[MOD] Racial Laser Variants (Beta 0.93)

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Buck_Rogers
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Joined: Mon, 20. Dec 04, 23:23
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Post by Buck_Rogers »

Sorry for digging this old thing up, but wondered it Gazz knows of any problems with this?

I originally wanted the Heavy Capital Ships Lasers Mod, but noticed it had been abandoned and added to this Mod instead.

So, I installed it and thought it was going OK. Until I noticed it's causing the same problem I had with the Pirate Guild. I.E Stuttering enemy ships. They stop then start, then stop then start, you get the idea. Obviously it makes them sitting ducks for my ships when they stop, so combat has become very boring now :(

I have not removed it just yet, as I thought maybe it had something to do with the startup process of this Mod? I've checked the AL menu and it has gone through the processing stage 2 or 3 times now. Does it do this constantly?
Buck Rogers

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Gazz
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Post by Gazz »

Buck_Rogers wrote:So, I installed it and thought it was going OK. Until I noticed it's causing the same problem I had with the Pirate Guild. I.E Stuttering enemy ships. They stop then start, then stop then start, you get the idea. Obviously it makes them sitting ducks for my ships when they stop, so combat has become very boring now :(
There should be no stuttering once the setup is completed. After that it only runs rarely.

The real problems with this mod are a lot different and - AFAIK - unfixable. Just read back some bits.
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Buck_Rogers
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Post by Buck_Rogers »

How long does setup take? Each time I look in the AL menu, it's still processing. It must have gone through it a couple of times already.

If I still can't solve the stuttering, will turning off the Racial Lasers Mod also turn off the Heavy Capital Lasers Mod? I could live without the RLM maybe, but would really like to keep the HCLM.
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
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Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Krenu
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Joined: Fri, 10. Sep 10, 21:19

Cloaking Changes.

Post by Krenu »

this cloaking device needs changes badly.

First, to keep things from being balanced, you need negitive effects. For example draining shields to run cloak.

You did a really really good job with that. But things need to be changed.

These are the recommended changes i suggest.

First Change the "camaflouge on" crap. That is really stupid. Extract the sound file and replace it with the klingon or romulan cloaking sound.

Remove that special effect wormhole thing ( thats just r******* as hell and lags).

Reduce the shield drop rate of cloak usage by 50% ( drains 1/2 as fast ).
or make it so that when cloak is turned off, the shields are at 0.


people should be able to target cloaked. The entire purpose of a cloak is ambush tactics.

These are very simple changes, would not take more then 15-20 minutes. and you'd become everyones hero.

I'd do it, but its not my mod to play with. Let me know if you need help.
jumbled
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Post by jumbled »

First, I'd like to say this looks like a really cool mod and adds a very reasonable and practical variation to the game. After all, you're right...different races SHOULD have different variations to their technologies, including weapons.

Anyway, I'm just trying out the racial lasers in my game (using XTM here), and found some weird stuff I'm not quite sure how to deal with yet.

I'm using a lot of Terran ships in my fleet, plus a bunch of capped Khaak frigates and a destroyer T2 (all XTM ships). The terran ships all use the Terran EMP guns, and the Khaak, well, they use Kyons. These were all set up and well equipped before I ran the mod.

Now, after the mod is installed, I see all the EMP factories (Terran and my own) plus EQ's, selling the "Argon" variation of EMP (the name has the cyan colored 'A' in it). My PHQ also converted to the Argon EMPs. However, my ships all still have the original "unmarked" guns from before. This is the same for installed EMPs and Kyons in my ships.

On my PHQ, if I open the freight window from within my ships, they show TWO ware slots for these guns...one for the original unmarked EMP, and another with the stock of Argon EMP. There are no more unmarked EMP factories, so no place to buy more of the same, and no place to sell the old ones (unless I pull them out and manually dump them on an EQ).

I thought I saw somewhere that "other" types of guns, like Khaak and other generic races, are not touched by the conversion? So why are all the factory inventories of EMP and Kyon showing as Argon now, but my ships are not?

Secondly, I found a glitch during my installation and the conversion process... I have a complex that makes/sells guns. Before the mod, it made all sorts of guns for small ships, using factories from many different races. I try to mix 'n' match factories to make efficient use of what race sells what factory, and pair them up with food factories (I don't use Ashley's for this purpose since I consider that to be a cheat...not EVERY race makes EVERY type of gun, IMO).

Anyway, after installing the mod, I looked at my newly-upgraded complex (in which I just finished spending many hair-pulling hours, and half my fortune, expanding the product line), and found the conversion marked every gun type as Paranid, with only two of them showing production cycles. The rest were simply "products" without inventory or production.

I used the complex relocator script (pack up stations back onto a TL) to pull off the hub so I could see what the actual factories looked like, and after the hub was off, the factories showed up properly (Teladi, Paranid, Split, etc.), with inventory. It's a pain to have to buy/install all new complex tubes, but I suppose this is something not easily fixed since it's a complex and they follow different rules.

On another note, and purely for my information...is there an uninstall for this, (should there ever come a time if/when I would want to go back to vanilla)? Would all the racial stuff I have installed be converted back to standard?

Thanks.


EDIT:
I seem to be having a bit of difficulty getting your Heavy Energy Generator to work. At first, after I finished installing this bugger, the ware didn't show up at all...not in my ships and not in any EQ. Then I happened, almost by accident, to find it listed in a completely neglected and unused portion of the Plugin Manager, under the "Custom Wares" tab, which I never open and (to my knowledge) has always been disabled.

When I turned it on - so your ware would get installed into the game - XTM instantly started complaining that "the mod isn't installed properly, re-install it...or else". Ugh. That XTM is the most finicky piece of...... :evil: I love it for all the cool extras, but getting it to play nice with anything else is a major pain in the butt. Unless someone here has a solution, I guess I'll just try playing with it until I either break something irreparably, or until it finally bows down to my superior intellect and starts behaving.

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