[AL Plugin] Litcube's Phanon Corporation V1.21

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

GalenEvil wrote:it shouldn't be too hard to modify the script to run on both race 1 and race 2, right?
That's not really the way it works. I'm done with Phanon Corp. It is what it is now, and won't be changed (except for fixes).

Phanon Corp II will be coded better and allow for an unlimited number of corporations all running on the same Race 1. Also, with more tasks and interaction with the player (like satellite placement, more patrols, mining, base attacks).

I'll never implement something where you control a corporation.
GalenEvil wrote:Is it normal to start seeing tanditech freighters so soon after the company is created?
Yes.
X-Reider
Posts: 27
Joined: Fri, 25. Feb 11, 12:27
x3tc

Post by X-Reider »

Litcube wrote:Phanon Corp II will be coded better and allow for an unlimited number of corporations all running on the same Race 1. Also, with more tasks and interaction with the player (like satellite placement, more patrols, mining, base attacks).
That is, you prepare a new version? :o Say it's true! :D
garrry34
Posts: 911
Joined: Sun, 17. Jul 05, 14:43
x3tc

Post by garrry34 »

oh I am well pleased with that news, thoug I do like the idea of the additional race slots being used though not by the player, i wouldn't want the game playing itself for me
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
GalenEvil
Posts: 175
Joined: Wed, 22. Jun 11, 21:17

Post by GalenEvil »

Okay, good to know that it is running as it should. I just got another report message from them a few minutes ago and they seem to be growing steadily, and not doing any large jumps in wealth. They did lose one of their freighters and that I am very happy about. I am using the Not Safe extension with it so that they risk the same as I do.

I completely understand that there shouldn't be a player influenced corporation since, as the last player said it would make things too easy. It already is pretty easy if you have twenty or more mk3 traders running about. In my last game I had twenty running around and they were making almost more than I could reasonably spend at one time unless I spammed complexes to spend the income. This time I am trying to expand more slowly so it feels more organic. Building up a little trade fleet, then getting escorts and other protection in place so they all stay as safe as possible.

I am excited about your Phanon II idea and will await its release like a kid waiting for the icecream truck to show up :D

--GalenEvil
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Hi Litcube! After quite a while I'm back to playing X3 and of course your plugins are among the first ones I redownloaded :)

Noticed there have been some issues reported between your excellent Phanon Corp and the system rebalance optional package of SRM. I found another minor compatibily issue with another SRM package. the weapon dealers one (it might be redundant, as SRM is soon to be outdated by the upcoming XRM, but nervertheless it might be of help in the meanwhile).

The weapon dealers package from SRM spawns a bunch of factories selling a wide collection of weapons as products, to counter the vanilla issue of weapons, shields and missiles being far too rare and often hard to obtain. Most of these fabs are owned by one major race or another, with a single exception: the Strong Arms Weapons Dealer XL, which only spawns in unknown owned sectors, and is set as independant race (alias Race1, alias, guess what? Phanon Corp).

Now, this might lead to two different problems:

1 - If you activate the Phanon Corp AFTER activating the weapon dealers (which is what I did), this will make that specific dealer red to you (very minor issue), and owned by Phanon (potentially bigger issue, if it suddenly is counted towards Phanon's assets, as it stores so many high end weapons it is worth billions. Weren't there these 2 billions worth Phanon assets issue reports a while ago? This might be the cause).

2 - This I have not tested, but as I quickly fixed the aforementioned issue editing the SRM script to give that dealer a different race ownership (RACE2), I noticed it also gives you 99.999 rep points towards RACE1 when it is spawn (so you can buy every weapon from it).
I suppose the Phanon script regularly resets your rep with race1 to hostile, but if that weren't the case, if you activate the weapon dealers AFTER Phanon corp (or anyway as soon as that dealer gets killed and respawned, as that part of the script is tied to the fab spawning), you might suddenly find yourself on friendly terms with the current Phanon subsidiary in your game.


Nothing to fix on your end, naturally, but at least people using both mods/plugins now know about the conflict. I'll leave a word about it in the SRM thread too, as being the culprit just one single fab in an optional package, I would say the SRM guys are the ones who can patch in a quick compatibility fix in further releases. :wink:
all_other_names_taken
Posts: 202
Joined: Fri, 17. Dec 10, 16:04
x3tc

Post by all_other_names_taken »

Amazing script.
+1 for multiple corporations suggestion for one of the future updates (if any)

Now a problem:
Although I started the plugin at about game day two (now I'm at four), the corporation seems to be progressing very slowly. They have 3 TS at the moment and 3-4 mil. credits. I've ran into and killed 2 TS so far. They were going somewhere.
But then I ran into a couple that are just sitting on top of a station (in OOS view) for a whole day. Looks like they're stuck. That's probably the reason the corp is progressing so slowly, they're obviously not doing any trading.
Anyone else experienced this?
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

I have one stuck in Mars on it's way to the Moon. Its next to the Poltergeist missile fab and has not moved for over a game day.

It might be that the fab it was heading for has been removed by GoD.
Still life in the old dog yet...
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Interesting! Three years and my first reported legitimate bug. That's a pain in the butt, isn't it?
all_other_names_taken
Posts: 202
Joined: Fri, 17. Dec 10, 16:04
x3tc

Post by all_other_names_taken »

Litcube wrote:Interesting! Three years and my first reported legitimate bug. That's a pain in the butt, isn't it?
I'm not sure I understand correctly.
Are you saying that you have actually found the bug in your code, or you think the bug is legitimate just because two persons have reported it?

One bug in three years = pain in the butt?
Hardly.
I call that success. :)

I've also had this issue a year ago when I first used Phanon. Just thought you gave up on development so didn't bother reporting it.

edit: typo
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

No, I didn't find the bug in the code. This is more of a scenario and environment based error. After a while, you get pretty accurate in determining what's a bull bug and what's legit. I'd bet yours is legit.

Do they float at the station before or after they purchase? Or were they selling?
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

Hi Litcube,

Mine had just left the station and has an mt cargo hold. This has never happened to any of the corporations craft before. Might it be something to do with 3.0?

I planned on capping the TS when I was next in the sector, I'll let you know if it fails to move when I shoot at it.
Still life in the old dog yet...
all_other_names_taken
Posts: 202
Joined: Fri, 17. Dec 10, 16:04
x3tc

Post by all_other_names_taken »

Litcube wrote:Do they float at the station before or after they purchase? Or were they selling?
I'm not sure, but I would bet on "after visiting the station".
Will let you know if I find out for sure.
all_other_names_taken
Posts: 202
Joined: Fri, 17. Dec 10, 16:04
x3tc

Post by all_other_names_taken »

Vayde wrote:Might it be something to do with 3.0?
I doubt it because I've seen it before that.
I planned on capping the TS when I was next in the sector, I'll let you know if it fails to move when I shoot at it.
Mine didn't move or shoot back. Just released the drones and died miserably.
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

Exactly the same here, no movement but returned fire and released drones.

Going to restart the plugin and watch what happens. I have now altered the start sector to be a random unknown with 3 pirate sectors in the mix too.
Still life in the old dog yet...
Larxyz
Posts: 262
Joined: Tue, 16. Nov 04, 08:46
x3tc

Post by Larxyz »

might these problems be related to too meny scripts running for the cpu to handle?
I get similar problems, ships just plain stopping in space, when i got too meny advanced scripts running at the same time.
just a thought :)
User avatar
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 25128
Joined: Sun, 2. Apr 06, 16:38
x4

Post by X2-Illuminatus »

In case someone wonders, where their post in this thread might be: I mistakenly merged this thread with the XRM thread today. Most of the posts could be split and moved back to this thread (thanks to BurnIt!). However, a few are still lost. If you miss your post and know where it is, feel free to send me a PM with the link to that post and I will ask BurnIt! to move it over. I will look for the missing posts myself, but as you can imagine due to the sheer size of the XRM thread, this will take some time. I'm sorry, for any inconveniences this causes.
User avatar
Peanutcat
Posts: 297
Joined: Fri, 8. Jul 11, 23:56
x4

Post by Peanutcat »

Well done x2.
F signature
User avatar
Telkorenar
Posts: 282
Joined: Mon, 29. Dec 03, 21:45
x3tc

Post by Telkorenar »

Thank you so much for this! Together with MARS this is by far the best mod for me in X3AP!
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

I'm confused, so the phanons are always hostile toward the player from the start? will they attack me no matter what? can I make peace with them?

can/will they attack others?
zanraptora
Posts: 34
Joined: Mon, 30. Jul 12, 23:35
x4

Post by zanraptora »

Here's the deal, I think Phanon makes more sense when you write it PHANON.

They aren't traders, they aren't nationalists, they aren't mercenaries.

They're X3's SPECTRE, and they do not expect you to Comm, they expect you to die.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”