[SCR] [X3:TC/AP] [v1.9.8.12] [03/23/14] Galaxy Explorer

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

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gnasirator
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Post by gnasirator »

yes, I understand that. But it won't have any effect right now.

This is because traders already have a checkenemy script running in their route finding scripts. With it, sectors with too many hostile ships, won't be chosen at all.

But I prefer the idea to integrate this into the explorer's work! Especially because I can keep functions together (blacklisting sectors -> in the blacklist).

I'd just have to think of a reliable way to implement this.
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DrBullwinkle
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Post by DrBullwinkle »

Are you saying that your MK3's no longer obey the Blacklist?

After thinking about this a bit more, although it is a great idea, implementing it might be pointless.

The Mk3's do such a good job of avoiding danger now that they do not really need updates from the Explorers.

Maybe that is what you meant, Gnas?
gnasirator
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Post by gnasirator »

Of course, they still obey the blacklist.

But additionally to the blacklist, they also avoid sectors with too many enemies inside (the hostility.points stuff from some versions ago).

So you are right, the feature wouldn't addy any extra safety for the traders.
It would only be a nice to have feature, knowing that the intel data is actually really gathered by some of your ships being out there, risking their lifes for a situational update.
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DrBullwinkle
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Post by DrBullwinkle »

gnasirator wrote:a nice to have feature, knowing that the intel data is actually really gathered by some of your ships being out there, risking their lifes for a situational update.
Yes, I can see how that would appeal to the same people who think that it matters whether satellites are spawned or bought. ;)

I have an idea: Make a new version and tell everybody that the Explorers now alert the Mk3's about enemy movements. Don't actually *do* anything (because that might introduce a new bug). Just say that you did.
gnasirator
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Post by gnasirator »

haha, great idea ... :D

But I could really do that. for example just check if there is at least one explorer working and activate the checkenemies feature only if there is.

that would be only a few lines of code and have a similar effect...
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DrBullwinkle
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Post by DrBullwinkle »

Your Mk3's are working better now than Mk3's have ever worked in all of history.

I wouldn't touch them (unless other bug reports come in).

If nothing else, consider a feature freeze on your current major version (1.xx). No more new features for this version; only bug fixes, optimization, and documentation changes.
Last edited by DrBullwinkle on Wed, 16. May 12, 01:37, edited 1 time in total.
Aegyen
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Post by Aegyen »

If you were to do anything else in regards to this script, I would suggest making pilots for it, who all had female Swedish names, delivered voice reports (in a bedroom voice), and sent you sext messages once an hour...

:roll: what??.. sounds good to me... :twisted:


Edit:
(P.S.) the proper answer to that is: I will get right on that.. :o
gnasirator
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Post by gnasirator »

The new menu options are in and the sat spawn mod is changed accordingly.

*cough* and explorers now report dangerous sectors to mk3 traders *cough* ... not!
But I simply say, they do ;)
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DrBullwinkle
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Post by DrBullwinkle »

You are not a very good liar, gnas. ;)

(but that's probably a good thing) :)
Vayde
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Post by Vayde »

When you added the new stuff did you bork the t files?

I get read text errors from the Capture disabled ship part. Lines 7600-9100, 7600-9150, 7600-9200 and 7600-9300 simply don't exist in any of the t files with the current download :(


EDIT: Also your setup script tries to overwrite the current one from mk3 traders.
Still life in the old dog yet...
gnasirator
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Post by gnasirator »

damnit.

I forgot to translate the new text and to merge it into the t files!

And did I put the wrong setup script into the package?

Grr ... I'm sorry, I was in a hurry. After university just fixing the stuff and went off to my girlfriend :)

As for the setup file, just use the old one! I only changed the version number.

And for the text, I'll try to do fix that from here. Don't know if that works ... from a mac :)

edit: I did a quick hotfix. The archiv.zip contains all the files now. The t files are updated but only in XML format as I can't pack them here. please delete the 7600.pck files by hand.

But I couldn't find anything wrong with the setup file. It's named correctly, so why would it overwrite the autotrade file?
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DrBullwinkle
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Post by DrBullwinkle »

gnasirator wrote:The new menu options are in and the sat spawn mod is changed accordingly.
I do not see "Report" in the spawn mod.

What does "Error: Assign a home base for local mode" mean? What is "local mode"?
gnasirator
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Post by gnasirator »

1. if you assign a home station or a home sector, you can set a range around that sector.
The explorer will stay inside of that area.

2. that is not good. obviously, I was a bit in a rush, while releasing the files ... the major scripting work was done, but the translation, merging of t-files and the adjustment of the sat spawn mod ... were a victim of my girlfriend calling me and asking why I wasn't with her already ;)
I'm sorry! I will take my time on sunday and bring out a proper release.
I just wanted you guys to benefit from the fixes over the weekend!
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DrBullwinkle
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Post by DrBullwinkle »

1) Thank you.

2) No problem. I can probably figure out how to fix it.

3) Women are like that.

4) How does the Explorer figure out whether a satellite is already in place? Does it search a range around the intended destination? What is the range?
Joubarbe
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Post by Joubarbe »

Rule number one : girlfriends and X3 are incompatible.

I've seen no error on my side, and I must say that this is now a perfect script, as far as I know. I just played two hours, so I'm waiting for scripting errors :)

@DrBullwinkle : did you delete 7600.pck files ?
gnasirator
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Post by gnasirator »

hm yes, you should delete the 7600 .pck files because I can't repack them from here.

@joubarbe: thanks! :)

@Bullwinkle:
4) Exactly like that. It checks the distance of the nearest sat to the intended destination. If it is greater than ... don't know exactly, 5km for navsats and 10 for adv sats? or 25? Don't know right now. Then it'll place another one. Check the dropSats script. It's in there.
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DrBullwinkle
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Post by DrBullwinkle »

gnasirator wrote:hm yes, you should delete the 7600 .pck files because I can't repack them from here.
If you and joubarbe are referring to my report, then it has nothing to do with .pck files. Come on... you should know that I always unpack your files before installing them. :)
4) Exactly like that. It checks the distance of the nearest sat to the intended destination.
I will check dropsats, thanks. It seems as though it still places multiple satellites in some places, but that might be due to changing locations between script versions.
gnasirator
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Post by gnasirator »

hmm but do you see Ignore, and the two capture modes?

The position may change, yes. That is because I take the positions of the stations, calc the shortest path through the sector and place a sat at every station that is far enoug away from the next sat.
But this shouldn't make them drop more than 1 sat per position?

Maybe there still is a bug inside ... don't know. If you find something, please report :)
I will set a swarm of explorers to work on sunday, too!
LordGaara
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Post by LordGaara »

gnasirator wrote: I will set a swarm of explorers to work on sunday, too!
If you are not swarmed by your girlfriend. :P
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DrBullwinkle
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Post by DrBullwinkle »

gnasirator wrote:hmm but do you see Ignore, and the two capture modes?
With the evil non-spawn menu.open, I see "Capture Safestation" (sounds like a German word ;) ), "Capture Shipyard", "Report", "Ignore".

With the proper spawning menu.open, I see "Yes", "No" for Capture choices.

So, yeah, I think your spawn mod is incomplete.

(Which is what I reported the first time. :) )

Also, my Explorers seem to spend a lot of time just sitting at a station waiting for energy cells. Emergency jumping should not be dependent on energy cells, IMHO. The requirement half-defeats the purpose of having emergency jump.

Communication is improved -- it is nice to be able to see, at a glance, what the Explorer is doing.

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