[MOD] UFO - Ultimate Fleet Overhaul (V0.6.1 Beta, 3rd February 2015)

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Mark Laiho
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Post by Mark Laiho »

Awesome Mod I can actually get zone combat patrols working with this. The station defense officer just sends capitals out patrolling and not actually attacking things in range. Combat patrolling most of the dangerous sections of devries.

Works fine with 2.0.

Only issue is with the increased spawn rate and my fleets patrolling certain sectors I need some way of disabling the realtime reporting or limiting how long its on. Cause the realtime reporting is always reporting something I never get to see basic info about what I have selected which makes IDing things from a distance impossible. I have to do a function on it and info and that's only if its available sometimes it isn't. I also don't see a lot of trade and reputation windows at all....

If the original modder is not continuing support is it possible for someone to work on this.
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darthmoll
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Post by darthmoll »

oke. i downloaded the mod and installed it.

i build a ship and assign it to my def officer at one of my stations.
the ship i assigned is in another galaxy. after i assign the ship to the station it wont move or do anything. is this normal.

cause i want to put a fleet as def for my station and let it guard but for some reason i must be doing something wrong cause it just doesnt work.

no patrolling. it just sits in another galaxy and it says flying to NIL.

can someone tell me what i am doing wrong?
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YorrickVander
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Post by YorrickVander »

2.20 public - On game start I see :

Code: Select all

[General] ======================================
[=ERROR=] Cannot match path '//attention[@min='visible']//do_elseif[@value='$DestroyWhenOrphaned']' in patch file 'extensions\ufo\aiscripts\fight.attack.object.drone.leader.xml'. Skipping node.
[General] ======================================
EDIT : It seems fight.attack.object.drone.leader.xml has changed a bit. Testing with that file removed...
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YorrickVander
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Post by YorrickVander »

Now generates :

Code: Select all

[General] ======================================
[=ERROR=] File I/O: Could not find file '.\ui\addons\detailmonitor\ufo_menu_fleet_management.lua'
[General] ======================================
[General] ======================================
[=ERROR=] AnarkFileIO::FileOpenCallback(): Failed to open the file: ui/addons/detailmonitor/ufo_menu_fleet_management.lua??0?0?0
[General] ======================================
[General] ======================================
[=ERROR=] Addon::LoadLuaFile() - Failed to open specified filename: 'ui/addons/detailmonitor/ufo_menu_fleet_management.lua??0?0?0' referenced in addon: 'detailmonitor'
[General] ======================================
for each xpl file, and (obviously) fails to generate the custom UI. Some difference as 64bit uses lua51_64.dll? Or because it is no longer in cat/dat format?
X Rebirth - A Sirius Cybernetics Corporation Product

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YorrickVander
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Post by YorrickVander »

Got it nailed for testing without the fight.attack.object.drone.leader.xml - unpack ext_01.cat for the xml, but leave subst_01.cat/dat as is and it starts up just fine. With ES recent fixes to drones they should return fine anyway, although I do see 'ghost' drones that vanish on returning to zone in vanilla.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
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YorrickVander
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Post by YorrickVander »

First test didn't go swimmingly... I made a small fleet with the 2 ships from merchant start can commanded them to move to zone.

Code: Select all

[General] ======================================
[=ERROR=] Error in AI script ufo.capital.commander.move.to.zone on entity 0x1EE20: Property lookup failed: $Fleet
* Expression: $Fleet.$lCommand.{2}.{1}
[General] ======================================
The lead ship started to turn then stopped showing Command 'Fly to Illusory Rest' 'Fly to Nil' as darthmoll reported before :( The subordinate ship did not move at all.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
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darthmoll
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Post by darthmoll »

is anyone reading this UFO topic. cause i really would like to know if i can still use this UFO mod. as for me its not working at all. enemy ships fly around my arawn firing and its not returning any fire.
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YorrickVander
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Post by YorrickVander »

Some changes in 2.0 broke things. I've seen the causes + fixes for the moving to nil bug and aligning then not moving on move to zone so far. I believe MJ is not planning to update currently.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
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darthmoll
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Post by darthmoll »

well is there another way to let ships protect my factories? cause when i add a arawn to my def officer at my factory is doesnt do anyting. is this normal?
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NZ-Wanderer
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Post by NZ-Wanderer »

darthmoll wrote:well is there another way to let ships protect my factories? cause when i add a arawn to my def officer at my factory is doesnt do anyting. is this normal?
Check out MCE mod - http://forum.egosoft.com/viewtopic.php?t=361056

But personally even tho I have MCE installed I think from memory I just used the game to set my ships to the station..
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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darthmoll
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Post by darthmoll »

i have MCE installed and also UFO. bu when i set a ship to my station the ship doesnt do anything. it just sits there.

shoudl i remove UFO then or just let it be as it is. i dont want MCE and UFO to conflict with eachother.( if they conflict)
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YorrickVander
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Post by YorrickVander »

Certainly without UFO or MCE installed my def ships assigned to stations appear to work just fine. I haven't been using either recently aside from tinkering with UFO away from save games to see if I can spot whats wrong since 2.0. As great as MCE looks, I shy away from any mod that fills the debug spew the way MCE does as those little errors do build up and can prevent later code in the same checks and cues from firing.

While there's no particular reason I can see that ufo and mce would clash one of these is probably responsible for the base ai failing. UFO doesn't mess with that though unless you assign a UFO fleet as far as I know.
X Rebirth - A Sirius Cybernetics Corporation Product

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Reaperxvii
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Post by Reaperxvii »

UFO Isn't working as of now, Unless someone picks up the mod. MadJoker stated he is no longer updating the mod because "Sorry, at the moment I have no plans to continue development of this mod soon :( I am sadly still not convinced that Rebirth will be taken along the right path in the future.

However, the sources of UFO are completely publicly available on my GitHub repository (link on Egosoft forums), so if the author of CDOAIO wants to, they can copy most of the things and incorporate them in their mod." Taken from his exact words (they are on the workshop version of the mod under the comment sections :lol: )
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

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Mad_Joker
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Post by Mad_Joker »

It is as Reaper says. Currently I have neither the time nor the desire to continue working on UFO. But if you have any questions regarding the UFO source (https://github.com/MrWolfZ/XRebirth), I am happy to answer questions.

Also, Schlaaaaaaaaaaaaaaaaaaaaaaand.
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darthmoll
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Post by darthmoll »

well if i knew how the scripts work i would gladly take it over.
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darthmoll
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Post by darthmoll »

is anyone using this mod in version 2.5? i need to know if this is still working.

i am looking for patrol option.
Wana
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Post by Wana »

i had some problems with the combinations of MCE, UFO and new vanilla scripts for engagine, attacking, patrolling, jumping etc...

i just kept MCE and Vanilla. (MCE mainly for aligning and boosting 25km foward)

UFO on its part, is a mod Egosoft should implement. it's a true Fleet management without being in squad. It's mandatory to enjoy commanding other ships.

At this moment, Patrol option is available in vanilla script and MCE.

Using UFO could result in ship stalling.
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darthmoll
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Post by darthmoll »

thx for the quick reply. i have started to use MCE. only down side is. i can only create one battlefleet and not more. unless i am missing something.

if its not there then it might be a very nice addon.
LeCorsaire
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Post by LeCorsaire »

Hello
Please fix the menu to enable Fleet Management with Version 2.5. The scripts are still running, but I can't enter the menu...

Thank [url=http://forum.egosoft.com/profile.php?mode=editprofile][b]Fo[/b]rum[b]Pr[/b]ofile[/url] your help!
Sabre6
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Post by Sabre6 »

PLZ UPDATE THIS MOD. :D PLZ PLZ PLZ

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