Litcube's Universe

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

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JDCollie
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Post by JDCollie »

memeics wrote: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?
I don't actually need CAG, it's the CLS software I care about. (I'm a huge fan of the "Trapper Tim" approach to economic domination :D )
Someone please make a transaction history mod. Please. (I'm begging you.)
nekoexmachina
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Post by nekoexmachina »

Spoiler
Show
On the topic of explosion screen-shaking,
I've spent some more time on this & this is what I have for now: http://takinogroup.org/shake_it.tgz (Warning: this replaces ship.signal.killed from LU, so should not be used with any version of LU that has said file different from 1.5.2)

One should change Intensity for less shaking (150 is pretty big, badass badda-boom), and some magic numbers for the shake duration as well. Should depend on ship sizes (both dying & player), and should not generate anything for little drones/astronauts/whatever.
P.s. is there any reason to shake NPC ships as well?

P.s.s. all the credits, of course, should go to author of LIFE mod.
moved here: http://forum.egosoft.com/viewtopic.php?t=385754
Last edited by nekoexmachina on Mon, 11. Jan 16, 10:43, edited 1 time in total.
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dizzy
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Post by dizzy »

Please don't take this the wrong way but if you are making changes to LU I recommend you come up with a name for your package/changes and open your own thread for that. This thread is long enough while trying to only discuss vanilla LU issues :)
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)
[ external image ]
Scoob
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Post by Scoob »

I have a strange issue...

I'm observing some odd behaviour with one of my ships. I captured (after a very lucky bail) a Pirate Marauder M7. This became my highest tier combat ship at this early stage of the game. I have it escorted by "Blue Wing" most of the time, which consists of a handful of captured (bailed) M6's.

Anyway, the issue, when I give this Marauder attack orders, i.e. "Attack Pirate Carrack", it often goes a bit screwy. It closes to attack range, with "Attack Pirate Carrack" showing, it fires off ONE volley of it's primary guns, then while its command stays as "Attack Pirate Carrack" it's Action shows as Idling. Its turrets still fire periodically, but it regularly even attempts to engage the enemy any more. While it does sometimes show as "avoiding..." a near-by ship, this is rare, it's usually just "Idling...".

The M6 wing protecting it on the other hand perform admirably, generally being the ones dealing 99% of the damage.

So, anyone else seeing this with M7 class ships? Possibly the Marauder is the oddity, not the attack scripts in general.

Note: ships seems to perform MUCH better when given a "Defend Sector" command, vs. the aforementioned "Attack..." command.

Note 2: Additional Mods used (only LU recommended ones)

- Marine Repairs
- Cockpit Mod
- Satellite Monitoring

Scoob.
BlackArchon
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Post by BlackArchon »

Here is a fixed TShips entry for the Boron Guppy (M4) which changes the Guppy's ware size from S to M.
In LU 1.5.2, it can only carry a ware size of S, but its laser compatibility shows that it should be able to use IDs and PBEs, which are ware size M lasers.

Code: Select all

0;0;0.427414;0.427414;0.384659;SG_SH_M4;16531;40275;11355;104;1;706;0;200;168;202;ships\boron\boron_m4_guppy_scene;ships\boron\cockpits\boron_m4_cp_scene;393;6;4049;0.003342;1;6;1;3;20;20;63;198;0;0;0;0;0;0;0;0;0;0;0;0;0;0;2;2;27684;600;650;12;0;41;OBJ_SHIP_M4;1;1;0;ships\props\cameradummy;8;1;1;6;1;6;1;1;ships\props\invisible_weapon;9;;-1;2;1;ships\props\invisible_weapon;10;;-1;3;1;ships\props\invisible_weapon;11;;-1;4;1;ships\props\invisible_weapon;12;;-1;5;1;ships\props\invisible_weapon;13;;-1;6;1;ships\props\invisible_weapon;14;;-1;0;26259;1;1;1;26259;100;0;0;SS_SH_B_M4_GUPPY;
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dizzy
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Post by dizzy »

Scoob wrote:So, anyone else seeing this with M7 class ships? Possibly the Marauder is the oddity, not the attack scripts in general.
It's a known bug, it should happen with any capital ship that doesn't have main guns, will be fixed in 1.6.0.
Note 2: Additional Mods used (only LU recommended ones)

- Marine Repairs
- Cockpit Mod
- Satellite Monitoring
You can wait for 1.6.0 or you can fix it now by getting my Small Improvements and Fixes, namely you need to install the Better Capital Attack Run change from that pack.

EDIT: there is a known problem with Better Capital Attack Run, it should fix what you ran into but it then runs into some other issue (which is more rare to run into), I will release a fixed pack in about 8 hours or so, watch that thread for an update.
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)
[ external image ]
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Litcube
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Post by Litcube »

http://litcube.xtimelines.net/wiki/index.php/Change_Log

#2 on the list

@BlackArchon, I'll look into it
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Litcube
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Post by Litcube »

Scoob wrote: Note 2: Additional Mods used (only LU recommended ones)

- Marine Repairs
- Cockpit Mod
- Satellite Monitoring

Scoob.
Scoob, just for clarity, I suppose by "LU recommended" you mean compatible with LU, I would stick to the LU mods library. That first one isn't in the library kept by the Keeper Of The Archives (SolarHawk).
Scoob
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Post by Scoob »

Litcube wrote:
Scoob wrote: Note 2: Additional Mods used (only LU recommended ones)

- Marine Repairs
- Cockpit Mod
- Satellite Monitoring

Scoob.
Scoob, just for clarity, I suppose by "LU recommended" you mean compatible with LU, I would stick to the LU mods library. That first one isn't in the library kept by the Keeper Of The Archives (SolarHawk).
Hi Litcube,

Ah, I could have sworn it was on the recommended list, must have dreamt that bit lol. Possibly it was mentioned earlier in the thread so I thought it was supported.
memeics wrote: It's a known bug, it should happen with any capital ship that doesn't have main guns, will be fixed in 1.6.0.
The Marauder does have fixed front guns, not a front turret, if that's what you mean by "main guns"? Still, a fix would be welcome as my Marauder really isn't very effective currently.

Scoob.
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Litcube
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Post by Litcube »

Alright, I take it back. The bug is specifically for non-main gun capitals. Not sure what's happening with yours. Watching other streams of LU and main gun capitals seeem to perform just fine.

We'd need to be able to reproduce your exact scenario. Like, a save game just before the fight.
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solarahawk
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Post by solarahawk »

I think I remember looking into Marine Repairs last year and discussing it a little. If I remember correctly, it looked like the plugin would mostly work fine with LU, there was just one or two minor items that could be updated to ensure 100% compatibility. I don't like adding a plugin to the LU Index unless it is 100%, and I have been a bit busy the past few months IRL to work on script updates. :wink:
Mahadev
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The use of mines

Post by Mahadev »

Hello

If I drop a whole load of mines right INTO the gate before the OCV attack. Will all the mines damage the ship or will one mine explode and destroy all other mines.

Is there a way to lay a minefield?

And does the Ring of Fire mod for lasertowers work on litcube?

Thank you all for any help.
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dizzy
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Post by dizzy »

Litcube's Universe has its own Ring of Fire command. Go to Encyclopedia -> Software and Equipment Commands -> Object Commands -> Ring of Fire. Read up on the requirements of that command. You're welcome.
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)
[ external image ]
Scoob
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Post by Scoob »

memeics wrote:Litcube's Universe has its own Ring of Fire command. Go to Encyclopedia -> Software and Equipment Commands -> Object Commands -> Ring of Fire. Read up on the requirements of that command. You're welcome.
Ooo, didn't know that! Thanks :)

Scoob.
Scoob
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Post by Scoob »

Possible bug:

Often when FRIENDLY race ships are attacked, they launch fighters drones that show as RED to me. These drones are of course targeted by any ships I have patrolling the Sector.

I have a save from after it's happened, but I cannot re-create this on demand. It appears fairly random when it happens. I.e. ship is attacked by Xenon / Pirates, it releases Fighter Drones as you'd expect, but they are RED.

I've not seen these drones directly target me or my assets, any ships of mine on an "Attack All Enemies" or "Defend Sector" command however WILL engage.

Note: this is NOT caused by any stray shots from my ships.

Anyone else seeing this?

Scoob.
Scoob
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Post by Scoob »

Ok, I just encountered another bug, though I think this one is vanilla in origins.

Check out this saved game.

I'm in Aladna Hill, my Marauder with its M6 escort is in Elena's Fortune. If I order my Marauder to either i) Defend Aladna Hill or ii) Jump to the West gate of Aladna hill the escorting M6's glitch out.

Basically, they appear to jump directly to the centre of Aladna hill after the Marauder jumps in - all but one of them cannot do this as they have no Quantum Jump thingies - however, while showing on the map, targeting one and pressing F3 shows they are invisible and immobile.

Note: I have seen this issue before in another mod many years ago, I suspect they may have fixed a vanilla issue to resolve this.

I've reloaded the save and re-issued the command a number of times and it's reproducible for me.

Additional mods currently in use:

- Marine Repairs (Sorry!)
- Cockpit Mod
- Satellite Monitoring

Scoob.
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Litcube
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Post by Litcube »

Scoob, that one was a doozy.

Thanks for your help on that.

Fixed for 1.6.0
Scoob
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Post by Scoob »

Litcube wrote:Scoob, that one was a doozy.

Thanks for your help on that.

Fixed for 1.6.0
No worries, glad to be of help :)

Scoob.
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Litcube
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Post by Litcube »

nekoexmachina wrote:
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.
Fixed for 1.6.0
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Retrox
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Post by Retrox »

There is no plan to make an option for an interracial war (like boron vs split, argons vs paranids), isn't it, litcube? Personally, i don't really like the OCV as they are some kind of boss-class enemy, while the action between the races is somehow flat.
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft! [edit 2025: this signature didnt age well :lol: ]

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