[MOD] UFO - Ultimate Fleet Overhaul (V0.6.1 Beta, 3rd February 2015)
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Hi guys and gals,
I decided to check out how X:Rebirth has developed since I last played it, and as part of that I also updated UFO to be compatible with version 3.10 (i.e. be accessible via the sidebar). However, I don't have much time for testing right now.
Would some of you here be willing to test whether all features are still working with the new version?
Cheers,
MJ
I decided to check out how X:Rebirth has developed since I last played it, and as part of that I also updated UFO to be compatible with version 3.10 (i.e. be accessible via the sidebar). However, I don't have much time for testing right now.
Would some of you here be willing to test whether all features are still working with the new version?
Cheers,
MJ
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Re: [MOD] UFO - Ultimate Fleet Overhaul (V0.5.0 Beta, 1st May 2014)
Hey Mad_Joker,Mad_Joker wrote:the UFO scripts only become active once a ship is assigned to a fleet. Therefore, as long as a ship is not in a fleet, all other mods should work correctly with that ship.
I use cicero111's Captain AI Overhaul and Better Turrets which alter the movement and turret firing scripts. If I understand correctly, cicero111's mods will still be active on those ships which are not in the player fleet, but will UFO correctly overwrite them when assigned to the player fleet? Not sure what the load order is, and what overwrites what when.
edit: just took a look at your files and, I guess I didn't realize the extent of your "complete rewrite from scratch." It appears that there are absolutely no conflicts other than fight.attack.object.drone.leader.xml. Ok, firing it up.
Don't know what "all features" means, but I'll certainly report back if there are any problems.Mad_Joker wrote:Would some of you here be willing to test whether all features are still working with the new version?
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Ran into a problem. I feel like I'm missing something obvious, but I couldn't find the Fleet Management menu. Looked in all of the menus in the sidebar. I did find the old Fleet Management menu when I reactivated legacy menus, but that caused a UI lockup -- no commands registered except with an alt-tab which resets all of the menus.
I am running UFO from the steam workshop, as well as LibMJ, also from the steam workshop.
edit: looks like the ego_ problem introduced in X Rebirth v3.00. Egosoft renamed all of the contents of [ui\addons\] with an "ego_" prefix.
I am running UFO from the steam workshop, as well as LibMJ, also from the steam workshop.
edit: looks like the ego_ problem introduced in X Rebirth v3.00. Egosoft renamed all of the contents of [ui\addons\] with an "ego_" prefix.
Last edited by w.evans on Mon, 12. Jan 15, 22:22, edited 1 time in total.
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The new version isn't uploaded to the workshop yet since development isn't completely done (e.g. the fight.attack.object.drone.leader.xml script I have isn't compatible with the current version of X:R).
I have uploaded the beta version to this mod's nexus site. You can find it at the bottom of the Files tab under the Miscellaneous section.
I have uploaded the beta version to this mod's nexus site. You can find it at the bottom of the Files tab under the Miscellaneous section.
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You couldn't find it because I only uploaded it when I posted my last postw.evans wrote:Sorry, missed that. At the very bottom of the page. Looks like the virus scan isn't done yet.

Also, the Fleet Management menu should be accessible via the "Info" section of the sidebar (i.e. MAINMENU-2-6).
Lastly, the version I uploaded has the Debug mode set to full, which will cause loads of debug output. Sometimes this causes the game to run a bit slower. If you have any issues you can either change the value in the UFO.xml file from the .cat files (if you know how) or you can change it inside the game (only lasts till restart or reload though). To do that simply open the Fleet menu and press the info icon in the upper left corner.
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Yup, got it. Here's your report:
Fleet Management menu accessible.
All menu functions appear to function properly.
Created fleet of 3 capships, assigned aggressive behavior, break formation, maximum engagement distance = 10km (default)
Had them Move to Zone: from Far Out / Distant Fume to Straining Coppice -- Leader status reads "Fly to Straining Coppice - Fly to nil" Followers status read "Follow CV/H 01 - Arawn - Jumping"
Fleet leader jumped to Straining Coppice, consumed no fuel, status readout unchanged. (There's supposed to be a mission-generated Arawn there.)
Fleet followers stayed (assuming that they're powering up to jump.)
I flew to Straining Coppice via highways.
Fleet of three ships was there waiting when I arrived. All three ships in formation, but not moving. Leader's status readout still unchanged.
Adjusting engagement distance to maximum caused the fleet to attack the hostile ship in zone.
One of the Skunk's status displays changed to read "Real-time Fleet Status Report"
Moving roughly in formation, they moved to take the hostile Arawn down, and man, was that awesome!
Leader's status still unchanged, but at this point, I don't care!
ps. would a copy of my debuglog be useful? Looks routine other than a problem with fight.attack.object.drone.leader.xml, and you know about that.
edit: except for this one maybe:
Fleet Management menu accessible.
All menu functions appear to function properly.
Created fleet of 3 capships, assigned aggressive behavior, break formation, maximum engagement distance = 10km (default)
Had them Move to Zone: from Far Out / Distant Fume to Straining Coppice -- Leader status reads "Fly to Straining Coppice - Fly to nil" Followers status read "Follow CV/H 01 - Arawn - Jumping"
Fleet leader jumped to Straining Coppice, consumed no fuel, status readout unchanged. (There's supposed to be a mission-generated Arawn there.)
Fleet followers stayed (assuming that they're powering up to jump.)
I flew to Straining Coppice via highways.
Fleet of three ships was there waiting when I arrived. All three ships in formation, but not moving. Leader's status readout still unchanged.
Adjusting engagement distance to maximum caused the fleet to attack the hostile ship in zone.
One of the Skunk's status displays changed to read "Real-time Fleet Status Report"
Moving roughly in formation, they moved to take the hostile Arawn down, and man, was that awesome!
Leader's status still unchanged, but at this point, I don't care!
ps. would a copy of my debuglog be useful? Looks routine other than a problem with fight.attack.object.drone.leader.xml, and you know about that.
edit: except for this one maybe:
undefined variable?debuglog wrote:[=ERROR=] Error in AI script ufo.capital.commander.move.to.zone on entity 0x5b77: Property lookup failed: $Fleet
* Expression: $Fleet.$lCommand.{2}.{1}
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Yeah, that sometimes randomly happens. This is because I am using an experimental and hacky way of creating hashtables/dictionaries/maps/whatever you want to call them. And that doesn't work 100%, but 99%. If you could upload your debug log to pastebin though that would be appreciated.w.evans wrote:edit: except for this one maybe:undefined variable?debuglog wrote:[=ERROR=] Error in AI script ufo.capital.commander.move.to.zone on entity 0x5b77: Property lookup failed: $Fleet
* Expression: $Fleet.$lCommand.{2}.{1}
Thanks,
MJ
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Is "Automated Emergency Jump" using the SidebarExtender? If so, it shouldn't matter, since my implementation should be compatible with SidebarExtender. Can you see any UFO related debugging output? That should at least make clear whether UFO has correctly loaded.Sabre6 wrote:MainMenu I can't see the fleet management
number 6 is Automated Emergency Jump
Will I need to shut this off you think???
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Hello Mad_Joker,
Your Mod was one of the mods I first looked at getting 3 months back when I bought the game. Sadly, the original state of the game probably made you run away.
So far I have been messing with your mod and found very few things wrong with it. One I have found and it appears I am not the first:
- Commanding ship does not show current actions correctly. EX: Jumping to nil.
Other than that, amazing work and I hope the game keeps your interests again.
I do have a shameless wish list for myself when it comes to your mod.
- Give the option for surface targets or hull when fighting.
- Allow us to operate from capital bridge, jump to system while on bridge.
- Info menu quick button, attack object/stop attack.
- Stop attack on boarding party launch.
I know nothing of modding, so my requests are blind at best. I think this mod is one of the best as is, so I hope I was not offensive.
I will keep trying to break the mod and give you updates.
Your Mod was one of the mods I first looked at getting 3 months back when I bought the game. Sadly, the original state of the game probably made you run away.
So far I have been messing with your mod and found very few things wrong with it. One I have found and it appears I am not the first:
- Commanding ship does not show current actions correctly. EX: Jumping to nil.
Other than that, amazing work and I hope the game keeps your interests again.
I do have a shameless wish list for myself when it comes to your mod.
- Give the option for surface targets or hull when fighting.
- Allow us to operate from capital bridge, jump to system while on bridge.
- Info menu quick button, attack object/stop attack.
- Stop attack on boarding party launch.
I know nothing of modding, so my requests are blind at best. I think this mod is one of the best as is, so I hope I was not offensive.
I will keep trying to break the mod and give you updates.
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I have found and fixed the issue. Thanks for letting me know.hellya wrote:- Commanding ship does not show current actions correctly. EX: Jumping to nil.
Sadly, I am currently not planning to make any functional changes, but only update the mod so that it works correctly with 3.10.hellya wrote: I do have a shameless wish list for myself when it comes to your mod.
- Give the option for surface targets or hull when fighting.
- Allow us to operate from capital bridge, jump to system while on bridge.
- Info menu quick button, attack object/stop attack.
- Stop attack on boarding party launch.
This is intended for now. Will be changed if I ever decide to implement a patrol command.hellya wrote:Commanding ship gets stuck with "Flying to" even though they have arrived.
If you set the launch options for X:R in steam to "-debug all -logfile rebirth.log" you will find a log file in MyDocuments\Egosoft\Rebirth. This should help you figure out what is going wrong. Alternatively you can upload the log file some site and I'll have a look.hellya wrote:I have had following ships not jump with the commanding ship. I will try to get it to repeat. It might have something to with combat.
Cheers,
MJ
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