[SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

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Shush
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Post by Shush »

Pierre'70 wrote:I've installed this with AP XRM and I'm seeing something called "Player LIFE MD queue: nothing to see here" in my ship list. Is this normal? I'm using version 0.65a. Also, I've got the Battlestar Galatica mod on another installation and this doesn't seem to work at all - no message, pilot chat, or hotkey options. I did follow the installation instructions carefully btw.

One thing I've noticed is that I was able to raise my Terran rep by giving only 1000 credits - shouldn't this figure be much higher (at least a million!)?

Whingeing aside, the universe seems much more alive with this - the ai ships now feel like they have actual pilots in them!
The LIFE MD queues are ships for each race, (including the player), that allow me to send universe wide attacked ship information to the MD from the MSCI. These ships are hidden, invincible, non-capturable, non-known, non-highlighted and placed in remote locations in sector 0,0.

You shouldn't be able to see the player version in your property list and even if you can it won't affect the running of LIFE in any way. Given that, I'll find out why you can see it and make it invisible again; I can't have my smoke and mirrors tricks revealed to the general public!

Obviously WRT BSG there is some major incompatibility. I'm downloading it now, once it's finished I'll install it and update this thread with my findings.
Pierre'70
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Post by Pierre'70 »

Thanks for the quick reply Shush!

Regarding paying for rep, it does seem odd that the newsagent was charging 1,000 credits to boost my rep but 10,000 to just tell me what my rep was. Shouldn't these figures at least be the other way round?

EDIT: my MD queue ship was actually located in Kingdom End. I'm using TC Plots for XRM - this changes a few sectors. Could this be related?
Kadatherion
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Post by Kadatherion »

Pierre'70 wrote: EDIT: my MD queue ship was actually located in Kingdom End. I'm using TC Plots for XRM - this changes a few sectors. Could this be related?
Kingdom End is indeed sector 0,0. Both in vanilla and in any mod like XRM or the TC plots port.
Shush
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Post by Shush »

Pierre'70 wrote:Thanks for the quick reply Shush!

Regarding paying for rep, it does seem odd that the newsagent was charging 1,000 credits to boost my rep but 10,000 to just tell me what my rep was. Shouldn't these figures at least be the other way round?

EDIT: my MD queue ship was actually located in Kingdom End. I'm using TC Plots for XRM - this changes a few sectors. Could this be related?
The notoriety/reputation comms options are just tests for this alpha version, they won't stay like that. You'll notice if you get to a pirate/yaki station that there is a hack any station option that currently does nothing as well.

I'll install TC plots for XRM, I can't get my MD queue ship to show up in my property list in the current games I am testing with, (XRM and vanilla).

WRT to BSG, it's not looking good so far, LIFE needs friendly sectors and the known races to function. Without knowing anything at all about BSG, so far it looks like it's using the other1 and/or other2 races for some of it's functionality. If that is the case, with there being no voice samples for those races the emergency broadcast channel will be a wash. Also if in the BSG universe you spend the majority of your time in enemy sectors without friendly stations then LIFE's news functionality will be useless as well; I'll keep experimenting.
PDouma39
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Post by PDouma39 »

Thanx for the great work, the personal news agent works like a charm, me own personal news agent, great. Like an early Christmas present, totally into the spirit right now:).
Awareness in life is rewarded by many
Shush
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Post by Shush »

Pierre'70 wrote:I've installed this with AP XRM and I'm seeing something called "Player LIFE MD queue: nothing to see here" in my ship list. Is this normal? I'm using version 0.65a. Also, I've got the Battlestar Galatica mod on another installation and this doesn't seem to work at all - no message, pilot chat, or hotkey options. I did follow the installation instructions carefully btw.
I haven't been able to reproduce your sighting of my supposed hidden LIFE MD queue ships, if you get a chance could you try 0.66a. I added a couple of small changes that may solve your problem. If you install 0.66a over an older version of LIFE, you'll need to either start a new game or have LIFE re-build it's globals, (which you can do in the LIFE config/system menu).

I played with BSG fairly extensively over a 3 hour period using Cycrow's cheat scripts and once I found myself in friendly sectors everything in LIFE seemingly worked perfectly. The only issue was that Colonial Vipers/military craft and other BSG vessels are running around without pilots, which is what was causing LIFE to get a bunch of read-text errors. I've added no pilot checks into the appropriate places and that seems to have done the trick.

As to why you couldn't get LIFE and BSG to function at all, I'm not sure, I didn't have any issues at all. If you're keen, maybe try re-installing LIFE from scratch and see how you go?

PDouma39 wrote:Thanx for the great work, the personal news agent works like a charm, me own personal news agent, great. Like an early Christmas present, totally into the spirit right now:).
:)
Pierre'70
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Post by Pierre'70 »

Thanks for your continuing support on this Shush, I feel like I'm hogging your attention with my daft problems! Unfortunately I installed the new version and even after updating the globals I've still got the phantom ship. It's there if I start a new game too.

The mods I have installed are:

XRM
TC Plots for AP (with XRM compatability patch - needed to merge the conversations.xml for this)
Pirate Guild
Yaki Armade
NPC Bailing
Salvage Commands and NPCs
Salvage Command Suite
Advanced Fight Scripts
OK Traders
Smart Turrets
Galaxy Explorer
Ship Killed Notifications
Drone Carrier Software 2
Marine Repairs and Training
CSECG
Universal Best Buys/Sells
Community Configuration Menu
Sector Take Over (STO)
Pure X Hud

I think that's all. I don't use the Plugin Manager because I understand Ware Manager causes some problems with mods so I extract the spk. files and install them manually where necessary.

I think I may do a complete reinstall to be honest. Also for BSG which, although my save works fine, will not let me start a new game. Something for their thread perhaps.

Thanks for your patience!

Edit: Forgot STO
Shush
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Post by Shush »

Pierre'70 wrote:Thanks for your continuing support on this Shush, I feel like I'm hogging your attention with my daft problems! Unfortunately I installed the new version and even after updating the globals I've still got the phantom ship. It's there if I start a new game too.
No worries at all; the more feedback I get, the more motivated I'll be to fix issues and add new features :)

The phantom ship is gone, (I search for it and destroy it in saved games as well), and it's red headed step brother the MDCOMMS.PLAYER.QUEUE custom wing has been given the boot too.

Pierre'70 wrote:I think that's all. I don't use the Plugin Manager because I understand Ware Manager causes some problems with mods so I extract the spk. files and install them manually where necessary.
I have a .zip file for the scripts if you're installing manually, it may be a little easier than using the .spk

Pierre'70 wrote:I think I may do a complete reinstall to be honest. Also for BSG which, although my save works fine, will not let me start a new game. Something for their thread perhaps.
I didn't have any drama's at all with BSG once I added some fixes for ships with no pilots, but I have since found out that the BSG developers are using the other1 and other2 races for the Colonials and the Cylons. This means that sooner or later LIFE will start functioning erratically or more likely just stop functioning if BSG allows notoriety to change with those two races.

I'm not going to worry too much about it now unless I receive serious requests to make LIFE function with BSG.

With the new version, (0.68a), of LIFE you shouldn't have to start a new game, just use the initialise globals function and then save your game to a new slot, (just in case as LIFE is still in alpha), and you should be right to go.
PDouma39
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Post by PDouma39 »

Hello Shush, something I noticed (might be my game though or that I missed something) after installing your latest update, after destroying some xenon in Grand Exchange I helped out a Teladi science ship, did not comm them before I destroyed the Xenon ship though, but there was the light-bulb icon and I tried to comm them but the LIFE-conversation was not there just the normal comm-options (where is the shipyard etc.).
In another sector, I destroyed a pirate ship and thereby helping out a split escort ship, same light-bulb, tried to comm them, but only the vanilla comm options were there.
Again it might be something inside my game or that I should have talked to the race-ships before I attacked their enemy's, but I did change and added the conversations from your update before to my game and yesterday everything worked okay, will check more later on.

edit: I did however after installing the latest update initialized the globals and the settings of LIFE, saved my game and then reloaded, and then played on and experienced the above findings.
Awareness in life is rewarded by many
Shush
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Post by Shush »

PDouma39 wrote: In another sector, I destroyed a pirate ship and thereby helping out a split escort ship, same light-bulb, tried to comm them, but only the vanilla comm options were there.
Again it might be something inside my game or that I should have talked to the race-ships before I attacked their enemy's, but I did change and added the conversations from your update before to my game and yesterday everything worked okay, will check more later on.

edit: I did however after installing the latest update initialized the globals and the settings of LIFE, saved my game and then reloaded, and then played on and experienced the above findings.
I've seen this a couple of times as well, it's yet another bug in some of the dynamic mission stepping code /sigh.

I'll track it down and release a fix ASAP.
PDouma39
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Post by PDouma39 »

Thanx for your fast reply, I can now confirm that the comm-option for those kinda of comm-options for helping out ships is definitedly not there, the attack symbol (before) and light-bulb(after) are there but just not the LIFE(or GNS) comm-options are not. Just tried this by helping out another ship who was attacked by a pirate Carrack in an Argon sector.
Looking forward to your fix/update.

By the way, the other LIFE comm-options regarding the GNS work fine though, I can comm the newsagents in all the different stations, even my own ( so to speak).
Awareness in life is rewarded by many
Pierre'70
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Post by Pierre'70 »

Just to confirm that my phantom ship is no longer appearing in a new game after updating (though I can't get rid of it in my existing save). Oddly though I'm getting the welcome/installed message from LIFE every time I load a save, not just on the first occasion I installed.
Shush
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Post by Shush »

PDouma39 wrote:Thanx for your fast reply, I can now confirm that the comm-option for those kinda of comm-options for helping out ships is definitedly not there, the attack symbol (before) and light-bulb(after) are there but just not the LIFE(or GNS) comm-options are not. Just tried this by helping out another ship who was attacked by a pirate Carrack in an Argon sector.
Looking forward to your fix/update.
Conversations should be back to where they were now, with a slight improvement. Now the comms officer/pilot can be holding your reward from a previous battle as well kicking off the conversation for the current battle. Let me know if this fails for any corner cases, I only tested it for a couple of hours.

Pierre'70 wrote:Just to confirm that my phantom ship is no longer appearing in a new game after updating (though I can't get rid of it in my existing save). Oddly though I'm getting the welcome/installed message from LIFE every time I load a save, not just on the first occasion I installed.
Hmmm, removing the phantom ship from previous saves worked great my end, that makes me sad. Did you try using initialise globals, (don't forget to hit apply), then saving and re-loading?

The welcome message will be like that until it gets out of alpha, once I'm happy with it's stability it will revert to a one time only confirmation.
PDouma39
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Post by PDouma39 »

Thanx for the fast update, will test it later on.
Awareness in life is rewarded by many
Pierre'70
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Post by Pierre'70 »

Did you try using initialise globals, (don't forget to hit apply), then saving and re-loading?
I tried this and still no joy I'm afraid. I've also found that if I try to enter Kingdom End with this save, my ship is immediately destroyed. It's no real problem for me because with a new game the phantom ship no longer shows up.
Shush
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Post by Shush »

Pierre'70 wrote:
Did you try using initialise globals, (don't forget to hit apply), then saving and re-loading?
I tried this and still no joy I'm afraid. I've also found that if I try to enter Kingdom End with this save, my ship is immediately destroyed. It's no real problem for me because with a new game the phantom ship no longer shows up.
I have the exact same problem with my saved games as well, in fact everything within Kingdom's End seems to spontaneously combust upon entry.

Everything is fine with a new game though, so I'll track this one down a bit later. For now the new version, (0.69a), fixes a bunch of missing news articles.
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Arkblade
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Post by Arkblade »

awesome mod, Congrats.
it will be allow Dynamic Mission Generator about Trading ?
and contain some sort of economy fix?

eg: if station/factory ware are empty, they create restock mission, news articles. and NPCs near station/factory will trade it with priority.
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Shush
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Post by Shush »

Arkblade wrote:awesome mod, Congrats.
it will be allow Dynamic Mission Generator about Trading ?
and contain some sort of economy fix?
Cheers.

Arkblade wrote:eg: if station/factory ware are empty, they create restock mission, news articles. and NPCs near station/factory will trade it with priority.
I never really considered doing trade missions, but it's a great idea. I'll spend some time thinking about it and let you know what I come up with.
firestorm79
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Post by firestorm79 »

Just an observation Shush, but shouldn't there be an intro at the start of this post about what LIFE is and what it does and what the player can do with it?

I mean I'm slightly lost with it. Apart from rewards for helping ships out in battles and adding immersion (both of which are awesome), does it do anything else (and its fine if the answer is no)? Other questions may be, what are we supposed to do with the rescued pilots?? (the ones with the ticking counter)

and I regularly get the 'rare' bug, where you end up in the other side of the sector after the shockwaves! I think it's kind of cool so I just roll with it (temporary rift in the space time continum)!
Shush
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Post by Shush »

firestorm79 wrote:Just an observation Shush, but shouldn't there be an intro at the start of this post about what LIFE is and what it does and what the player can do with it?
My initial post had a summary very well hidden somewhere in the deep dark recesses of the black hole abyss that is that message. I used all of mankind's technological know-how and available online super computer resources, (if your local grid lost power for a couple of hours last night, that was me!), to search for and find this:

- LIFE is made up of a number of different modules:

a) The old school X2 news articles provided by the Galactic News System, (GNS), see http://forum.egosoft.com/viewtopic.php?t=260555.

b) A live real time dynamic news system built on top of the GNS, that provides system wide information on bounties, skirmishes, conflicts and outright wars. Friendly stations within a sector will spawn light bulbs allowing you to interact with the local system's news representative.

c) A sector wide emergency broadcast channel that only friendlies can use and listen too; using the unused voice samples within X3's data files to attempt to liven up the normally all too quiet sectors.

d) Explosion shock waves; these incorporate forces that accelerate ships, damage ships and provide screen shake, (only for the player ship), for any ships within the vicinity of the explosion. The closer the ship is to ground zero, the larger the force and damage.

e) NPC leveling; NPC's are able to level based on the number of kills they obtain, this works OOS as well as in sector. As an NPC ship levels up, it's abilities also increase, with level 10 being the maximum which provides a 50% increase to an NPC's speed and turning ability.

f) Dynamic mission generation; civilian as well as military craft will issue maydays and provide missions to kill their current targets. None of this is pre-generated, this mission system reacts in real time to current sector events.

g) A rewards based system for the dynamic mission generator that attempts to use the current possessions of the NPC rewarding the player, rather than magic'ing items out of thin air.

h) A standardised menu based configuration system that provides complete control over the entire LIFE system as well as each individual module.


I've since re-organised and re-formatted that initial post so that you don't need a double doctorate in linguistics and quantum entanglement to traverse it, hopefully it'll be a little more comprehensible now.

firestorm79 wrote:I mean I'm slightly lost with it. Apart from rewards for helping ships out in battles and adding immersion (both of which are awesome), does it do anything else (and its fine if the answer is no)? Other questions may be, what are we supposed to do with the rescued pilots?? (the ones with the ticking counter)
The rescued pilots appear as sickly passengers in your cargo hold, (obviously you need cargo space and and cargo life support), once you grab one you'll get an incoming message and a mission briefing that explains the rest. I'm going to expand this mission to stations that are involved in all out wars, stations will offer dynamic missions for the rescuing of bailing pilots. The floating ships and helpless pilots will still be targets for whatever enemy happens to be attacking the defending force and station, so that you cant just claim 50 ships and score massive monies at the end of it.

This won't be your normal scripted mission, it will be dynamically generated just like the rescue pilots missions; i.e. you'll never get this kind of mission unless your universe is lively enough for a station to be attacked by a large enemy force and then defended against by enough locals to cause them to bail in the first place.

The news, (either setup a hotkey for accessing the sector owner's news), or converse with any news representative residing at your local trading/shipyard/equipment stations. The news is completely dynamic, (apart from the old school X2 static articles), it shows you where special events like suicides, same race violence, accidents with stations/asteroids etc occur. But more importantly it gives you a real time idea of where all the battles are occurring.

There are also bounties that each race will put out on fugitives who start racking up kills on innocents, which you can collect or just read news about NPC's collecting them if the NPC's beat you to them.

NPC's can level up, as they get more kills, they increase in level and get access to re-supplies and extra engine and turning tunings. This needs to be balanced, especially the hull resets as they level.
firestorm79 wrote:and I regularly get the 'rare' bug, where you end up in the other side of the sector after the shockwaves! I think it's kind of cool so I just roll with it (temporary rift in the space time continum)!
Yeah it makes me giggle like a chipmunk inhaling helium.

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