Litcube's Universe
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I got a question about progress speed and such.
I've started in Ultralight start, currently I'm about 13 hours universe age (10 hours saved by SETA); and what I have is about 2 mills, 2M3s, 4 M4, 1 M5 and 2 freighters without Mk3 (yet). Pharaon is on Stage 1, I've killed couple of their freighters (wasnt' able to grab the goods tho), last report said they're on 238 position in some rating and they have 38 militaries/5 traders. Soo.. The question is: am I doing alright with progression? I'm not sure, because everything seems a little bit strange after X3AP/XRM speed.
I've started in Ultralight start, currently I'm about 13 hours universe age (10 hours saved by SETA); and what I have is about 2 mills, 2M3s, 4 M4, 1 M5 and 2 freighters without Mk3 (yet). Pharaon is on Stage 1, I've killed couple of their freighters (wasnt' able to grab the goods tho), last report said they're on 238 position in some rating and they have 38 militaries/5 traders. Soo.. The question is: am I doing alright with progression? I'm not sure, because everything seems a little bit strange after X3AP/XRM speed.
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I just switched form XRM mod too and I know what you are talking aboutnekoexmachina wrote:I got a question about progress speed and such.
I've started in Ultralight start, currently I'm about 13 hours universe age (10 hours saved by SETA); and what I have is about 2 mills, 2M3s, 4 M4, 1 M5 and 2 freighters without Mk3 (yet). Pharaon is on Stage 1, I've killed couple of their freighters (wasnt' able to grab the goods tho), last report said they're on 238 position in some rating and they have 38 militaries/5 traders. Soo.. The question is: am I doing alright with progression? I'm not sure, because everything seems a little bit strange after X3AP/XRM speed.

It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Satellites Monitoring !jaws104 wrote:Is there a work around for the requirement to be in sector to initiate the quickshuttle collect wares? It's a really nice script but bit tiresome jumping around just to start it,

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I just want to say that I am so impressed with LU; it is as if you read my X3:AP mod wishlist.
That being said, I would pay real money for CAG/CLS compatibility. It's the only thing I would change.
Anyway, great work!
That being said, I would pay real money for CAG/CLS compatibility. It's the only thing I would change.
Anyway, great work!
Someone please make a transaction history mod. Please. (I'm begging you.)
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CLS I understand, it's a bit more complex (and can be at least partially replaced with LU Couriers) but CAG... I'm really curious, what are you missing from CAG that LU Station Agents and Dock Agents don't have?
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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So. I ave a station. It needs food, energy & ore.what are you missing from CAG that LU Station Agents and Dock Agents don't have?
It appenens that I have a nice little mine going nearby, so I set up a courier for those. For energy, I prefer mr SA do stuff for me. But I can't blacklist Ore from being bought. Even if I set it to minimum price, he still will buy it sometimes.
On the other note, I have some issues with Player Console => Golbal Naming. Is it expected to be a stable feature? If yes, I'll try to reproduce my problem & find how to report it properly. Currently it works a bit... strange with wings system, and it renames wrong ships. (It even finds the right ships, then when I press rename button - it renames what appears to be a random set of vessels).
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Hi,
I've been away from LU for quite a while, having a blast with it all over again - things have changed a little!
Quick question, I notice that production times on any missile is waaaay longer than it used to be. For example, to make just TWO Chaff anti-missile, takes 38 minutes. To make the very useful Flail Missiles and Hammer Heavy Torpedos takes 24 and 1 hr 24 respectively. This means getting my initial counter measures and missile supply up and running will take forever. I'd previously get a few factories up and stock pile so I have ammo by the time I get my first M7M - I'll barely have enough to one volly at this rate lol.
If this is a balance thing, ok, but just thought I'd check that something hasn't glitched in my game, just in case. I did wonder if the times should be shorter / batch sizes larger, for example.
Cheers,
Scoob.
I've been away from LU for quite a while, having a blast with it all over again - things have changed a little!
Quick question, I notice that production times on any missile is waaaay longer than it used to be. For example, to make just TWO Chaff anti-missile, takes 38 minutes. To make the very useful Flail Missiles and Hammer Heavy Torpedos takes 24 and 1 hr 24 respectively. This means getting my initial counter measures and missile supply up and running will take forever. I'd previously get a few factories up and stock pile so I have ammo by the time I get my first M7M - I'll barely have enough to one volly at this rate lol.
If this is a balance thing, ok, but just thought I'd check that something hasn't glitched in my game, just in case. I did wonder if the times should be shorter / batch sizes larger, for example.
Cheers,
Scoob.
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Yes, it's supposed to be stable. I have seen similar bug reports before but nobody provided a savegame and needed information to reproduce the problems. Would be great if you were to do that. We need: savegame, full list of mods and installation order, steps needed to be done in the game to reproduce the problem.nekoexmachina wrote:On the other note, I have some issues with Player Console => Golbal Naming. Is it expected to be a stable feature? If yes, I'll try to reproduce my problem & find how to report it properly. Currently it works a bit... strange with wings system, and it renames wrong ships. (It even finds the right ships, then when I press rename button - it renames what appears to be a random set of vessels).
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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If it's intentional, that's up for Litcube to say but yes, it does mean that using Chaff and HHTs is now reserved for the late midgame when you can make at least a SCH100 with these (buying them in large quantity isn't really a solution as the availability of these at NPC stations disappears in a few game days after starting a new game). It was so when I played LU the first time (a year ago on 1.4.7) so for me it's normal. YMMVScoob wrote: Quick question, I notice that production times on any missile is waaaay longer than it used to be. For example, to make just TWO Chaff anti-missile, takes 38 minutes. To make the very useful Flail Missiles and Hammer Heavy Torpedos takes 24 and 1 hr 24 respectively. This means getting my initial counter measures and missile supply up and running will take forever. I'd previously get a few factories up and stock pile so I have ammo by the time I get my first M7M - I'll barely have enough to one volly at this rate lol.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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@memeics, I've sent you a PM, reproducing here:
Hello! I'm currently running mayhem (got messed up with clean LU install).
This is the save:
http://rghost.net/8ZnMB57tC
This save can be reproduced, step-by-step:
1) Start fresh game.
2) Cheat money, rep, etc to buy ships.
3) Add 10 ships to wing-A (red/blue/ doesn't matter)
4) Buy 10 more ships. In my case, I only've seen TP/TS/TL being renamed. But I have no idea if ship class matters.
5) Try player console -> rename with "red/blue wing" as filter and "*" as name filter. (name filter is broken as well btw - a little bit)
6) Cry, because half of your non-wing ships were renamed.
Mod order for my save:
LU, Kyparite GUI, no separate GUI package -> Borderless warp tunnels -> galactic news system -> repair laser 1000% -> satellite monitoring -> No Fog Original View Distance -> cockpit mod for LU -> Mayhem. If any of the links are needed, I can send them to you.
This is 100% reproducible with this steps on LU with all the said mods OR with them but no Mayhem. I can do the save for clean LU.. But really, the steps to reproduce are easy.
Out of ships I've tried to rename,
all my wing was in outer space,
some TS's were docked, some were not.
About 50% of wing in the save was renamed, and 50% of them were not - other ships were picked for them.
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They sure have!Scoob wrote:Hi,
I've been away from LU for quite a while, having a blast with it all over again - things have changed a little!
Welcome back, Scoob.
Missiles have always been expensive in LU. And as you know, the time it takes to produce something is directly related to the cost of the item.
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- Joined: Sun, 17. Oct 04, 19:06
Hi there! Now I've finally upgraded to Windows 7 (64-bit) and bought X3AP, I've started converting my basic X3TC mod across - (currently unfinished but playable in TC, since I feel it's not worth working on it in X3TC anymore).
Since I know that mikhailskatchkov has been making/using his Star Wars ships for your mod - I've been wondering about how easy it would be for me to (eventually) adapt my mod over to yours.
There were three main things I wanted my mod to add:
1) More ships/ship classes - with commonwealth/pirate weapons mountings/slots eventually being based upon such ship classes, rather than racial mountings as at present. (e.g. 'standardised weapon mounts'.)
This then allows to me add:
2) Far more weapons/shields without so many balance issues, and I can also add Xenon/Yaki only weapon slots/mountings too - (ship classes, even with the extras I've added, use less slots than the individual racial weapon slots at present)
3) Because of the amount of individual factories/stations/complexes this will add, I've always wanted a 480/(478 connected) map to put it all in.
Since I have no idea what your mod adds for ships/weapons/shields & their stations (factories/complexes), I have no idea how much work it would be to add what I'm working on. (I also want to completely re-work the individual missiles in the game too, but that can wait for now.) Adding more sectors to whatever map you have would probably be a good idea for my additions, too, but I don't know how easy it would be? (I really like a full map!)
I've added a full economy (and extra trade goods) to the Pirates and Yaki too - I just wish I could make the goods illegal!
I'm also planning on completely re-doing the jobs/jobwings/warelist files too - I've added to them for TC, but want to replace/streamline a lot of it, especially the traders, (the civilians are already dead, of course
).
The other couple of things I've done, related to that above, is at least double the price of all ships/weapons/shields, and make a distinction between 'fleet' and civilian ships, (commonwealth only atm, will add Terran later). (Fleet ships come fully upgraded and have decent inbuilt software - high-end Capital ships are only available as fleet vessels.) By replacing the default combat ships with fleet variants, I've never had to worry about NPC ships not joining in combat rather well - the pirates arn't so lucky, (unless the Pirate Guild mod creates them), but they do have some decent ships of their own, now, too).
The turret mod is also necessary for my ships - and I also like the slow notoriety mods etc.. My mod definitely makes the game far bigger and broader which is what I was after. (In the vanilla game, I'd have the money to buy a full fleet long before the rep, so slowing everything down was always a main goal of mine...)
(EDIT: Note that there's a far more complete ship ladder in my mod, thanks to the additions, so slowing down the notoriety doesn't hurt as much as it does in the vanilla game)
Since I know that mikhailskatchkov has been making/using his Star Wars ships for your mod - I've been wondering about how easy it would be for me to (eventually) adapt my mod over to yours.
There were three main things I wanted my mod to add:
1) More ships/ship classes - with commonwealth/pirate weapons mountings/slots eventually being based upon such ship classes, rather than racial mountings as at present. (e.g. 'standardised weapon mounts'.)
This then allows to me add:
2) Far more weapons/shields without so many balance issues, and I can also add Xenon/Yaki only weapon slots/mountings too - (ship classes, even with the extras I've added, use less slots than the individual racial weapon slots at present)
3) Because of the amount of individual factories/stations/complexes this will add, I've always wanted a 480/(478 connected) map to put it all in.
Since I have no idea what your mod adds for ships/weapons/shields & their stations (factories/complexes), I have no idea how much work it would be to add what I'm working on. (I also want to completely re-work the individual missiles in the game too, but that can wait for now.) Adding more sectors to whatever map you have would probably be a good idea for my additions, too, but I don't know how easy it would be? (I really like a full map!)
I've added a full economy (and extra trade goods) to the Pirates and Yaki too - I just wish I could make the goods illegal!
I'm also planning on completely re-doing the jobs/jobwings/warelist files too - I've added to them for TC, but want to replace/streamline a lot of it, especially the traders, (the civilians are already dead, of course

The other couple of things I've done, related to that above, is at least double the price of all ships/weapons/shields, and make a distinction between 'fleet' and civilian ships, (commonwealth only atm, will add Terran later). (Fleet ships come fully upgraded and have decent inbuilt software - high-end Capital ships are only available as fleet vessels.) By replacing the default combat ships with fleet variants, I've never had to worry about NPC ships not joining in combat rather well - the pirates arn't so lucky, (unless the Pirate Guild mod creates them), but they do have some decent ships of their own, now, too).
The turret mod is also necessary for my ships - and I also like the slow notoriety mods etc.. My mod definitely makes the game far bigger and broader which is what I was after. (In the vanilla game, I'd have the money to buy a full fleet long before the rep, so slowing everything down was always a main goal of mine...)
(EDIT: Note that there's a far more complete ship ladder in my mod, thanks to the additions, so slowing down the notoriety doesn't hurt as much as it does in the vanilla game)
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Without going into any LU spesific things, thers a few things i wanted to point out.
Adding shields to the mix is an even bigger issue, because of the way the TShields file and shield compatibility behaves, i cant go into details because i cant remember it all, but what i do remember is that the list of shields that is compatible with a ship, is directly related to the TShield index that ship is assigned in TShips; this becomes a nightmare to deal with quite quickly. Also, shield sizes above 2GJ will begin to degenerate in sector, rather then regenerate this can also happen for "strangely" sized shields, this point deserves another paragraph in and of itself, but ill stop here.
also, if you were to do this in LU, SCH may not like it!
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Please keep in mind, that if your going to base this kind of near total/total conversion on top of LU, that LU is going to contentiously invalidate it, there are some big changes that may be coming to LU in the future, i cant state specifics because i dont want to add any hype to this message, but near-total or total conversions on top of other total conversions are going to be extremely hard to maintain in the long run. This isn't to say dont do it, its just a word of caution.
I do like your ideas, i had similar ones from my old project, but the game engines limitations killed, or vastly reduced the awesome-ness of a lot of my plans.
It is impossible to add ship classes to the game in a way that they will be supported, obviously you can add psudo classes into your balancing, but not actual classes ingame.1) More ships/ship classes - with commonwealth/pirate weapons mountings/slots eventually being based upon such ship classes, rather than racial mountings as at present. (e.g. 'standardised weapon mounts'.)
Weapons compatibility with ships is based on a 32 bit-flag subtype system, the amount of weapons in the game already stretches that limit to near max; even using standardized mounts can take up too much room if you add too many new psudo classes to the balance. The other problem with adding new weapons en. masse, is that there is very few defining factors that go into a weapon, the vast majority of the additional weapons will likely end up behaving just like existing ones, just with diffrent looking projectiles. You cant really control accuracy of bullets fired in any other way then projectile speed, implementing rapid fire weapons is one way ticket to low framerate, etc etc.2) Far more weapons/shields without so many balance issues, and I can also add Xenon/Yaki only weapon slots/mountings too - (ship classes, even with the extras I've added, use less slots than the individual racial weapon slots at present)
Adding shields to the mix is an even bigger issue, because of the way the TShields file and shield compatibility behaves, i cant go into details because i cant remember it all, but what i do remember is that the list of shields that is compatible with a ship, is directly related to the TShield index that ship is assigned in TShips; this becomes a nightmare to deal with quite quickly. Also, shield sizes above 2GJ will begin to degenerate in sector, rather then regenerate this can also happen for "strangely" sized shields, this point deserves another paragraph in and of itself, but ill stop here.
if you made a universe of this size, and then populated it with even remotely the amount of ships needed for it to feel lively, you will in very likely run into game performance and SETA throttling issues.3) Because of the amount of individual factories/stations/complexes this will add, I've always wanted a 480/(478 connected) map to put it all in.
Are you aware that by doing so you will drastically effect the factory cycle time, resources, output count, etc - they are all based on relval - this can make factory's useless in some cases because the values go nuts if you dont adjust very carefully..double the price of all ships/weapons/shields
also, if you were to do this in LU, SCH may not like it!
--
Please keep in mind, that if your going to base this kind of near total/total conversion on top of LU, that LU is going to contentiously invalidate it, there are some big changes that may be coming to LU in the future, i cant state specifics because i dont want to add any hype to this message, but near-total or total conversions on top of other total conversions are going to be extremely hard to maintain in the long run. This isn't to say dont do it, its just a word of caution.
I do like your ideas, i had similar ones from my old project, but the game engines limitations killed, or vastly reduced the awesome-ness of a lot of my plans.

Last edited by Jack08 on Fri, 8. Jan 16, 10:06, edited 1 time in total.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Too late for that, hype train is real.there are some big changes that may be coming to LU in the future, i cant state specifics because i dont want to add any hype to this message

Anyway,
@Litcube: is there a way to send a donation to you?
I've been playing LU on and off since it was released and I've had more fun with it than most full priced games. So, I'd like to show my appreciation for your hard work.