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

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Kinnison
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Post by Kinnison »

DrBullwinkle wrote:Hmm.... if you are playing the game in English then you should see English texts. If you look in your t folder (X3TC\t for TC or X3TC\addon\t for AP), can you see the 9604-L044.xml file? If you open it in Notepad, do you see English text?
Yes, it's there but has the same German content as 9604-L049.xml
Did you install with the Plugin Manager?
Yes
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DrBullwinkle
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Post by DrBullwinkle »

Very strange. I just downloaded v1.23.04 (current version) and extracted the t files. There are three in the package, and the 9604-L044.xml file looks correct; with English text.

The -L089 file has the same content as -L044. You could copy and paste from -L089 to -L044. Skip the first two lines (because your -L044 file should have "44" as the language). Then save; overwriting 9604-L044.xml.

But I do not know how the file could be corrupted like that.
  • (The -L089 file does not actually do anything. There is no language "89". It is just there to help you find the t files that you are looking for when you browse your t folder).
Kinnison
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Post by Kinnison »

DrBullwinkle wrote:Very strange. I just downloaded v1.23.04 (current version) and extracted the t files. There are three in the package, and the 9604-L044.xml file looks correct; with English text.

The -L089 file has the same content as -L044. You could copy and paste from -L089 to -L044. Skip the first two lines (because your -L044 file should have "44" as the language). Then save; overwriting 9604-L044.xml.

But I do not know how the file could be corrupted like that.
  • (The -L089 file does not actually do anything. There is no language "89". It is just there to help you find the t files that you are looking for when you browse your t folder).
I've just got v1.23.04 (previous comments related to .03) and it's OK.

The .03 .xml was much shorter too - just the three boarding commands.

Hey ho, problem evapoprated. Thanks for all your script work BTW.
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DrBullwinkle
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Post by DrBullwinkle »

Kinnison wrote:problem evapoprated. Thanks for all your script work BTW.
Excellent. I am glad it is working, and thank you. :)
DarkdogChris
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Post by DarkdogChris »

Is it possible to alter the type of ships usable for boarding?

Aka currently you have the choice of a m6 (which works great but with only 6-8 marines and npc marines on ships it limits you to m7 and under targets) m7m also work but i find them quite boring. Meanwhile ships like the regular m7 frigates can hold 20-30 marines but have no real use for them.

So is it something simply like adding a line of code to enable boarding from a wider range of ships or it is simply not impossible or way too much work.
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DrBullwinkle
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Post by DrBullwinkle »

DarkdogChris wrote:Is it possible to alter the type of ships usable for boarding?
You cannot change the number of marines per ship class, nor can you change which ship classes will launch marines. Both are hardcoded.

However, there are some tricks that you can do:

1) You can change a ship's class with X3 Editor. For example, you can change an M7's ship class to TP. That will result in a ship that can carry 40 marines (AP -- or 10 in TC) and can launch marines for spacewalk boarding. However, a TP-class ship cannot dock fighters (and you have to be careful with docking.)

2) Improved Boarding has a Boarding Transporter that works from any ship that can carry marines. This sounds close to what you are asking for.
Triaxx2
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Post by Triaxx2 »

An alternate option is to modify an M6, or TP to fire Boarding Pods. It won't use them during normal operations, but you can fire manually for five marines. It's very helpful in boarding other M6's or TM's in TC. Also done with the X3 Editor.
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DarkdogChris
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Post by DarkdogChris »

DrBullwinkle wrote:
DarkdogChris wrote:Is it possible to alter the type of ships usable for boarding?
You cannot change the number of marines per ship class, nor can you change which ship classes will launch marines. Both are hardcoded.

However, there are some tricks that you can do:

1) You can change a ship's class with X3 Editor. For example, you can change an M7's ship class to TP. That will result in a ship that can carry 40 marines (AP -- or 10 in TC) and can launch marines for spacewalk boarding. However, a TP-class ship cannot dock fighters (and you have to be careful with docking.)

2) Improved Boarding has a Boarding Transporter that works from any ship that can carry marines. This sounds close to what you are asking for.
Great i did't think improved boarding allowed other ships since the original from cycrow only mentioned being able to use m6/TP class.
On side note too bad marine numbers are hardcoded imo capital class ships should hold more for there size.

Thank you for all your wonderful scripts
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DrBullwinkle
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Post by DrBullwinkle »

Improved Boarding has several hotkeys for boarding:

- The "Board Target..." variants obey vanilla rules (only M6 and TP can launch marines via space-walk).

- "Activate Transporter" uses the Boarding Transporter, which works from any ship that can carry marines.
bdew
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Post by bdew »

DrBullwinkle wrote:If there are no upgrade kits at the factory in Getsu Fune, then I would suspect a problem with installing the custom ware. The Plugin Manager should handle that. (If that turns out to be the problem, then I can tell you how to work around it.)
I think i have that problem.
I installed the script with the Plugin Manager, after first loading the game i had a popup that told me it was uninstalled (huh?). I've enabled it from the AL configuration and after a minute or so got another message that it was successfully installed.

The factory for the upgrade kits is there, but it doesn't seem to have them at all (not even in the list). I tried just cheating some in (with the cheat collection pack) but they aren't listed there either.

I'm playing X3TC 3.2c

Any ideas?

Edit: was poking around the scripts trying to figure what's wrong (i'm a programer, but absolutely clueless about X3 modding and the language it uses) and noticed something odd:
In setup.plugin.deliver.jd there's

Code: Select all

$jdk = get global variable: name='deliver.jd.jdk'
 if not $jdk
   |$jdk = Upgrade Kit
   |set global variable: name='deliver.jd.jdk' value=$jdk
end
The above is from looking at the XML outside the game. If i open it in the ingame script editor there's no "Upgrade Kit" there, instead just a "..."
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DrBullwinkle
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Post by DrBullwinkle »

Hmmm...

So the Artificial Life Plugin (ALP) is "On"?
  • (yes, it gives an odd message on first game start)

The factory exists but has no Upgrade Kits?

Are you using any major mods?

Do you have EMP installed (most users should *not* install it -- even though some OLD instructions say that it is "required").

Custom wares are "flimsy" IMHO. Would it confuse players if I used "BPH Upgrade Kits" instead? They are an unused vanilla ware... apparently from X2. I don't know what "BPH" stands for, but it appears that it was some predecessor to Trade Command Software Mk3.
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DrBullwinkle
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Post by DrBullwinkle »

.

Repair Ships Command
Repair Ships v1
[ external image ]
Adds two commands to the Special Menu: Repair Ship and Repair Ships in Sector. For use with mods that add repair lasers, such as XRM or ASS-AP.

Requires:
  • Special Command Software
  • Navigation Command Software
  • A repair ship with one or more repair lasers mounted
  • XRM players can use Quantum Repair Laser


If you already have ASS-AP, then you do not need this.
If you do not have repair lasers (for ships) in your game, then you do not need this. ;)



Thanks to Graxster for the original version

.
Last edited by DrBullwinkle on Sat, 9. Mar 13, 19:07, edited 1 time in total.
bdew
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Post by bdew »

DrBullwinkle wrote:Hmmm...

So the Artificial Life Plugin (ALP) is "On"?
  • (yes, it gives an odd message on first game start)

The factory exists but has no Upgrade Kits?

Are you using any major mods?

Do you have EMP installed (most users should *not* install it -- even though some OLD instructions say that it is "required").

Custom wares are "flimsy" IMHO. Would it confuse players if I used "BPH Upgrade Kits" instead? They are an unused vanilla ware... apparently from X2. I don't know what "BPH" stands for, but it appears that it was some predecessor to Trade Command Software Mk3.
Yes the ALP is on.
The factory exists, but only have the input resources on the list if i open up trade. I tried filling them (using the cheat console) and it changed the name to something like "20000 upgrade kits available" but still didn't sell any.
EMP is not installed as i've read it's not needed with the plugin manager.
I'm not using any big mods, here's the list:

Community Plugin Configuration :: Cycrow :: 1.51 :: 03/01/2012 :: Library :: Yes :: No
Hotkey Manager :: Cycrow :: 1.21 :: 03/01/2012 :: Library :: Yes :: No
Plugin Manager Library Scripts TC :: PluginManager :: 1.50 :: 16/12/2011 :: Library :: Yes :: No
Ware Manager :: Cycrow :: 1.10 :: 28/8/2011 :: Library :: Yes :: No
Cheat Collection Package :: Cycrow :: 1.60 :: 15/10/2009 :: Cheat :: Yes :: No
Universal Best Buys/Sells Locator :: alex2069 :: 2.51a :: 30/12/2009 :: Other :: Yes :: No
Logain Industries CSecG :: Logain Abler :: 2 :: 12/9/2010 :: Custom :: Yes :: No
auto-aim.zip :: :: :: :: - Archive - :: Yes :: No
trov-2.053.zip :: :: :: :: - Archive - :: Yes :: No
MK3_Opt_1.8.9.6.zip :: :: :: :: - Archive - :: Yes :: No
Detector :: Bullwinkle :: 1.08 :: 4/7/2012 :: Custom :: Yes :: No
Free Jump for AI's :: Grax + Bullwinkle :: 1.4.04 :: 3/12/2008 :: Other :: Yes :: No
Upgrade Kits (formerly Jumpdrive Kits) :: Lord Vader (Edits by Bullwinkle) :: 1.6.07 TC/AP :: 19/7/2010 :: AL Plugin :: Yes :: No

Also have the latest bonus pack installed.

Added: i think using an unused vanilla ware wouldn't be much of an issue, and you could always bacronym BPH into something that makes sense :P
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DrBullwinkle
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Post by DrBullwinkle »

That's right, you do not need EMP with the Plugin Manager.

Which version of CSecG is that? Logain Abler's original, or my modified version? The original CSecG uses an older version of EMP -- I wonder if that might confuse the PM?

The Upgrade Kit factory does not need to have resources supplied. Those resources are just "sinks" -- places to sell stuff that may be otherwise difficult to sell. It is one of LV's original features.
bdew
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Post by bdew »

Edit: Figured out what was going wrong, i was running the game using the run button in Plugin Manager and for whatever reason it wasn't writing out the wares file. If i just exit PM and run the game normally the ware file is getting created correctly and everything seems to work.

I guess i should report it as a bug in PM thread...

Sorry for wasting your time :oops:
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DrBullwinkle
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Post by DrBullwinkle »

Thanks for the report!

I never use that button. I have always been suspicious of whether it could possibly work reliably. Now I know. :)

I usually wait a few seconds between closing the PM and starting the game -- just to be sure that the PM finishes writing its files.


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DrBullwinkle
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Post by DrBullwinkle »

.

Long Range Cargo Scanner (for Jump Beacons)
Long Range Cargo Scanner v5
[ external image ]

Scans ships throughout the galaxy for Jump Beacons in cargo.
(Could be extended, in the future, for other wares.)

Install and set the hotkey.



Thanks to LV for the menu from a.cheat.find.jd!

History
v5 (2013-04-01
- Much faster now.

v4 (2013-03-15)
- Clear mutex on exit so that hotkey can run more than once.

v3 (2013-03-15)
- Fixed message text in case of no ships found. (Centurion2008)

v2 (2013-03-15)
- Bug fix: Hotkey passed hotkey.number as first parameter. (Centurion2008)
- Updated library code.

v1 (2013-03-12)
- Initial Release

.
Last edited by DrBullwinkle on Mon, 1. Apr 13, 14:52, edited 4 times in total.
Ocede
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Post by Ocede »

wrt Organic Boron Hulls, do all Boron vessels exhibit hull repair? I mean does game treat all TShip enteries under the Boron race the same? or only ships the Boron can actually produce in their shipyards.

I want to add a ship to the boron race via TShips but only add them ingame via the job file for another race, not Boron. Will these ships also show the hull repair feature?
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DrBullwinkle
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Post by DrBullwinkle »

Yes.

The script checks for the maker race, not the owner race. So, if TShips says "Boron", then the script will give it organic hulls.
Centurion2008
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Post by Centurion2008 »

@DrBullwinkle
Long Range Cargo Scanner (for Jump Beacons)

X3AP Mac 2.5.1 with bonus Package other than that vanilla

hit the hot key and get message please wait may take some time. Pop up window comes up, in box says No 1544 ships of class Big Ship and nothing else? what am i doing wrong :?:

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