
[MOD] EFS (Exodus Fleet Ships) 12-08-07 V5.51
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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hi,
@jakesnake5
it seems that the a.EFS.QUEST.lib.quest.control - script does not work properly.
if $PlayerMoney>17500000 and $GenesisClaimed=false the join-question will not appear but $QUESTARRAY[2] will be set to true (and kaahn will never ask to join).
in my opinion, line 10 of the script should be:
if $PlayerMoney > 17500000 AND $GenesisClaimed = TRUE
greetings
@jakesnake5
it seems that the a.EFS.QUEST.lib.quest.control - script does not work properly.
if $PlayerMoney>17500000 and $GenesisClaimed=false the join-question will not appear but $QUESTARRAY[2] will be set to true (and kaahn will never ask to join).
in my opinion, line 10 of the script should be:
if $PlayerMoney > 17500000 AND $GenesisClaimed = TRUE
greetings
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Great mod mate, enjoying it already (and I only just started); one thing though, and perhaps it's been asked before somewhere... what ships(/stations?) can you find through the quest? Because I only get the hauler, the stiletto, the falchion, the trebuchet and the carrier itself... I remember there was mention of the E.F.S. Claymore moving from Argon Prime to Cloudbase South West, but I can't find it anywhere? Also, I noticed there is a script that seems to start that particular quest, maybe I should just run that one, at the risk of having two of those bastards flying around? Anyone else have this problem? Thanks 
(edit: changed the whole bit to contain a bit more..eh... coherence.)

(edit: changed the whole bit to contain a bit more..eh... coherence.)
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Or better yet, could someone please tell me what the order of events should be? Don't worry about spoilers, I pretty much know "what" is supposed to happen, I'm more worried about the "when" and the "how"... because I have the distinct feeling that something went wrong... the claymore message (the one about it moving from Argon Prime to CB SW0 is the first thing to happen, but that's also the last thing I ever hear about the claymore, let alone actually SEEING it... and I'm in the damn system too when it happens hehe I really love this mod! Hope someone can answer me at least what is supposed to happen when, PM me if perhaps this forum doesn't appreciate spoilers... thanks a million 
As for the post by u24j7x5, that would make sense because I never got the question either, despite my...ahem... incredible wealth. However, I didn't see the $GenesisClaimed=false anywhere, could this perhaps be fixed already?

As for the post by u24j7x5, that would make sense because I never got the question either, despite my...ahem... incredible wealth. However, I didn't see the $GenesisClaimed=false anywhere, could this perhaps be fixed already?
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@Reitema
Known issue. Caused by the main control script for Claymore being empty. Not sure why, but I don't think Andras got to that bit.
I'll be trying to fix that problem later. You can jumpstart the 'final mission' bit yourself, and that it does work, but I've never done it myself.
@u24j7x5
Yea, there are some bugs, as you noticed. I'll toss in a conditional or 2 to prevent that from happening.
I first got ahold of the Beta 5 over a year ago. Andras thought it was almost ready at the time, and he wanted us to check it out.
Little did he know I'm the 'Beta Tester From Hell' (just ask the Egosoft Devs, the CCP Devs <Eve Online> and the FunCom Devs <Anarchy Online>).
When I started reporting the bugs I found, he was dumbfounded. Many of the bugs were those that you'd normally not notice. That's what makes me a terror to devs.
Then, I started fixing them.
Mind you, back then my 'scripting' abilities were not all that great. I tended to use the 'brute force' approach. It wasn't pretty, probably not efficient, but it bloody well worked.
Andras, unfortunately, had RL issues bite him in the butt, and he vanished from the scene (mostly). I continued to fix things, and learning how to use my 3ds Max program.
This mod is definately a 'work in progress'. But I'll keep on trucking.
Known issue. Caused by the main control script for Claymore being empty. Not sure why, but I don't think Andras got to that bit.
I'll be trying to fix that problem later. You can jumpstart the 'final mission' bit yourself, and that it does work, but I've never done it myself.
@u24j7x5
Yea, there are some bugs, as you noticed. I'll toss in a conditional or 2 to prevent that from happening.
I first got ahold of the Beta 5 over a year ago. Andras thought it was almost ready at the time, and he wanted us to check it out.
Little did he know I'm the 'Beta Tester From Hell' (just ask the Egosoft Devs, the CCP Devs <Eve Online> and the FunCom Devs <Anarchy Online>).
When I started reporting the bugs I found, he was dumbfounded. Many of the bugs were those that you'd normally not notice. That's what makes me a terror to devs.

Then, I started fixing them.
Mind you, back then my 'scripting' abilities were not all that great. I tended to use the 'brute force' approach. It wasn't pretty, probably not efficient, but it bloody well worked.
Andras, unfortunately, had RL issues bite him in the butt, and he vanished from the scene (mostly). I continued to fix things, and learning how to use my 3ds Max program.
This mod is definately a 'work in progress'. But I'll keep on trucking.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Thanks for the prompt reply
In the meantime I have had the "Question" in question... I started a new game and made sure I *didn't* have the required amount o' cash at the moment supreme, then cheated my way to riches and voila... perhaps that has something to do with it, I don't know. Hope it's of some use, but I kinda doubt it. I know **** all about scripting, but I do have a lot of time on my hands and I'm pretty persistent when it comes to trying stuff out (as you may have observed from the time difference between my first and this post heh)... lemme know if I can help 


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Currently, I don't think the 'end quest' starts by itself, it has to be activated manually. I'll check and see what is supposed to happen to activate it.
The Claymore, though it is supposed to be moving from AP to CBSW, doesn't. It forgets what it's supposed to do when the Xenon attack it.
That's what the control script is supposed to deal with. But since it's blank, it just starts idling around AP.
Believe me, it IS there, just fairly far out, moving slowly with it's escort.
The Claymore, though it is supposed to be moving from AP to CBSW, doesn't. It forgets what it's supposed to do when the Xenon attack it.
That's what the control script is supposed to deal with. But since it's blank, it just starts idling around AP.
Believe me, it IS there, just fairly far out, moving slowly with it's escort.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Yup... found the claymore and the escort broadswords... hoovering around Argon Prime, heling out with the sector defense as it were... no xenon around though, perhaps it was attacked when I was somewhere else heh... I think I read in the script that there was supposed to be a message about that when it happens, so I think it's just chillin untill I trigger the script myself. The progession doesn't have anything to do with the Genesis getting back to full combat strenght right? (it's standard loadout of escort fighters, bombers and haulers I mean)... Very interesting mod, as I have said before, great job breathing new life into it
would take it over xtended any day tbh

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I have a feeling I have found out why things are not proceeding like they should.
The quest contol script, which is obviously named, isn't really. The control is a separate script, which doesn't, at present, even CALL the control script.
The array that script generates is odd, since nothing else calls for the array.
Still working on it though.
Main reason I may not be finding the links, is because I'm using the External Script Editor. It doesn't save the 'plaintext' part of the scripts, just the codearray.
Still searching.
The quest contol script, which is obviously named, isn't really. The control is a separate script, which doesn't, at present, even CALL the control script.
The array that script generates is odd, since nothing else calls for the array.
Still working on it though.
Main reason I may not be finding the links, is because I'm using the External Script Editor. It doesn't save the 'plaintext' part of the scripts, just the codearray.
Still searching.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Might be a stupid question and totally out of place here... but how do I combine this mod with Ashley's factory mod? Or any other mod for that matter? You are allowed to kill me like a hog if it's in your readme or wherever, I must have missed it... not that it isn't common knowlege knowing my luck heh
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Well as it happens I asked it on Ashley's forum as well, no answer as of yet... she offered help with the merging of mods to hers if you had trouble doing it yourself... well... I HAVE TROUBLE ^^
Speaking of the Exodus mod, I started it up again and this time I didn't only find the claymore from the getgo, not only was it moving around from sector to sector, but it was also under constant attack by Xenon fighter wings... never seen that happen before, eventhough I knew it should. I was sent a message every time it changed systems, but I didn't get a message about it being under attack... perhaps because I was in the same system as the Claymore as the attacks begun (I'm not letting that bastard out of my sight as long as my thrusters burn ^^ ).
Speaking of the Exodus mod, I started it up again and this time I didn't only find the claymore from the getgo, not only was it moving around from sector to sector, but it was also under constant attack by Xenon fighter wings... never seen that happen before, eventhough I knew it should. I was sent a message every time it changed systems, but I didn't get a message about it being under attack... perhaps because I was in the same system as the Claymore as the attacks begun (I'm not letting that bastard out of my sight as long as my thrusters burn ^^ ).
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I'm still working on it. I'm also helping with betatesting 2.5, which is taking quite a bit of time.
I'm not giving up on this. I didn't survive a fire, and rebuild what I lost just to leave it be. That is why I released it.
I'm not giving up on this. I didn't survive a fire, and rebuild what I lost just to leave it be. That is why I released it.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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New version released. Unfortunately, a couple changes I had to make to the Types files makes this version not save compatible with the previous version. Sorry.
Changes:
I changed some of the reports you get to be based in the Language files instead of in the scripts themselves. This will aid in translating to other languages.
If you find that tring to 'view' a script in the browser gives you now script information, this was caused by my use of the External Script Editor. It does not save the 'plaintext' part of the scripts, just the codearray.
Some will notice the increased size of the release. This was caused when I 'bob'd the ship data files. This just converts all the vertice/poly data into code.
While this makes for a smaller body file, which loads faster in the game, it does prevent 'compressors' (like WinRar and such) from getting much 'compression' out of them.
Changes:
Code: Select all
Changed: TWareT
Removed 'EFS Fleet ID' to an actual Ware instead of upgrade
Changed EFS Jumpdrive to different Ware slot to remove conflict
Changed Energy Generator to be [ST] class, prevents using on small ships
Changed: Scripts
Energy Generator will now produce more E-cells. Creation rate can be up to 500 per min. If the shields are sufficiently powerful enough, the cycle time will shorten. Minimum time per cycle is 30 seconds.
Energy Generator will only reduce shields by 20% across the board. This 20% determines how many E-Cells are generated, and how fast.
The Energy Generator will not opperate while the ship is docked (Notice generated)
The Energy Generator will not opperate if there are hostiles in the area.
Several other minor issues.
Fixed: Trebouchet's textures
Fixed: Stiletto's textures
Fixed: (Hopefully) Short freeze when fully activating SENTINEL for the first time
Fixed: (Hopefully) Freeze caused when manually activating Energy Generator
Fixed: Genesis Buy script's failure to load enough E-Cells onto trader for return trip
If you find that tring to 'view' a script in the browser gives you now script information, this was caused by my use of the External Script Editor. It does not save the 'plaintext' part of the scripts, just the codearray.
Some will notice the increased size of the release. This was caused when I 'bob'd the ship data files. This just converts all the vertice/poly data into code.
While this makes for a smaller body file, which loads faster in the game, it does prevent 'compressors' (like WinRar and such) from getting much 'compression' out of them.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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hello,
regarding the efs.shipyard and the the scripts for it:
the ship creation-button appears at every player-owned factory. (that looks not ok for my taste)
i would recommend to create an additional (normal) ware (i.e shipyard activation key), include it as a secondary resource into the efs shipyard and map the scripts to this new ware. (the shipyard activation key can be added to the genesis, therefor the shipyard can activated only by transferring the act.key to the yard).
This would prevent the presence of the shipyard-buttons at all factories.
greetings
regarding the efs.shipyard and the the scripts for it:
the ship creation-button appears at every player-owned factory. (that looks not ok for my taste)
i would recommend to create an additional (normal) ware (i.e shipyard activation key), include it as a secondary resource into the efs shipyard and map the scripts to this new ware. (the shipyard activation key can be added to the genesis, therefor the shipyard can activated only by transferring the act.key to the yard).
This would prevent the presence of the shipyard-buttons at all factories.
greetings
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Hey, was just wondering... did anything change in the way S.E.N.T.I.N.E.L. Traders are supposed to behave? Mine just sticks around in the hangar of the Genesis with the command to, for instance, buy Ore for Best Price and do nothing... when I delete the command the S.E.N.T.I.N.E.L. takes control again, the trader flies around for a while and goes back to the hangar doing nothing.