(LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards

The place to discuss scripting and game modifications for X³: Reunion.

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Red Spot
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Post by Red Spot »

Tselakus wrote:5 hostile Valks had appeared in cloudbase south east ( same sector as the shipyard ) but after killing them all that happened was I lost race rep with the Argon. Incidently 2 valks owned by me are present in the asteroid base, and were there before I killed the valks in cbse also.

It definately said to defend the asteroid not the shipyard in cbse at any rate - thats if I should have killed those valks :o

Tsel

there will be 'several' hostille wings comming in to attack the base ..
they will be so called 'friendly' ships .. and killing them in [race] space will cost you rep ..
but as the roid-base is in unknow space .. you wont loze rep if you stay there ..
basicly 1 of the 'sand-box' features of the plugin ..

"its your choice on how to play the missions .. however your actions can cause reactions .. and those reactions can be both positive and negative reactions"


the 2 valks you got to aid you ... for the 1st couple defend missions it will be pretty much that what you get .. later on it will be a welcome help .. but wont mean that much ..

this goes for all missions;
"missions start pretty easy to do,
but once shiptypes become larger the missions become harder
and the rewards larger.
Your ship DOES matter for several missions;
fly an M3 and missions 'can' be easier(or less hard) than when you fly an M2"



G
Mailo
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Post by Mailo »

hmm ... I just loaded up a savegame after installing the mod, and got a crash due to a corrupt savefile.
Then I tried again, one save earlier, and it loaded just fine. The asteroid base was in the unknown sector, I could dock and got a mission to kill a teladi M6 (which I couldn't find in the given sector, but it might have moved, only looked for a few min), all without manually starting any scripts.
This is in a game with a completed plot.

Although I just might start a new game and script myself the possessions I got in my old one.

If I could just find out how to add the minimal hud + no fogs from the mod I used before ... the X3Editor doesn't want to open it.

Oh well, I'll find out somehow :D
Tselakus
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Post by Tselakus »

There has only been 1 wave so far - however it did tell me to defend Ho t'Ztk whereas the ships are in cbse, so the 2 valks to help out are abit far away :)
COLDGANSTA
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Joined: Thu, 9. Feb 06, 20:34
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Post by COLDGANSTA »

i installed this script today
i found the new pirate base looks cool very nice work. :D
were do you buy one????
i looked in all the shipyards and i can't find it :evil:
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DeadZone
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Post by DeadZone »

1. These CTD's are from freshly started games (No possible confusion, as I had even reinstalled XP)
2. Ive noticed some of the ships cant use missiles, is this on purpose?
3. In my message log, I keep getting Atttacker: null (yes, with the three t's) every couple of minutes, now Im not sure if this is related to the mod, but it never happened to me before putting it in there
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Rakeris
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Post by Rakeris »

Looks like a great mod, very well done!

There is only one problem I've had, I can't enable it. I was playing a plot game and it won't let me enable the mod as it says I have to compleat the plot, yet I already have? Any help? Also I didn't start a new game, but I have yet to have any problems. Is there a way to not have the amount of roids decreased as I happen to like all the roids. Or would it not be a noticeable difference?


Thanks!
Puruco
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Post by Puruco »

Hi Deadly: You said that Redspot introduce elements of 1.3.2 open beta. So we don't have to install that version?
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DeadlyDa
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Post by DeadlyDa »

Whew! A few posts to respond to...

Puruco: Red Spot has provided the scripts which I incorporated into the mod.

When I built the final mod package, I used some parts of the 1.3.2 Open Beta patch. The parts I included are mostly related to bug fixes on the ships (TShips and some scene files in the /objects folder), and the performance of the weapons (TBullets, bodies in the /v folder, etc). I also included the updated DDS textures and shaders.

I did not include the updated .OBJ files, or the new universe map.

So, while DDRS is compatible with the 1.3.2 Open Beta, it is not the full package.

If you want the whole thing, then you must install the 1.3.2 Open Beta, and then activate the DDRS mod.

Rakeris: I can't imagine why you are not able to activate the plugin, if you have completed the plot. If all else fails, PM me and I can tell you what line to un-comment in one of the scripts to by-pass the plot check. If you have started with a save game using the original X3 universe map, then you are not getting the "less 'roid" modification that Red Spot prepared. The universe is "built" at the point you start the game. Whatever is in the universe map(s) at start-up is what gets included in your save games.

DeadZone: 1. I am running a fresh install of X3 as my "test bed", and cannot get a CTD. Are these happening at startup...or after you have been playing awhile?
2. I have not found any ship that cannot fire missiles. Which one(s) are you haveing problems with, and I'll check it out.
3. I have not seen this message. Just to make sure, are there other scripts running that might generate this?

COLDGANSTA: If you keep completing missions, eventually one will add the 'roid base to a shipyard, and then you can buy all you want. There is also a "special" mission that will be offered under the right circumstances that will "earn" you a 'roid base.
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DeadZone
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Post by DeadZone »

DeadlyDa wrote: DeadZone: 1. I am running a fresh install of X3 as my "test bed", and cannot get a CTD. Are these happening at startup...or after you have been playing awhile?
2. I have not found any ship that cannot fire missiles. Which one(s) are you haveing problems with, and I'll check it out.
3. I have not seen this message. Just to make sure, are there other scripts running that might generate this?
1. Didnt make this clear enough, this is when loading savegames where the game was started after installing the mod, though so far Ive noticed them on autosaves
2. The one that comes off the top of my head is the New Argon M4, has no compatiable missiles
3. Aye, Im running a few scripts, looking into seeing if its one of them
Tselakus
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Post by Tselakus »

I've scrapped my existing save and started a fresh game, got to the same stage again, this time defending against tie defenders - spotted them all hanging out in Light of Heart, moving around a bit but never coming any closer. Went and wiped out all 15 of them - should I be expecting anything else? can't see any more of them about in nearby sectors
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DeadlyDa
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Post by DeadlyDa »

DeadZone,

Ah...spot on with the missiles...good call!

I had not proberly set up the missile loads for the new Argon M5 & M4 (aka Terran ships).

Now sorted, and is fised in the working directory for the next release.
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NZ-Wanderer
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Post by NZ-Wanderer »

Ohh thanks for this. will have to try it out :)

Sure hope it works with save game as some people say it does, cause I really too far in to start again...
I presume I will have to delete the less enemies/less 'roids mod and the M6 update mod otherwise I think gonna have problems...
Hmm, I better hop out of my M6 into another ship as well before I install the mod/script too..
Gonna leave the scripts I got in for now, hopefully none of those should have any negative effects :)

Thanks again for putitng this together for everyone...
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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DeadZone
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Post by DeadZone »

I tell you, those Tie Interceptors dont like giving up do they, Ive just gone through a dozen of them, having to kill them all

Even though, a consulation prize is that I capped a Falcon and Buster from 3 wings of nearby pirates who came over to see what was going on

Mind you, me vs. loads of Interceptors & Pirates at the same time is aload of fun lol
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DeadlyDa
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Post by DeadlyDa »

DeadZone...just wait until you come up against a pack of Dralthi's :)

With that dual-laser rear turret and fairly hot performance, the AI can get flat-out nasty in that ship :twisted:
Last edited by DeadlyDa on Thu, 9. Feb 06, 23:48, edited 1 time in total.
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Red Spot
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Post by Red Spot »

ok got a fix ..... :oops:

made a mistake while doing some last minute tweaking ..
wich is why some missions wont 'really' work ...
(the reason why attackers do not actually attack but hang around a bit ..)

this will fix it;
http://www.geocities.com/g5_10/DDRS/DDRS.Fixv2-09.zip

it also comes with a new text-file ..
(wich just changes the plugin-name a bit .. you'll see what I mean ..:))



G
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DeadZone
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Post by DeadZone »

lol, just not my day, since I destroyed all the interceptors, went to another system for them
Got there, 4minutes later, a khaak carrier, 2 destroyers and about 50 fighters appeared out of nowhere

Fortunatly for LVs Race reponse script, I dont have to deal with them myself lol

Of course, didnt realized khaak spawned in numbers on a custom game, never had it happen to me before
zfotoguy
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Joined: Sun, 22. Feb 04, 02:10
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Post by zfotoguy »

I have a question about this script.
I won't find out for a while, so I best ask before I get to this point...
I had to restart to a fresh game to use this new mod. In the past, I have been using a MOD to make the M6 a decent ship to own. It was the M6 upgrade by Mehrunes. I really enjoyed this mod because it made the M6 worth using.
I can not use Mehrunes mod at same time as this mod, so... are the original M6's still the default? or are they altered similar to Mehrunes?
I understand the new ships should be great to own, but I don't know how long it will be until I can afford or find one. :)

Also, is there an easy way to make these mods into an SPK file?

Thanks
djssuk
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Joined: Thu, 11. Dec 03, 21:43
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Post by djssuk »

Can't see an answer for this, but any idea why the attacker = NULL keeps popping up in the messages every few minutes? It seems to have only appeared after insalling this mod.

Not complaining, just seems odd :)
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
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Post by Cycrow »

Xfotoguy, fiarly easy to package up the script and test files into a SPK file ;)

djssuk, that might be from the new version of the bounty hunters guild, i left in abit of debug code by mistake, but its removed in the current version, however it wont get rid of the messages until the current bountys are gone and replaced by new ones
captain1
Posts: 148
Joined: Sat, 17. Jan 04, 23:45
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Post by captain1 »

hi, the patch didn't work on saved games for me, only a new game
and X3 always run's fine on my computor.
I will try it if i ever want to start a new game. :cry:

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