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Tahlmorra
Posts: 234
Joined: Thu, 19. Feb 04, 05:09
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Post by Tahlmorra »

Joubarbe wrote:@Tahlmorra : that is a vanilla issue also, but still a good point. In LU, I've kept the vanilla missions (instead of switching with my X-Missions script, that does not allow multiple mission in the same sector), because IMO, missions are just a starter. There are here to make your early games easier, and I think it's not a bad idea to keep them as is. Besides, I don't know any good solution.

RRF is not everywhere and sometimes these missions can be hard. But again, after one or two in-game days of playing, you do only missions to increase your reputation, your revenues being far more superior.
I've never seen RRF not arrive. At the very least an M1 with it's fighter wing jumps in and that's plenty to defeat the 2 M7s my very hard missions currently spawn.

Regarding other sources of income, I must admit LU is the first time I've gotten past buying my first M6. I'm almost 3 days in and just bought my first M7 (a Mandalay) and combat is still my primary income source (I do have 8 UTs, but that's my only trade related income). Do you have any starter suggestions regarding trade/factory based income? Was considering setting up a SCH 20 with 200 MJ shields (costs little over 100 mill, which I can make with this combat mission method in three hours or so).
topkiddy wrote:Looks more like an issue to avoid multiple missions with the same objective(s) rather than limiting the payment to "one per kill", regardless of the amount of mission that may give you money for it.
I agree that limiting the payment is problematic in several respects, but I think that there are approaches that can limit the problem. For example, the amount you receive per ship could be based on fight rank instead of mission difficulty to remove that exploit (harder missions would still spawn larger/more difficult ships and so would have higher kill reward potentials).

Part of the conceptual problem with multiple missions as they work atm is that they conflict with the 'if you don't contribute at all towards the mission goals, the rewards are severely curtailed or eliminated' idea that many combat missions incorporate to prevent you from accepting the mission and just jumping out to receive the base reward with no effort. You can accept multiple combat missions, kill the enemies the easiest mission spawns, and get the full rewards/kill bonuses the most difficult mission without the more difficult fights those missions assume you are undertaking.

I'm not sure that a complete fix to this is feasible without a fundamental change in the mission system itself (and is worth the effort it would take), but it is a problem that I believe can be mitigated. With all the other wonderful improvements LU makes to the base game, however, this vanilla issue has become a bit more glaring for me.
Drockt1
Posts: 235
Joined: Fri, 27. May 11, 03:47
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Post by Drockt1 »

haha wow. Though i was finally ready to try to stop the OCV onslaught. there about 3 sectors deep in the channel now, invading tiger veta.

I have 4 pirate exterminator m2s and 1 brig m2 all in the sector around the gate waiting for the next invasion that they asked for help with.

V comes through(not even a T), and pretty much wrecks 2 of the 5 m2s and is only at 50% when the 2nd v comes through. Long story short, I lost all 5 m2s and didn't finish off a single OCV m2.

Not even sure what kind of fleet id need to stop these guys. Is it better to fight them OOS then IS? I fought IS in the brig.
topkiddy
Posts: 149
Joined: Sun, 4. Sep 05, 19:57
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Post by topkiddy »

Drockt1 wrote:haha wow. Though i was finally ready to try to stop the OCV onslaught. there about 3 sectors deep in the channel now, invading tiger veta.

I have 4 pirate exterminator m2s and 1 brig m2 all in the sector around the gate waiting for the next invasion that they asked for help with.

V comes through(not even a T), and pretty much wrecks 2 of the 5 m2s and is only at 50% when the 2nd v comes through. Long story short, I lost all 5 m2s and didn't finish off a single OCV m2.

Not even sure what kind of fleet id need to stop these guys. Is it better to fight them OOS then IS? I fought IS in the brig.
Yup I had a similar experience.
I also tried using an M7M with an M2 protector loaded with Hammer Torpedos. I let off around 500 hammers and 500 flails on a damaged V and it still survived.
These are seriously hard ships!
Drockt1
Posts: 235
Joined: Fri, 27. May 11, 03:47
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Post by Drockt1 »

topkiddy wrote:
Drockt1 wrote:haha wow. Though i was finally ready to try to stop the OCV onslaught. there about 3 sectors deep in the channel now, invading tiger veta.

I have 4 pirate exterminator m2s and 1 brig m2 all in the sector around the gate waiting for the next invasion that they asked for help with.

V comes through(not even a T), and pretty much wrecks 2 of the 5 m2s and is only at 50% when the 2nd v comes through. Long story short, I lost all 5 m2s and didn't finish off a single OCV m2.

Not even sure what kind of fleet id need to stop these guys. Is it better to fight them OOS then IS? I fought IS in the brig.
Yup I had a similar experience.
I also tried using an M7M with an M2 protector loaded with Hammer Torpedos. I let off around 500 hammers and 500 flails on a damaged V and it still survived.
These are seriously hard ships!
Ive done alot better after reloading and trying again. I used my whole fleet this time(so 3 exterminators, 1 bayomon, 2 brigs). I had each ship start jumping out at 45% and head for a dock to replenish shields quickly .Id then jump them right back into the fight soon as they hit the docks in another sector and shields shoot back to 100%. Not sure if this is intended or considered a exploit, but i was able to take out most the OCV fleet by constantly retreating, and getting shields back to 100%.
topkiddy
Posts: 149
Joined: Sun, 4. Sep 05, 19:57
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Post by topkiddy »

Drockt1 wrote:
topkiddy wrote:
Drockt1 wrote:haha wow. Though i was finally ready to try to stop the OCV onslaught. there about 3 sectors deep in the channel now, invading tiger veta.

I have 4 pirate exterminator m2s and 1 brig m2 all in the sector around the gate waiting for the next invasion that they asked for help with.

V comes through(not even a T), and pretty much wrecks 2 of the 5 m2s and is only at 50% when the 2nd v comes through. Long story short, I lost all 5 m2s and didn't finish off a single OCV m2.

Not even sure what kind of fleet id need to stop these guys. Is it better to fight them OOS then IS? I fought IS in the brig.
Yup I had a similar experience.
I also tried using an M7M with an M2 protector loaded with Hammer Torpedos. I let off around 500 hammers and 500 flails on a damaged V and it still survived.
These are seriously hard ships!
Ive done alot better after reloading and trying again. I used my whole fleet this time(so 3 exterminators, 1 bayomon, 2 brigs). I had each ship start jumping out at 45% and head for a dock to replenish shields quickly .Id then jump them right back into the fight soon as they hit the docks in another sector and shields shoot back to 100%. Not sure if this is intended or considered a exploit, but i was able to take out most the OCV fleet by constantly retreating, and getting shields back to 100%.
I think that's a good strategy.
I like the docking idea.
I think I'll try putting a jump beacon close to a nearby dock for quick access. I'll also add emergency jump drives just in case.

Hit and run tactics!
Idleking
Posts: 425
Joined: Tue, 15. Aug 06, 15:47
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Post by Idleking »

topkiddy wrote:[..]
Yup I had a similar experience.
I also tried using an M7M with an M2 protector loaded with Hammer Torpedos. I let off around 500 hammers and 500 flails on a damaged V and it still survived.
These are seriously hard ships!
That reminds me to set up properly when dealing with those.
I think I'll go for this, this and, just to be on the safe side, this.
Oh I can already see my fps dropping... :lol:
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

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skoubi
Posts: 80
Joined: Mon, 11. May 09, 21:53
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Post by skoubi »

@Idleking

Awesome site !

Bookmarked already. You 've just made my day :lol:
goyo
Posts: 55
Joined: Wed, 29. Jan 03, 11:34

Post by goyo »

Hi

A have problem with upgrade

A want to upgrade from 1.0.0 version.
-I was exported the universe, and copied to addon/t folder and renamed.
-upgrade to 1.1.3
-import universe. import complete, but something wrong. Appear 2 wing, and the first wing name is fu**ckstick. ( :D without 2 *)
- if i move file to /t folder from addon/t and i was import universe, error message appear: "Unable to perform import, your export file is version ReadText8003-2, while the Importer is version 16"

Please somebody help me!
thanks
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vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
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Post by vukica »

goyo wrote:Hi

A have problem with upgrade

A want to upgrade from 1.0.0 version.
-I was exported the universe, and copied to addon/t folder and renamed.
-upgrade to 1.1.3
-import universe. import complete, but something wrong. Appear 2 wing, and the first wing name is fu**ckstick. ( :D without 2 *)
- if i move file to /t folder from addon/t and i was import universe, error message appear: "Unable to perform import, your export file is version ReadText8003-2, while the Importer is version 16"

Please somebody help me!
thanks
try

upgrade
export
import
Split say NEED MORE FIREPOWER!!
Gidoran
Posts: 3
Joined: Thu, 22. May 14, 10:51
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Post by Gidoran »

I'm pretty sure you cannot export a game from 1.0.0 to 1.1.3. Something changed in the importer a little while back and it broke compatibility.
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Litcube
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Joined: Fri, 20. Oct 06, 19:02
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Post by Litcube »

Yes, so take the z.*.* from the 1.1.6 update and use that.

The newest version of the Z.* files are required if you're EIing from a really old version to a new version
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

ISSUES: (v1.12 atm)
Various ships with turrets only have ONE gun in each turret, intended? Full loadout in "main" guns allways tho.

Boron have med. orbital platforms with 4 PACs on it... "FEEEL THE POWAH!"
They should only be able to use big guns.

Building ships via PHQ requires resources AND equal amount of money as bying the ship... Just remove the money cost.

Station agent should try to keep wares at 20% or more once more leveled, my stations are blinking yellow quite often. Also, when full of product, sell it.

Station (L18) agent sells mosquitos 250 at a time... Theres 19k of them for sale. Also there is places to sell nearby em but it takes him minutes to find one. All of them able buy more then 250 missiles.
goyo
Posts: 55
Joined: Wed, 29. Jan 03, 11:34

Post by goyo »

thanks, i will try.

Otherwise, it is the best mod to the AP. Thanks Litcube. :)
osirragkingXD
Posts: 57
Joined: Sun, 11. Dec 11, 07:25
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Post by osirragkingXD »

swatti wrote:ISSUES: (v1.12 atm)
Various ships with turrets only have ONE gun in each turret, intended? Full loadout in "main" guns allways tho.
This is a problem I have seen in vanilla X3:AP not just LUV, however it would be a + if it could be fixed... I have also noticed it on some of my own ships with a turret command that allows weapon swapping.
swatti wrote:Boron have med. orbital platforms with 4 PACs on it... "FEEEL THE POWAH!"
They should only be able to use big guns.

swatti wrote:Building ships via PHQ requires resources AND equal amount of money as bying the ship... Just remove the money cost.
I have done this for my own game by editing the HQ file that goes in the "types" folder you may have to extract it from one of the cat files
swatti wrote:Station agent should try to keep wares at 20% or more once more leveled, my stations are blinking yellow quite often. Also, when full of product, sell it.
change the import thresh hold to >20%
swatti wrote:Station (L18) agent sells mosquitos 250 at a time... Theres 19k of them for sale. Also there is places to sell nearby em but it takes him minutes to find one. All of them able buy more then 250 missiles.
the station agent gains experiance after trades and with more exp it finds places to sell/buy faster... as for the amount idk if it is intended or not
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Zaitsev
Posts: 2009
Joined: Tue, 2. Dec 08, 01:00
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Post by Zaitsev »

skoubi wrote:@Idleking

Awesome site !

Bookmarked already. You 've just made my day :lol:
Be careful. Tvtropes.org has an effect that's quite similar to X, namely "Where the $#&§!!! did the last five hours go?"
topkiddy wrote:Yup I had a similar experience.
I also tried using an M7M with an M2 protector loaded with Hammer Torpedos. I let off around 500 hammers and 500 flails on a damaged V and it still survived.
These are seriously hard ships!
As an example, the V has 30 GJ of shielding, and the Hammer only has a 96.5 MJ yield in LU, so you need 300 torpedoes just to get through the shields. Then there's the matter of the 16487456 hitpoints it has. Yes, that's over sixteen point four million hitpoints. Also, the Flail only does 1 MJ of damage per warhead, which is barely enough to make a dent in those beasts.

From what I've seen the carrier might be the new king of the hill, as the command system can be used to make them attack enemies within a specific range with missiles, including the remote guided warhead which in LU has a 990 MJ yield. If you fill a Teladi Emeus to capacity that's basically 80 nuke-wielding fighters, which would probably be able to do some serious damage to those OCV ships ...
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Drockt1
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Post by Drockt1 »

topkiddy wrote:
Drockt1 wrote:
topkiddy wrote:
Drockt1 wrote:haha wow. Though i was finally ready to try to stop the OCV onslaught. there about 3 sectors deep in the channel now, invading tiger veta.

I have 4 pirate exterminator m2s and 1 brig m2 all in the sector around the gate waiting for the next invasion that they asked for help with.

V comes through(not even a T), and pretty much wrecks 2 of the 5 m2s and is only at 50% when the 2nd v comes through. Long story short, I lost all 5 m2s and didn't finish off a single OCV m2.

Not even sure what kind of fleet id need to stop these guys. Is it better to fight them OOS then IS? I fought IS in the brig.
Yup I had a similar experience.
I also tried using an M7M with an M2 protector loaded with Hammer Torpedos. I let off around 500 hammers and 500 flails on a damaged V and it still survived.
These are seriously hard ships!
Ive done alot better after reloading and trying again. I used my whole fleet this time(so 3 exterminators, 1 bayomon, 2 brigs). I had each ship start jumping out at 45% and head for a dock to replenish shields quickly .Id then jump them right back into the fight soon as they hit the docks in another sector and shields shoot back to 100%. Not sure if this is intended or considered a exploit, but i was able to take out most the OCV fleet by constantly retreating, and getting shields back to 100%.
I think that's a good strategy.
I like the docking idea.
I think I'll try putting a jump beacon close to a nearby dock for quick access. I'll also add emergency jump drives just in case.

Hit and run tactics!
HAH wow.. I feel like a total cheater now. I put a jump beacon down pretty much on top of my starliner shipyard. I had 4 exterminators jumping in to protect me(was 10k away from fight), jumping out at 45%(usually made it out anywhere from 10-20%) and they dock INSTANTLY to the starline port cause the beacon(bamm 100% shields). Then I jump them right back in.. Destroyed a whole fleet with only 4 exos. Took a total of about 10 retreats per ship.
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Litcube
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Post by Litcube »

Sounds like something that needs to be mitigated. Tahl, if you would.
Drockt1
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Post by Drockt1 »

Litcube wrote:Sounds like something that needs to be mitigated. Tahl, if you would.
Ya I wouldn't mind to much. Even before I was reminded of the jump beacon the running/docking still saved about 40-60% shield recharge time before a m2 was back in the fight. The beacon just put it totally over the top silly on how fast they could go back and forth.
Idleking
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Post by Idleking »

Zaitsev wrote:[..]Tvtropes.org has an effect that's quite similar to X, namely "Where the $#&§!!! did the last five hours go?"[..]
Guess he will notice soon enough, haven't seen him since :D

But still, you'll need some serious firepower to deal with those OCV things, they're really mean machines... literally ;)
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Litcube
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Post by Litcube »

Someone said carriers.

Also strength in numbers.

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