Litcube's Universe

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

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Litcube
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Post by Litcube »

nostr0m0 wrote:
https://imgur.com/a/0zzOv

P.S. Absolutely beautiful universe! Thank you Litcube & co.!
Dude. Your game is not right.
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dizzy
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Post by dizzy »

Gimlie wrote:Hey guys, I'm kind of new to LU so sorry if this is a stupid question, but I'm a little confused on how people are able to make so much consistent money with mass drivers. I'm on game day 5 with around 350 total Mass Driver SCH split between a few different stations in Unknown Sector Gamma, and I keep running out of places to sell to.
What are you using to sell the products, Station Agents or manual selling? That's the problem, those options cannot oversell. However, what people do is to drop a player equipment dock (like your HQ), then set some Dock Agents for it, then somehow get the Mass Drivers to the dock (Couriers work well), then configure the dock with its capacity setting to 0 so that the Dock Agents sell any Mass Drivers stocked on the dock. The Dock Agent code works like this: find a NPC equipment dock that has at least room for one Mass Driver, then get a full load of Mass Drivers (and any other missiles/weapons it can store for that matter), then goes to the NPC dock (it displays "Selling bulk equipment" order) and sells all that. Of course now the dock is again full of Mass Drivers but some other dock will open up.

Being able to sell more than the NPC dock accepts allows you to make a lot of money by making a single product that overflows the market. However, note that in 1.6.0 this has changed and the player will be forced to produce a variety of products to keep making money.

Also, set the dock selling range to maximum 80, not sure why would you limit to 20.
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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BlackArchon
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Post by BlackArchon »

From the 1.6.0 change log:
* (-) Changed: Increased ship's laser energy and recharge across all ships

A very good decision. How exactly will these values change?
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Litcube
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Post by Litcube »

Capitals have up to 3x capacity.

Fighters, 1.1x - 1.5x.
BlackArchon
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Post by BlackArchon »

Litcube wrote:Capitals have up to 3x capacity.

Fighters, 1.1x - 1.5x.
This sounds promising. :)
Browser_ice
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Post by Browser_ice »

After how much aproximated flying time does the Xenon start to invade ?

Being in Thuruk's Beard heading south, I discovered around 1-16:30 flying time a hudge fleet of Xenon invading the territory.

I hardly had time to buy a decent TL ship.

If this is part of the overall scenario, oh boy, it is way sooner then I thought.
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BlackArchon
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Post by BlackArchon »

Xenon invasion fleets are regularly spawning, all the time. But if I understand your question correctly, you confused them with OCV fleets. When the OCV decide to attack a sector, you will get a message.
If you play LU without OCV buffing scripts, they are still in the Omicron Channel sectors after just one day.
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Dr2i
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Post by Dr2i »

Hi Litcube,

First congratulations on this great mod. You introduced what this game really needed: a long term goal. You also did a great job in rendering the game more challenging!

In my game, the phanon corp are not much of a threat. They are in their first generation (1st level?) and since I have sattelites everywhere I keep destroying their freighters which they have to replace. Result, they are completely stuck building freighters and don't do anything else. I guess that is normal behavior?

I have one request (if I may). I noticed that the player headquarters have the option of "order licencing" to make ship equipments available in the headquarters. Do you think it is possible to do the same thing for stations? (the player will obviously also have to pay each time he buys a stations and not only for the order).

The reason for this request is that if the player wants to play an entirely pirate or yaki game (for example) he would have access to 0 stations. But if he manages to get a headquarters first then he could build the stations he wants even if he becomes hostile to all the commonwealth (although it would be more expensive since he has to pay the order licence + station's price).

Anyway, even without this feature, I am greatly enjoying your mod.
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Kual
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Post by Kual »

Hey Litcube,

toying with the idea of a new game start and was wondering if you have a rough idea of when you are going to release 1.6.0?
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Mysterius
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Post by Mysterius »

Same question :?:
BlackArchon
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Post by BlackArchon »

Kual wrote:Hey Litcube,

toying with the idea of a new game start and was wondering if you have a rough idea of when you are going to release 1.6.0?
I guess that depends on how much you pay Litcube and his team. :D
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Litcube
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Post by Litcube »

1.6.0 should be out in a few days.
Joubarbe
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Post by Joubarbe »

It's too long, I'm uninstalling the mod.
temetvince
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Post by temetvince »

Litcube wrote:1.6.0 should be out in a few days.
Dag gone it, Jeff. I just started a bunch of marines through advanced training.

Weird question: is there a way to "cheat" in a UT pilot with minimum rank 8? With phanon plus I'm having the hardest time training STs. Hunter groups + lots of traders = slow st training.
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Litcube
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Post by Litcube »

temetvince wrote: Weird question: is there a way to "cheat" in a UT pilot with minimum rank 8? With phanon plus I'm having the hardest time training STs. Hunter groups + lots of traders = slow st training.
Dude, how come you never stop by the channel anymore?

I can help with that, yeah.
temetvince
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Post by temetvince »

I didn't know the channel was still active. I'll drop by sometime. :) We have a lot to catch up on: you'll be darn proud of me (I graduate this May)
andreihaiducul
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Post by andreihaiducul »

Station agents seem to ignore their station's jump range when they buy fighter drones. I have a station in Elysium of Light with max jumps=1 whose agents keep dying in Xenon Sector 472 on their return trip from Thyn's Abyss.
Last edited by andreihaiducul on Wed, 27. Jan 16, 16:04, edited 1 time in total.
Joubarbe
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Post by Joubarbe »

temetvince wrote:
Litcube wrote:1.6.0 should be out in a few days.
Dag gone it, Jeff. I just started a bunch of marines through advanced training.

Weird question: is there a way to "cheat" in a UT pilot with minimum rank 8? With phanon plus I'm having the hardest time training STs. Hunter groups + lots of traders = slow st training.
You could add a hotkey :

setup.UTXPCheat.xml :

Code: Select all

$String = 'UTXPCheat'
$Key = get global variable: name=$String
if not $Key
  $Key = register hotkey 'UT experience cheat' to call script 'UTXPCheat'
  set global variable: name=$String value=$Key
end

return null
UTXPCheat.xml :

Code: Select all

$allShips = get ship array: of race [Player] class/type=[TS]
for each $ship in array $allShips
  $ship -> set local variable: name='experience' value=8
end

return null
andreihaiducul
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Post by andreihaiducul »

I'm taking back OCV sectors by jumping in with just a couple of M2s and destroying the station while their fleet is far away.

In this screenshot, you can also see a random Military Outpost that appeared in Tiger Theta seemingly out of thin air, long after it was taken over by OCV.

EDIT: My suggestion is to put the station in a random position away form the sector's centre, and have OCV destroy jump beacons (if they don't already).
BlackArchon
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Post by BlackArchon »

I can confirm the respawning Military Outposts in OCV sectors in LU 1.5.2.

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