dock ware: Ore Collector
done

Edit: a place to trian marines would be nice, i guess the new EQ dock would work, since there are already some in vanilla that allow training.
does the created barracks in the start sector not do this?
TP class ships:
the storm station command dosn't seem to apear on TP class ships.
intentional
Storming Station:
actually taking a station with 5 fully trained marines seems very hit or miss (they seem to dock and release instantly not waiting for the shields to go to 0 the "white" hacking marine happens so fast if at all that iv'e not been able to tell if they realy try to hack in or not), i've made at least 100 atempts with no skill to 5* and only managed to cap 2 stations in Menelaus' Oasis (i don't dare try Queen's Harbor 6 thresher groups and 2 rays sheesh Razz ) considering there are at least 1000 stations in the universe a scale of difficulty based on the cost of a station (if possible) would be nice making M Bio Gas fab for example very easy for an average trained (2-3 star) marine to a very difficult (for 5x5* marine) trade station/ship yard and almost impossible Corp HQ maybe
the instant dock/release is intentional as the station autokills them if docked due to vanilla code, they turn white when starting hacking, as i've done it at the moment smaller stations are capped quickly and the real challenging one is the shipyard

if marines are under a certain skill level the station detects them and kills them, it goes off the shield gen level atm but i can add some cost logic if there is consensus, i didn't want to make all stations a pain as like you said there are >1000
Edit2: just noticed theres a bunch of spam in the message log:
Added X units from debris yield X (lots and lots of them)
looks like the spam is coming fron the 2 miners i have running one on ore and the other on silicone (both are generating mesages)
i'll check the code, are you sure this logspam is related to this script?
Edit3: maybe a TP in the shipyard, TSs are easy to come by TPs not so much or an M6
done
E4: if you hire a TL before turning on the AL plugin on the TLs stay nutral and hired.
if there is a command for is tl hired, i'll forcegrip them. otherwise tough
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Post by Zypherg »

the Marine traning barracks only makes marines it dosn't make them better :D

on the message log spam i double checked and that one is Egosoft's

Edit: i went back over the station capping and i realized i was doing it wrong, now i'm getting 100% cap rate with a mixed group of 5 (3 to 5* grunts) on the regular stations (haven't tried a shipyard yet) i'm now waiting for all of them to start hacking and then hitting the shields.
difficulty based off of the shields seems reasonable (didn't know it worked that way) so i think a cost logic would just add more work for you, for basicly the same result.

Edit2: Reaserching Stations: not sure if it's suppoed to be this way but, you can only research stations that exsist in the sector the TL is in at the moment. so if you want a PPC forge you have to jump to a sector with one (dosn't matter if it's hostile just that it's there) and then you an do the reaserch.

E3: you might want to add "SS_SH_SARGON" to the block list aka Xenon unknkown object

E4:sector X:3 Y:15 string ID 1021604 has no cool new name still Unknown sector
Last edited by Zypherg on Mon, 18. May 09, 05:30, edited 1 time in total.
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Gridd
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Post by Gridd »

/quote

i don;t use other scripts made simply because i need to know if something goes wonky that it's my script casuing it during testing

/quote

I did not mean to have you go through and add those scripts. :oops:
I was mainly thinking if you could easily add something like it of your own. Maybe just a simple See target Pay money and ore or such, and convert it or use it. I think it would help to clear up the sectors. Currently i just Destroy the wreckage's but it would be cool to get some use from them.
Either way its a great work and i thank you.

Gridd

P.S. Also I noticed that the Aran Gift has about 12 ships inside it that are not Owned and i cant seem to launch them.
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Post by CraterFace »

Edit: Nevermind :P
Last edited by CraterFace on Mon, 18. May 09, 03:03, edited 1 time in total.
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Zypherg
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Post by Zypherg »

CraterFace wrote:Noticed something....weird to say the least but I don't know if it has anything to do with this script. The Large OWP in Faded Dreams (North of Hard start) has started shooting missiles at it self :)
Maybe it's depresed :P

thats Gazz's missile defense MK2
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CraterFace
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Post by CraterFace »

Zypherg wrote:
CraterFace wrote:Noticed something....weird to say the least but I don't know if it has anything to do with this script. The Large OWP in Faded Dreams (North of Hard start) has started shooting missiles at it self :)
Maybe it's depresed :P

thats Gazz's missile defense MK2
LOL It must be...that awful loneliness ;) Thanks Zypherg for clearing it up :)
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LV
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Post by LV »

Zypherg wrote:E1 the Marine traning barracks only makes marines it dosn't make them better :D

Edit2: Reaserching Stations: not sure if it's suppoed to be this way but, you can only research stations that exsist in the sector the TL is in at the moment. so if you want a PPC forge you have to jump to a sector with one (dosn't matter if it's hostile just that it's there) and then you an do the reaserch.

E3: you might want to add "SS_SH_SARGON" to the block list aka Xenon unknkown object

E4:sector X:3 Y:15 string ID 1021604 has no cool new name still Unknown sector
E1 next build fixes this

E2 Intentional

E3 Done

E4 I'm open to offers :)

-----------------------------------------
Gridd wrote:
P.S. Also I noticed that the Aran Gift has about 12 ships inside it that are not Owned and i cant seem to launch them.
i wrote code for that grr fixing

don;t worry about the script idea ;)

1.2 would have been ready but i've managed to write lockup into the initial setup that i'm locating, i think it has something to do with adding guardians to every sector even empty ones with no gates.

I'll upload soon as i grip that bug but a re-start of the plugin will be needed although this should be the last time.
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StarCrack
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Post by StarCrack »

Hey LV This is really fun Thank you.
Although i have a small Glitch to report as well. In the Shipyard type station that we start with the extensions and software are not equipment. At least trading remotely, trying to test more and verify other conflicts as well. It looks like the previous crash was happening when i had Pelador's drones and workshop installed.

Thanks again.

Gridd
I'v got the same problem and i didn'y see anything about a fix

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