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

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Etyneo
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Post by Etyneo »

I prefer closed loops for the most part in this playthrough as I will need to be entirely self sufficient once I 'declare war' on everyone and begin conquering every sector. Something about needing to be able to rebuild lost ships...

However, in other playthroughs, I might find it desirable to have some open looped plexes. Rather than using actual plexes though, I'll just build individual stations. I already have FDN, which makes complex hubs and associated linkages unnecessary.

Additionally, SCHs can be used to produce resources for boosting the general economy at a pure profit once they pay themselves off...
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Tasogie
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Joined: Fri, 29. Nov 13, 23:18
x3ap

Post by Tasogie »

Hey guys, problem I have with the MOD, I install it, an it puts up two really low res blocky screenshots in my load up screens but it wont install the mod itself.
I have tried dozen times to reinstall, manually install, an everything short of act of god lol, an nothing seems to make it work. I selected the directory in the pulldown as it says, an nada.....

I play Vanilla X3/AP
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DrBullwinkle
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Post by DrBullwinkle »

Tasogie wrote:problem I have with the MOD
What mod are you talking about, Tasogie?

In this forum, the etiquette is to ask questions in the relevant thread. That way, the author of the script or mod will be alerted to your question (as will others who "watch" the thread).

Offhand, I do not recall any of my scripts changing the loading screens.


Tasogie wrote:I play Vanilla X3/AP
That might be part of the problem. ;)

(Just kidding)


Here are some general Installation Tips that will help you understand how to install scripts, mods, and Artificial Life Plugins.

  • Also, I believe the word that you are looking for is "and".
Tasogie
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Post by Tasogie »

My fault mate sorry, I thought I did mention the MOD name LOL.... I mean the Drone Carrier Software 2 (DCS2) v2.07
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DrBullwinkle
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Post by DrBullwinkle »

Which one? There are two: DCS and DCS2.

Please post in the correct thread after you read the Installation Tips and try to solve it yourself. If you do post a question in one of my threads, please give me enough information to help you. "It doesn't work" is not sufficient information. :) Tell me how you installed it. Do you see the DCS2 menu in the Combat menu of your carrier ships?

For both DCS and DCS2, the Plugin Manager is the easiest way to install them.
Tasogie
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Post by Tasogie »

Fair enough, I have actually been trying to "fix" it myself... but no worries.
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zanzal
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Post by zanzal »

Tasogie wrote:Hey guys, problem I have with the MOD, I install it, an it puts up two really low res blocky screenshots in my load up screens but it wont install the mod itself.
I have tried dozen times to reinstall, manually install, an everything short of act of god lol, an nothing seems to make it work. I selected the directory in the pulldown as it says, an nada.....

I play Vanilla X3/AP
Okay, if you get the blocky messed up loading screen images, then I assume you installed something via the plugin manager? I had same issue when installing pirate guild 3 via the plugin manager, so I uninstalled and reinstalled it manually (unzipping the file) and it worked fine. I am not sure what causes it, but one of the more experienced modders may know. Are you sure that DCS is the source of the issue?
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DrBullwinkle
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Post by DrBullwinkle »

All of my scripts are packaged for easy installation with the plugin manager.

Pirate Guild 3 and Yaki Armada do both add startup screens. They will be installed whether you install manually or with the PM.

Please don't confuse the poor guy, zanzal.
zanzal
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Post by zanzal »

Tasogie wrote:it puts up two really low res blocky screenshots in my load up screens but it wont install the mod itself.
My response was intended to be relevant to the above. Hope it doesn't confuse. The idea being that additional information is sometimes helpful in solving a problem.
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DrBullwinkle
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Post by DrBullwinkle »

The only half-relevant part of your post was the mention of PG3, which Tasogie has not mentioned at all.

It is good to help people if you have actual facts to offer. Confusing a newbie with incorrect nonsense about the Plugin Manager is the opposite of helpful.
zanzal
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Post by zanzal »

Sorry Dr. B, its your thread so I'll stay out. But I thought maybe he was thinking it was your mod messing up his loading screens and I think that maybe he's barking up the wrong tree so to speak..
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DrBullwinkle
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Post by DrBullwinkle »

OK. *That* is possible.

Perhaps we will learn more when Tasogie posts the facts in the correct thread.

For now, he is just facing the learning curve that we all went through when we installed our first scripts/mods. I am sure that he will sort it out, as we all have, given a little practice.
Barleyman
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Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

Improved boarding can spawn NPC boarding parties. In fact these behave pretty much as was discussed earlier. When I jump and snatch one of Yaki frigates, there is a steady stream of M7M frigates gating in.. However.. They're not properly armed, not even with boarding pods! They may have some guns for the self-defence turrent but definitely not torpedoes. Or boarding pods.

I realized after capturing 3 that this is entirely too easy somehow.

Spawning the boarding parties with escort frigate would make it a lot more credible threat, not to mention some boarding pods.
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Paddyy
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Post by Paddyy »

I'm currently trying your Passenger to Marine script with my AP 3.1 but the command is greyed out.

I have a Nova and several pirates in my freight. I also bought a gun but it is still greyed out. Are there special requirements? Do I need a special ship?
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DrBullwinkle
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Post by DrBullwinkle »

Marines cannot live on a Nova. You will need a ship capable of carrying marines.
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Paddyy
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Post by Paddyy »

DrBullwinkle wrote:Marines cannot live on a Nova. You will need a ship capable of carrying marines.
Ok, thanks. I thought it might work with the cargo bay life support.
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DrBullwinkle
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Post by DrBullwinkle »

Only TP, TM, M6, M7, M1, and M2 classes can carry marines.
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Paddyy
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Post by Paddyy »

Thanks again... I have another question, this time it is about your Upgrade Kits for TC/AP, with Equipment Packs.

What happens if I already have some of the upgrades on my ship, does the script then charge me less money?

What prices do I have to pay? Are these the standard prices? Is there an extra fee?

How can I add a custom kit? I looked in the *.xml-file you mentionend, but it looked very complicated.
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DrBullwinkle
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Post by DrBullwinkle »

If you have to ask the first two questions, then it is probably too early in your game to use Upgrade Kits. The script is intended for later in the game, when those questions do not matter. (The short version is that you pay slightly more than the price at Equipment Docks, although not much more).

Regarding making your own changes, you *must* use an editor designed for scripts.

Activate the Script Editor
X-Studio Script Editor

The script is complex, but the sections that you need to change are easy to understand. Just look for comments with my initials: "BW:"
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Paddyy
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Post by Paddyy »

Thank you! I'm guessing from your answer that it does not take existing upgrades into account. That in mind I can use it more efficient in my early gameplay.

The line
<!-- Generated using X-Studio -->
already made me a bit suspicious...
But good to know I have not to crawl to all the code with notebook++ ;)

My plan is to make a low cost custom setting without energy cells and the jumpdrive. Just for small ships or simple traders.


Keep up the good work! Hope there is something new in the pipeline!

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