[SCR] MARS Fire Control (v5.25 - 16.02.13)

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

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Jenoin
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Joined: Wed, 6. Aug 08, 10:06

Post by Jenoin »

Hi sorry if this has already been answered but I am having some problems.

I am currently in blastclaw prototype and mars will not swap my lasers and will not consistently launch goblins to collect loot.

Only other mods are the bonus pack, scorps maps, and lucikes EST and library files.

If any of these mods are incompatible and you could let me know that would be great.

Thanks
Jenoin
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Joined: Wed, 6. Aug 08, 10:06

Post by Jenoin »

Nevermind, it appears it is working after all.
I didn't realize that you had to be stopped to launch loot collecting goblins by default, as I've only used the x3r version previously.

Also the switching appears to be working. It seems to never load ire even for m5s though which seems strange to me. Also I'm not sure the rear turret is doing anything, but the front turret definitely changed from one PAC and one IRE (that i equipped to test it) to two PACs but it has not reverted to just one gun in standby so that's kind of weird.

Thanks for the great script
Oji
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Joined: Tue, 11. Sep 12, 23:46
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Post by Oji »

Noticed some odd behaviour of deploy satellite command in Albion sectors (with XRM installed if that matters). Command instantly places satellites to some odd positions and then launches goblins to drag them all back to the ship... And then 2nd mars enabled ship entered sector and goblins went utterly insane started dragging satellites from one ship to another and almost staggered PC to a halt.

And one question - what's weapon control in mars settings?


P.S. Expierenced this behaviour in another sector, seems it has something to do with lag and 10x seti.
aleks2098
Posts: 91
Joined: Mon, 22. Dec 08, 21:43

Post by aleks2098 »

i downloaded file from

http://www.hentschke-keramik.de/x3scripts_tc.php3#mars

and i try to install it through archive installer option in plugin installer on my game. But mod didnt appeat between installed mods and archives....

I have Albion Prelude..

I dont have "Terran Conflict" folder, only "Albion Prelude" - should i extract files and copy the manually to

\Albion Prelude\addon".

????
aleks2098
Posts: 91
Joined: Mon, 22. Dec 08, 21:43

Post by aleks2098 »

ps - short update:

script seems to be installed and shows on artificial life settings menu - but its info that its "off" and i cannot make it "on".

Have no idea what to do...
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Emerson d'Anite
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Post by Emerson d'Anite »

When you install MARS, you ought to
  • 1) copy files in scripts and t folders
    2) start the game and load a save
    3) save again, then quit
    4) load the last save (the one you make before quit)
Then, you get a message that tell you MARS is installed.
After that, you have to buy it in Equipment Dock and install in your ship.
« Il suivait son idée. C'était une idée fixe et il était surpris de ne pas avancer. » :)
Jacques Prévert
aleks2098
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Joined: Mon, 22. Dec 08, 21:43

Post by aleks2098 »

Emerson d'Anite wrote:When you install MARS, you ought to
  • 1) copy files in scripts and t folders
    2) start the game and load a save
    3) save again, then quit
    4) load the last save (the one you make before quit)
Then, you get a message that tell you MARS is installed.
After that, you have to buy it in Equipment Dock and install in your ship.
hmmm - installed through plugin installer

mod is visible in artificial life settings.

The strange thing is that in the beginning i got some information that mod was installed (some message) but there was also written - if i understood properly - that it was installed on vanilla game... is this possible that mod was installed not on my modded game?

the only problem is that mod is visible - but is always set as not activated (mod status: no) - and u cannot change it to: YES

so - should i copy and overwrite files as you wrote even that i installed it through plugin installer anyway?
Calgor Grim
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Joined: Thu, 8. Sep 11, 14:03
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Post by Calgor Grim »

I think the vanilla reference is that it's installed against vanilla weapons, IE the standard stuff. There are some MARS weapon configs out there for some of the big mod packs, can't think of one off hand mind.
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Gazz
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Post by Gazz »

aleks2098 wrote:I dont have "Terran Conflict" folder, only "Albion Prelude" - should i extract files and copy the manually to

\Albion Prelude\addon".
Yes. "addon" is the "home" folder of AP.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
aleks2098
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Joined: Mon, 22. Dec 08, 21:43

Post by aleks2098 »

working :)

and working good :)
jelf
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Joined: Wed, 27. Apr 11, 18:00
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Post by jelf »

Sorry if this has been asked before. I've been using MARS for a long time. But only today I find that there's automatic laser switching function in vanilla AP.

Just out of curiosity, what's the difference between the laser switching function of MARS and vanilla, as well as that in MEFOS?

Thanks.
morbideth
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Post by morbideth »

I am using mars with XRM in AP, including the XRM data file, and have been having trouble with the game locking up. A problem that I traced to MARS.

Testing criteria:

My Ship: Apollox (Yaki M6)
8 HEPTs
10 IREs
6 PACs
8 Phased Plasma Generators
0 Drones

White Wing:

Boreas:
14 CFAs (Cluster Flak Arrays)
10 CIGs (Concussion Pulse Generators)
18 Ion Cannons
13 IDs (Ion Disruptors)
24 MDs (Mass Drivers)
18 PAC (Particle Accelerator Cannons)
14 PRG (Phased Repeater Gun)
18 PPC (Photon Pulse Cannon)
18 Plasma Beam Cannons
20 Fighter Drones Mk I

Poseidon:
14 Electro-Magnetic Disruptor Array
8 HEPT
8 IREs
12 PACs
12 Phased Plasma Generators
20 Phased Shockwave Generators
20 Tri-Beam Cannons
20 Fighter Drones Mk I

Tobosaku Variant A:
12 Electro-Magnetic Cannon
12 Electro-Magnetic Repeater
16 Fusion Beam Cannon
12 Fusion Pulse Disruptor
12 M/AM Launcher
12 Point Singularity Projector
16 Starburst Shockwave Cannon
20 Fighter Drones Mk I

I test by jumping into xenon sector 472 with white wing ordered to protect me.

Opposition: http://i.imgur.com/Swm1e.png

I fought in the sector thrice with MARS on all ships, and thrice without. Each time I used MARS the game locked up at some point. At no point did the game lock up when I was not using MARS.

The lock up appeared to be an infinite loop problem, thus I turned on infinite loop detection in all MARS scripts. It generated the following error messages: http://imgur.com/a/IWGeZ#0

I am not certain that the error messages for the ships that are OOS are relevant, however I included those messages for the sake of completeness. I think the problem is with the goblins. I had no issues before I started using goblins, but experienced the lockups after I had. I did not perform any test to check that theory.
Andrimner
Posts: 37
Joined: Sat, 8. Oct 11, 15:29

Post by Andrimner »

Hello!

I have been having some problems getting this to work.
It's the first and only script I've tried installing, so expect complete noobdom.

I downloaded the mars.zip file via the link in the pdf-file on the authors web site.
I noticed that the contents were two folders, "t" and "scripts", so I just copied the files into the folders of the same name in the game folder (proved to be difficult enough, since that's in my program files-folder, but I eventually succeeded).

However, I didn't notice anything change in-game - apart from a long message that popped up (looked like a long message from a pilot in trouble, something about "shields critical", but it was none of my ships)
I did play for a while, several save/reloads - but nothing.

Then I downloaded the pluginmanager, set the mode to "modified", and installed the archive (mars.zip). It now shows up as "installed" in the plugin-manager, but the name there is mars.spk.
This was the only way the plugin-manager acknowledged the existence of the script at all - it didn't find any relevant files to load in the scripts/t-folder. Still, when I started the game (via the plugin-manager) - no change, even after hours of play and plenty of save/reloads.

Any ideas as to what I am doing wrong?

EDIT: Nevermind, sorted! Seems I had installed a wrong version of the script
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Browncoat4life
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Joined: Mon, 22. Oct 12, 04:22

Post by Browncoat4life »

i've looked everywhere and can't find out how to do this. please help a noob.
so i have AP running the bsg mod by killerog. i have MARS and the two seem to be working fine together. BUT... MARS can't use the new weapons for the battlestars. i know there is a 7047-0044.xml file that needs to be updated to contain the bsg weapon info( I read the manual)
but this is a little (not a lot) but definitely a little above my pay grade.

can someone kindly step by step me through the process of adding these lasers to MARS so that i can dominate the x-universe in the Galactica properly

i can promise the blessings of heaven to any such person :wink:
Scraphound
Posts: 133
Joined: Sat, 7. Oct 06, 06:19

Post by Scraphound »

Does this mod significantly unbalance the game in my favor? Some of the comments seem to imply as much.

It sounds fantastic, but I'm hesitant to significantly alter the game. Especially if it makes combat easier. Since picking up my Vidar I feel like I'm playing on easy mode.
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DrBullwinkle
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Post by DrBullwinkle »

MARS does improve turret performance for the ship(s) using it.

If you want greater combat challenge, then MARS has a mode that allows only enemies to use the turret features. You can still use Goblins for salvage collection and repair if you set it up that way.

A pair of MARS-equipped Q's is almost scary... heh heh... just as they should be. :)

For more ways to make combat challenge more interesting, see the Combat Tricks Guide.
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DrBullwinkle
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Post by DrBullwinkle »

Browncoat4life wrote:can someone kindly step by step me through the process of adding these lasers to MARS
The instructions are documented inside the t file itself.

Open the 7047-L044.xml in a text editor and search for: "9911". That is the beginning of the instructions for adding laser data.
Nicoman35
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Post by Nicoman35 »

DrBullwinkle wrote:The instructions are documented inside the t file itself.

Open the 7047-L044.xml in a text editor and search for: "9911". That is the beginning of the instructions for adding laser data.
Wow, learning never stops. Something new every day. Thanks for the info.
kolimbo
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Joined: Sat, 20. Oct 12, 00:56
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Post by kolimbo »

I like the subtle homage to the overlords series.

Nice job.
kolimbo
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Post by kolimbo »

Quick question: Any reason why the Ion cannon isn't being used in place of PPC? or does the script not detect enemy shields?

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