... it would be better if you ask this in the XRM topicilja2 wrote:I'm not sure this is the right place to ask...
But since installing XRM, my X3AP has been mostly impossible to play ...
[Discussion] Generic X3TC S&M questions III
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To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
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@ilja2: That is the main purpose of XRM: To make the game more challenging.
As a general suggestion, overhaul mods are not intended for players new to the game. They are made for players who have spent hundreds of hours on the vanilla game and who seek greater challenge.
As a general suggestion, overhaul mods are not intended for players new to the game. They are made for players who have spent hundreds of hours on the vanilla game and who seek greater challenge.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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... short question about MD libraries:
=> i dont understand how the vanilla mission system is working
if 2 different cues are calling the same library-cue, and this
library-cue itself sets LOCAL values & does stuff with them, WHY arent the values been overwritten, when the lib is called another time ???
example:
... my library "mylibcue" sets the LOCAL value:
--> mylibcue.ship
... later then this library does stuff with its variables / calls another lib (or somewhat)
... if the lib is called (second time !!) from another cue, those values should be overwritten, shouldn´t they ?!
// because they´re stored locally under the same name
now the question(s):
are those library cue ONLY EXISTING in the cues which have called them ???
are they similar to kind of "instances" of the lib code which cant been accessed from "outside" the lib-cue ???
=============================================
... that was my test code, first i got the three messages from the "normal" cues, then i targeted a ship after 10sec.
=> the lib has sent me 2 messages back, one called by JSDDDummy1 and another on by JSDDDummy2 !!!
=> that means that this library cue existed twice & parallel (containing different parameters) !!
=> i dont understand how the vanilla mission system is working

if 2 different cues are calling the same library-cue, and this
library-cue itself sets LOCAL values & does stuff with them, WHY arent the values been overwritten, when the lib is called another time ???
example:
... my library "mylibcue" sets the LOCAL value:
--> mylibcue.ship
... later then this library does stuff with its variables / calls another lib (or somewhat)
... if the lib is called (second time !!) from another cue, those values should be overwritten, shouldn´t they ?!

// because they´re stored locally under the same name
now the question(s):
are those library cue ONLY EXISTING in the cues which have called them ???
are they similar to kind of "instances" of the lib code which cant been accessed from "outside" the lib-cue ???
=============================================
Code: Select all
<cues>
<cue name="JSDDMain" delay="2s">
<condition>
<check_age min="10s"/>
</condition>
<action>
<do_all>
<incoming_message text="...my test starts now:"/>
</do_all>
</action>
<cues>
<cue name="JSDDDummy1">
<timing>
<time exact="2s"/>
</timing>
<cues>
<cue name="JSDDDummyone">
<condition>
<cue_is_complete cue="JSDDDummy1"/>
</condition>
<action>
<do_all>
<incoming_message text="...cue1 triggered:"/>
</do_all>
</action>
<cues>
<cue ref="JSDDLib">
<params>
<param name="callingcue" value="JSDDDummy1"/>
</params>
</cue>
</cues>
</cue>
</cues>
</cue>
<cue name="JSDDDummy2">
<timing>
<time exact="5s"/>
</timing>
<cues>
<cue name="JSDDDummytwo">
<condition>
<cue_is_complete cue="JSDDDummy2"/>
</condition>
<action>
<do_all>
<incoming_message text="...cue2 triggered:"/>
</do_all>
</action>
<cues>
<cue ref="JSDDLib">
<params>
<param name="callingcue" value="JSDDDummy2"/>
</params>
</cue>
</cues>
</cue>
</cues>
</cue>
</cues>
</cue>
<cue name="JSDDLib" library="1">
<condition>
<check_all>
<check_value value="{object.exists@{player.target}}" exact="1"/>
</check_all>
</condition>
<action>
<do_all>
<incoming_message text="caling cue = {param@callingcue}\ntarget = {object.name@{player.target}}"/>
</do_all>
</action>
</cue>
</cues>
=> the lib has sent me 2 messages back, one called by JSDDDummy1 and another on by JSDDDummy2 !!!
=> that means that this library cue existed twice & parallel (containing different parameters) !!

To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
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Because they are local values. "Local" means "within this instance of this thing".JSDD wrote:this library-cue itself sets LOCAL values ...
WHY arent the values been overwritten, when the lib is called another time ???
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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@ the "doc": ... THX 
... i´ve made some other tests to figure out how it´s working, it seems that lib-cues are kind of instances of an "non-existent" cue ^^
// for example, the same library called twice --> the second instance doesnt "know" what (local) value was set by the first instance, undependend of its <cue.state>
@ overwatch: ... yepp, that would be an option, therefore you have to change the scene file of the considered ship, but it will lead to another "little" problem:
--> when fighting & your target gets in range of your main weapons, the <target.is.now.in.range>-message wil be spoken later
<-- why that ?!
--> because your ship checks the distance of the target TO YOUR MAIN COCKPIT, not the distance to the main weapons
// do you know the problem with MARS-Panther using PBE ?!

... i´ve made some other tests to figure out how it´s working, it seems that lib-cues are kind of instances of an "non-existent" cue ^^
// for example, the same library called twice --> the second instance doesnt "know" what (local) value was set by the first instance, undependend of its <cue.state>
@ overwatch: ... yepp, that would be an option, therefore you have to change the scene file of the considered ship, but it will lead to another "little" problem:
--> when fighting & your target gets in range of your main weapons, the <target.is.now.in.range>-message wil be spoken later
<-- why that ?!
--> because your ship checks the distance of the target TO YOUR MAIN COCKPIT, not the distance to the main weapons

// do you know the problem with MARS-Panther using PBE ?!

To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
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Goof afternoon, merchants and marauders, privateers and tycoons. Couple of quick questions:
1. Is there a decent mod out there that would make ships that get destroyed leave some debris behind? I find it breaks the immersion somewhat the way you can fly straight through a (technically dead) capital ship before it's even broken apart. Now, I know there are mods that allow for the salvage or repair of existing debris (such as that found in President's End), but I'm thinking of something more like Homeworld 2's system, where ships leave hulks/debris scattered when they explode, which can then be mined for ore, silicon, nvidium, etc...
2. I've read this thread on mobile mining:
http://forum.egosoft.com/viewtopic.php?t=145943 Is there a mod that deals with the problems outlined here and makes it really practical? I'm thinking mainly ways to avoid collision dangers for your ship IS, and ways to automate the drilling process so the players doesn't have to personally shoot rocks the whole time.
Thanks in advance for your replies. Also please let me know whether any mods you recommend are compatible with the XRM, as it's fate and mine are inextricably intertwined.
1. Is there a decent mod out there that would make ships that get destroyed leave some debris behind? I find it breaks the immersion somewhat the way you can fly straight through a (technically dead) capital ship before it's even broken apart. Now, I know there are mods that allow for the salvage or repair of existing debris (such as that found in President's End), but I'm thinking of something more like Homeworld 2's system, where ships leave hulks/debris scattered when they explode, which can then be mined for ore, silicon, nvidium, etc...
2. I've read this thread on mobile mining:
http://forum.egosoft.com/viewtopic.php?t=145943 Is there a mod that deals with the problems outlined here and makes it really practical? I'm thinking mainly ways to avoid collision dangers for your ship IS, and ways to automate the drilling process so the players doesn't have to personally shoot rocks the whole time.
Thanks in advance for your replies. Also please let me know whether any mods you recommend are compatible with the XRM, as it's fate and mine are inextricably intertwined.

When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
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1. Shiploot by Mailo is the only one I can think of. Whereby that is just a script and just marks potential wrecks with navigation beacons.
2. This guide you linked is for X3: Reunion. Are you sure that everything mentioned in it still applies to X3TC/AP?
In any way, DrBullwinkle's Mobile Mining Mk2 script improves the mining process.
2. This guide you linked is for X3: Reunion. Are you sure that everything mentioned in it still applies to X3TC/AP?
In any way, DrBullwinkle's Mobile Mining Mk2 script improves the mining process.
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Thanks for the info.
2. I wasn't sure it still applied, but the script you linked says it does.
He also says that he will commit bodily harm if you ask him whether it's compatible with the XRM.
Anyone else know about proper ship debris mods (as described above)?
2. I wasn't sure it still applied, but the script you linked says it does.



Anyone else know about proper ship debris mods (as described above)?
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
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If you're just starting AP, get Litcube's UniverseAidyer wrote:I would like a mod that increases the number of Pirates and Xenon in the X-Universe for X3AP, both in their own sectors and patrols across other sectors. Does anyone know of anything along those lines?
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
It requires a restart, but it does what you're asking for and soooooooo much more.
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
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Looks great, I may try that some time, but right now I'm looking to stay on my current game and increase the challenges there.Ender_Xenocide wrote:If you're just starting AP, get Litcube's UniverseAidyer wrote:I would like a mod that increases the number of Pirates and Xenon in the X-Universe for X3AP, both in their own sectors and patrols across other sectors. Does anyone know of anything along those lines?
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
It requires a restart, but it does what you're asking for and soooooooo much more.
I did more digging and found Pirate Guild 3, which I'm going to give a go, mods like that I'm looking for. Thanks anyway, appreciated

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X3 TC hephaistos corp
Recently started play tc again and was looking into modding some stuff. Main mod im looking at is hephaistos corp for my stations, but it looks like it might only be for ap. Is hephaistos compatible with tc and if not is there a mod like it that is compatible with tc?
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Hi there. You should Just upgrade to Albion Prelude anyway, IMHO. Among many other upgrades, it improves performance and has far more reliable and sane OOS combat calculations. Also if you do, you can get Litcube's Universe total conversion mod, which includes the Saturn complex hub:
https://code.google.com/p/litcubesunive ... omplex_Hub
Trust me, I played Terran Conflict only until last month, and I haven't looked back.
https://code.google.com/p/litcubesunive ... omplex_Hub
Trust me, I played Terran Conflict only until last month, and I haven't looked back.
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
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Re: X3 TC hephaistos corp
Hello,zanex09 wrote:Recently started play tc again and was looking into modding some stuff. Main mod im looking at is hephaistos corp for my stations, but it looks like it might only be for ap. Is hephaistos compatible with tc and if not is there a mod like it that is compatible with tc?
You can find all the up-to-date versions of bonus pack tools for TC and AP in my signature. That includes Hephaistos Corp, which although from the AP bonus pack, is also compatible with TC.
That said, I would echo Ender's words - AP is good anyway but the LU mod is basically offering X4 in terms of developments and all-round improvements.
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thanks for the replies. i havent bought AP because i thought it was another stand alone like TC but after looking into it now it seems its and expansion. i have the disc for TC so i would like to find a downloadable copy of AP but afaik its not sold in the egoshop, all i can find is rebirth and X2. where can i find a downloadable copy of AP thats not from steam?
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Also no idea, but keep in mind you can DL the Steam version and then make a non-steam backup folder and run it without Steam using the non-steam executable (which you can download from this forum once you've registered your game copy on the site).zanex09 wrote:thanks for the replies. i havent bought AP because i thought it was another stand alone like TC but after looking into it now it seems its and expansion. i have the disc for TC so i would like to find a downloadable copy of AP but afaik its not sold in the egoshop, all i can find is rebirth and X2. where can i find a downloadable copy of AP thats not from steam?
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
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All X3AP versions are Steam bound (i.e. have to be registered with Steam for installation and update purposes).zanex09 wrote:where can i find a downloadable copy of AP thats not from steam?
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!