[MOD iP] New Dimensions [Alpha 4.2] (Update 06/09/10)

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

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Scoob
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Post by Scoob »

Hi,

Minor bug report I think:

Split Military Tiger has significantly less hull points than other M7's.

Tiger @ 120,000, Carrack @ 1,350,000 - I assume a '0' is missing.

Hope this information proves useful.

Cheers,

Scoob.
lamoyja
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Post by lamoyja »

There's still a mamba in Loo's sector, as well as an Eclipse in Vestibule of Creation.

Not sure if thats on purpose or not.


I love the new gate system.

Any suggestions on getting enough money to actually start trading? I think I did fairly well in getting 160k credits in about 3 hours of trading space fuel and 'hops'. Man the merchants are cuthroat.

Also, any suggestions on easier savegame monitoring, as I have 2 copies (well 3) of TC running, and it seems you can only have 1 savegame location. I'm using that Java one and it seems to work a treat, not sure if there are any worked into anything better though.

Thanks
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X2-Illuminatus
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Post by X2-Illuminatus »

googlemeier wrote:What about having a dark cloud,...
You could hide in there but you'll lose shield energy, as it was intended at some early stage (I think)
That is the way, the nebula works in X2. We've already done some tests, but bringing the nebula back in exactly that way isn't possible or at least combined with a lot of effort.
Scoob wrote:will you allow TS docking at TL class ships in your mod?
Although we had some discussions about further jump or faster transport possibilites, we didn't decided yet if and if yes what we'll add, so let's see what the future brings. ;)
Gavrushka wrote: There are 5 sectors around Argon Prime with no Ecells apart from the ones I deliver.
Seems the jobs will need some adjustments.
Scoob wrote:Minor bug report I think:
...
But still important.
Scoob wrote:Hope this information proves useful.
Yep, absolutely. ;)
lamoyja wrote:There's still a mamba in Loo's sector, as well as an Eclipse in Vestibule of Creation.

Not sure if thats on purpose or not.
We didn't change these ships, yet.
lamoyja wrote:Any suggestions on getting enough money to actually start trading?
I would suggest to start with a scenario, in which you already have a ts ship, to fully equip it (cargo bay extensions, rudder optimisations, engine tunings) and to start trading with it.

lamoyja wrote:Also, any suggestions on easier savegame monitoring
...
I'm using that Java one
If the Java one is mrbadgers Savegamer manager, I have no other suggestions. ;)


Thank you all for the feedback so far. :) It's really useful.
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rictec
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this is my contrib ideas

Post by rictec »

hi
i really don t know if they are any good but they are mine lol

economy on a sector must change like this

1 all transports can send their fright to any station if they cant doc the must have someway to deliver the goods, pipes ,small ships wathever.

2 if a sector have some kind of resources like a solar power plant then any race/corporation/player can fill in with a station that use that resource no more sector with just a power plant and other with alpha, beta, gama of them.

3 the player can talk to station owner and buy the station, sell buy resources etc

4 pirates do what pirates allways did attack and run, take resources but leave the station intact pirates owns the station untill they go away

5 ships with illegal goods aboard are disabled toed and put on the near shipyard you are left floated lol
you will get the ship back after paying a fine lol your repo is afected but you will not be attacked.

6 get some natural disasters like comets or meteors or make space flys rock beatle or the dragons eating stations a repair ship will be needed to reppair the station.

7 get someway to do off station trading mid space trading just ask the pilot if he wants to trade.

some of my ideas ....maybe some can be transformed and used

thank you for reading
rictec
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X2-Illuminatus
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Post by X2-Illuminatus »

okay, let me comment some of your ideas.

1. This is already the case in the unmodified game. All TS ships are able to dock at any station, bigger ships are able to use freight drones.

2. I'm not sure what you mean with that.

3. Read the start post. ;) There we named the (upcoming) feature of purchasing already built stations.

4. The pirates will get some new possibilities of 'interacting' with the player. So it won't be too boring for them and the player. ;)

7. I'm not a fan of this. Why should a pilot give me his wares for mine? Or why should he give me his wares for a good price? Most people buy wares with the aim to sell them afterwards with a high profit. Others have the job to supply a station, so stopping in space, selling the wares to a foreigner doesn't seem to be logical at all - at least I wouldn't do this.
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Gavrushka
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Post by Gavrushka »

Got an idea what's happening with the economy now... Ships don't dock! - I've just observed two energy transporters one a mercury one a TS+ both with same destination (Ore Mine L Gamma, Ore belt) and all they do is fly around it without docking - make the approach then pull away (there are no ships docked at station and there are no obstructions on the approach to station).

I followed another Transporter which did unload at CBSW Cahoona Beta, then flew through a gate with destination of SPP in Mists of Elysium and disappeared! Spooky (this was Paranid Demeter BTW).

I'm going to leave the sector and see if either ship docks in ore belt.

*edit*

As soon as I left the sector one had docked, unloaded and set off for local SPP, second one chose a new destination in sector to unload Cargo.

They are also too fussy - Two energy transporters refused to buy at 16 credits and set off to same alternative station.
Last edited by Gavrushka on Wed, 27. Jan 10, 21:19, edited 1 time in total.
Scoob
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Post by Scoob »

Hi,

I've noticed a couple of stations that were being buzzed by TS ships which did not appear to actually dock. Most recent time I saw this was at a Pirate base...I'd followed a stream of ships flying off out of radar range to find the base. While I waited one ship did appear to manage to dock, however it undocked immediately (like < 1 second docked) which I thought a little unusual, possibly linked to Gavrushka's report above.

Additionally, I'd like to ask a question if I may...

Given that a ship attempting to 'jump' between certain sectors obviously cannot, how does this impact scripts that issue a jump command? There are many myself and others use where jumping is a default part of the script. I'd like to continue to use these even if jumping is impossible, I assume this wouldn't be a problem? Mk3 Traders can jump to the borders of Terran Space in Vanilla TC, fly to their destination manually then jump out. I assume any script that call the standard jump to commands will just fly there directly instead - wouldn't want it to cause lock ups etc.

Cheers,

Scoob.
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Ketraar
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Post by Ketraar »

First of all thanks for the steady feedback, keep it coming. :-)

@Gavrushka
Note that its not an entirely bad thing that there are few e-cells, makes opportunity for you. I see god has build some SPPs although the NPC Traders are, well Not Particularly Clever and possibly in few amounts, as SPPs are generally more spread out now. We will add more traders in (one) next version when we balance jobs according to the new economic system :-)

@Scoob
Well the usual scripts that use Jump commands, like CAG, CLS, ST and UT, will work as usual, with the difference that they wont have much to choose from. Also note that TS can't fit any JD so those wont work either.

Any cheatjump script will cheatjump you regardless, unless it uses the standard gates in that case same as above there are only few "jumpable" gates left in map. Hope that addresses your question as you intended

Not jumping is like key to enjoy this mod fully, using cheats to circumvent that ruins the ND experience mostly IMO.

MFG

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Gavrushka
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Post by Gavrushka »

Ketraar - I think you may not have to add Traders - I was unsure what you had changed and what GOD would change -I think there are enough NPC traders, but they weren't finding stocked SPPs - The additional 3 in the locality are improving matters. I am sure GOD will just introduce further SPPs if it sees fit - The economy is the most important part to me and it seems it is fixing itself, slowly, which makes perfect sense.

I don't think you have control over this, but it appears trader when they select a station to buy from reject it if the price has altered adversely, even if it is still a good proposition.

I'm 10 hours in now, and I really shouldn't be playing as this is the middle of a national campaign for me- but well it is fun again!
Scoob
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Post by Scoob »

Hi,

Thanks for your reply Ketraar, it answers my question :)

One thing though...as there are so few 'jumpable' gates now why limit the jump drive so? If the universe was basically unchanged, but only huge ships could use a jumpdrive, that'd make sense. However both few gates and the huge ship JD restriction...well, I thought it an unexpected combination. No big deal, just wondering...

On another note...any chance of some sort of 'repair ship' or somesuch now hulls take a little longer to repair with the repair laser now ;)

Cheers,

Scoob.
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ezra-r
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Post by ezra-r »

the idea sounds great! ;)
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Ketraar
EGOSOFT
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Post by Ketraar »

Scoob wrote:On another note...any chance of some sort of 'repair ship' or somesuch now hulls take a little longer to repair with the repair laser now ;)
Lets say, that its being considered, along with other ships with a real "role". ;-)

MFG

Ketraar
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rictec
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this is my contrib ideas reply

Post by rictec »

let me redo it if i can ;)

point 2 is ....give some basic resources to a sector and station build could be dynamic like a piramid of goods if there is a solar power plant you can t build there another one for example.

pois 7 is to make universal traders for example more free . if a better deal is put why will the trader dock at some station? and the factory ships or storage distribuition ships could be made.

i m afected by the fact i play more X3 R then X3T....

rictec
Mwepad
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Post by Mwepad »

wow just installed alpha 3 aint had much time to play the game, but i would like to start off by saying wow...i dont know how u did it , but there's no lag at all....i mean i usually get lag. i have medium -high end laptop n play x3 on it, but sometimes i get lag in core sector like argon prime, seizewell , kingdom end u know the usual suspects..but with this i didnt have a single lag....im lovin the fact that u guys have reduced number of ships in sectors from what i can tell so far.....it was way too crowded before..i mean due respect to egosoft for the game but not all of us can afford super power computers to run the game lol...




SUGGESTION

well i think not making all gates jump-able is great...it really does make the whole "UNIVERSE" bigger....i think core sectors should have jump capable gate or nearby capable jumpgate...for example.....for split military i would understand them having jump capable gate in their all or most of their core sectors such as "FAMILY PRIDE SECTOR" to have it..because they're quite offensive race and love the whole idea of "attack first"...so it would make sense they would want to jump their ships from a core sector..easily......also....

Boron = they're quite peaceful defensive race, u kno ion disruptor n all that...so i think none of their core sectors where there's a shipyard should have jump capable gate, because they do not want to get "Suprised attacked by the split" they would like to see their enemies coming from a distance so maybe they would have their jump capable gate like 3 or 4 sectors away from their shipyard...

Argon= should have a balanced jump capable gate in core sectors in a ration of 50/50..because they like to play the even game....

Paranid - should also follow argon military strategy since they despise them...or maybe they should have the further JUMP CAPABLE SHIPS of all race ...why? BECAUSE..they regard themselves as superior race and their whole religion is like that....so it make senses for them to have jumpcapable gate like 10 sectors away from their core sector with a shipyard....because they do not want "inferior race" to have access to their core sectors easily
Gavrushka
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Post by Gavrushka »

HOL just had a Khaak invasion- Two destroyers and a plethora of smaller craft - The capital ship battles were incredible going on for 5-6 minutes - I even got tangled up getting multiple hits from a Destroyer whilst in my Mercury - The extra Hull changes the game immensely and saved me from destruction for sure.

I'm well and truly hooked!
djrygar
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Post by djrygar »

So how exactly CAG/CLS/PST jumping looks like now? I seen, they dont use gates if target station is near center of sector - just jump in the middle of it (as well as jumping inside terran sectors)

is there any chance do disable jumping like this (probably realised by same subroutine in all Lucike's scripts)?
Mwepad
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Post by Mwepad »

POSSIBLE BUG


Im in a discoverer....one you start off with if you pick "Humble Merchant" game start.....i am in company pride...can dock in all stations so far...but i cant seem to dock at Pirate Base in company pride, which happens to be very close to the NORTH TransOrbital Gate...i think because they're very close to each other the alignment for auto dock and jumping thru the gate are interefeering with each other.....


however i can manually dock...


YEP CONFIRMED its only company pride PIRATE BASE I CANT AUTO DOCK AT......i have tried auto docking at PIRATE BASE IN BRENNANS TRIUMPH NO PROBLEM.....


I THINK JUST MOVE THE PIRATE BASE IN COMPANY PRIDE AWAY FROM THE NORTH TRANSORBITAL GATE ...IT SHOULD FIX IT...
milytar
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Post by milytar »

I want to tell that this is good mod and i use to laptop and game run wery smoodly!
But when i wanted play other savegame then it was impossible(i think that other mods to that),so i ask-how i can delete your mod that they dont afect my older saves!?
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Ketraar
EGOSOFT
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Post by Ketraar »

Just delete the 10.cat and 10.dat and all is back to normal.

MFG

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Gavrushka
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Post by Gavrushka »

15 hours in, Humble Merchant start - Economy seems well balanced now- Really struggle to get a good profit on any load. Bartering sometimes throws up some weird profitable exchanges though like goods that the station stocks the merchants will buy from you for more money - Not sure if that is one you have any control over though.

I am seeing missions appearing that are offering far too much money - I've struggled in 15 hours of trading (and salvaging 3 or 4 firestorms after a battle) to get to 800,000 credits and I see that 2 or 3 missions would give me that money in less than an hour - My thoughts would be reduce all rewards by a factor of 10 at least - so a 300,000 pays 30,000. It would balance nicely with the struggle to make a living in other aspects of this Mod.

I'll get a few more hours in over the weekend and I am going to do a few missions and see how times work against difficulty and reward and I'll post later.

With each new Alpha will a restart be required?

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