[SCR] [X3:TC/AP] [v1.9.8.12] [03/23/14] Galaxy Explorer

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Cascinova
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Post by Cascinova »

I tried out this mod today, I also tried to install the satallite menu, but I don't know if I did it right, there were no instrucitons on how to add it. I just put he xml file in my "director" folder, because I saw other xml files there. And I don't see anywhere to open it in game. I found the explorer config menu, but no satallite menu.

Also so far in the game I started today, I bought one explorer and set him to explore, and he was doing well. Buying a ton of satallites, then he just disappeared, and I got no kill message or nothing. I also think that the ships he claimed which were pirate vessals were getting blown up by the argons (who are are good terms with me), so something there seemed to have gotten messed up.
gnasirator
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Post by gnasirator »

you have to put the satspawn xml file into your "scripts" folder and replace the file that already exists there.

that's it. You can now choose the option "spawn" in the explorer configuration menu (-> commands -> ship commands).

Check your pilot log for info on how your explorer got destroyed.
Cascinova
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Post by Cascinova »

gnasirator wrote:you have to put the satspawn xml file into your "scripts" folder and replace the file that already exists there.

that's it. You can now choose the option "spawn" in the explorer configuration menu (-> commands -> ship commands).

Check your pilot log for info on how your explorer got destroyed.
Ok tried again, but still no option to spawn sats, anyway I think it was my fault, becuase I accidentally installed the SPK version after I had already used the .exe file. I assume it is overwriting the script the separate sat spawn script. Anyway, probably it is better to pay for them anyway, spawning them from nowhere is kind of cheating.

However, I still could not find where the previous explorer got destroyed I checked my log and there is nothing in it about losing a ship of the kind that it was using (a discoverer explorer). Hopefully it was just a fluke or somethting and won't happen again.

Edit: Apparantly for some reason the notifcations when getting attacked are off for my galaxy explorer pilots. Or at least the notifcation that they are killed. Becuase I lost another pilot last night and recieved no notifcation in my log again. Anyway I just assume they got killed, no biggie. The script is still very good, and the rate that they are losing ships is far less than other explorer scripts that I have used.
gnasirator
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Post by gnasirator »

that is strange because I don't have anything to do with notifications in case of a lost ship. As far as I know, that part is hard-coded.

Still, I'm glad the rest works as intended!
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DrBullwinkle
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Post by DrBullwinkle »

Cascinova wrote:Apparantly for some reason the notifcations when getting attacked are off for my galaxy explorer pilots.
Little ships sometimes get insta-killed before SIGNAL_ATTACKED has time to fire.

Ship killed notifications helps.
Binesi
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Post by Binesi »

Or for something more advanced and up to date you can also try Hot Sectors to track enemy activity and killed ships.
wavion
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Post by wavion »

Sorry if this has already been asked (Too lazy to read 32 pages of posts - I did read the first 5 and the last 2, though)... anyway... I've had a Galaxy Explorer running for awhile now. If I stop him and then start him up again in a different sector, will he try to remap sectors he's already explored (or worse drop satellites in sectors that already have them)? Or is he smart enough to realize he's in a sector that's already explored and move on to the next one?

Also, if I toggle the setting to explore hostile sectors or not, do I need to stop the explore command and start it up again for the change to take place, or will he adapt without stopping his exploration?

Thanks.
gnasirator
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Post by gnasirator »

Hi wavion, it works just like you wish it should :)

no remapping twice, instant-change of hostility, will re-drop only missing satellites, no two explorers working in the same sector in parallel, etc.
wavion
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Post by wavion »

Fantastic. Thanks! :D
inty20
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Post by inty20 »

Hi,

I cannot seem to get this mod to actually spawn sattelites.
I installed it manually (also tried spk pluginsuite install) with the spawn sattelite replacement script.
The explorers run fine, i have set the number of satellites to spawn, but they just explore and scan, not drop satellites

I run AP 3.0 with XRM (1.29c) mars scripts for XRM, marine repairs, rswe and bounce.

I tried (and uninstalled correctly!) Universal explorers (the xrm rebooted version, beta) but that doesnt seem to work in M6's and since xrm has XL jumpdrives i cannot get jumpdrive capable M3/4/5 explorers that way.

Any suggestions on what it could be, or another explorer type mod. I am mainly interested in the satellite network part. (Yes i know i can cheat myself a complete satellite network with other mods, but that doesnt feel right :))

Thank you in advance.
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DrBullwinkle
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Post by DrBullwinkle »

inty20 wrote:AP 3.0 with XRM
What is the ware size of an Advanced Satellite in XRM?

What is the largest ware size that your explorer can carry?
inty20
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Post by inty20 »

Waresize of a advsat is M
My spitfyre for example has waresize L.

So it should fit :)
inty20
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Post by inty20 »

The M5's have size S, so they cannot, but my M3's should definitly work.

I wonder what other people are using for exploring/sat network building with XRM/AP

ps. I love your marine training v2 mod :)
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DrBullwinkle
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Post by DrBullwinkle »

Thanks.
inty20 wrote:I wonder what other people are using for exploring/sat network building with XRM/AP
They use this script (Galaxy Explorer). I believe that Gnasirator tests in XRM, so he will probably respond to you when he gets an opportunity to do so.
inty20
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Post by inty20 »

Thank you for your response. I will wait for gnasirator to see this and possible give some advance. In the mean time i will try a clean install of ap + xrm with only this mod. See if that works.
gnasirator
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Post by gnasirator »

Can you afford to buy the satellites? Even in spawn mode, they cost you money ...

if this is the case, please upload your savegame somewhere and I'll check it out!
inty20
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Post by inty20 »

Yes i can afford it (unless the satellites cost a more then 20million a piece ;-)

I will test one last thing (a clean install of ap, xrm and galaxy explorers)
after that i will try to upload a save file.

Thank you for your response!
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PromX
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Post by PromX »

I have one annoying issue with this script. When i give an attack order, for example, to my Hyperion and it is attacked back, it immediately jumps away, retreats and its renamed to Galaxy explorer. What is this? :D
gnasirator
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Post by gnasirator »

Hmm seems, like there's still a signal link active for SIGNAL_ATTACKED.
Did you use the ship as an explorer once?

I don't know, how to fix this for good. I could write you a short script which removes the signal link but I can't think of a way to automatically remove those links if a ship which was used as an explorer before now does something else ...
maybe someone else has an idea (Bull?)

Workaround for now: Use explorers only as explorers ...

I'll try to dedicate some time to this issue this weekend!
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PromX
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Post by PromX »

Yes i did, to try the script. Well, that was a mistake :D

You don't have to bother with a temporary fix, not for me anyway. But you could figure out an definitive patch and make an update :)

Thanks for acknowledging the problem :)

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