Litcube's Universe

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

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MegaBat
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Post by MegaBat »

Hey Litcube,

I made a forum account just to ask if there is a way to disable the automatic ship renaming in LU, or if this feature will ever be made optional in a later version of your mod? Coming up with my own ship names is the only thing I really miss about vanilla X3. Anyways, thanks for this amazing mod - it has seriously rekindled my interest in the game.
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dizzy
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Post by dizzy »

andreihaiducul wrote: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.
Known issue, fixed in 1.6.0:
http://litcube.xtimelines.net/wiki/index.php/Change_Log
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.
I think that's how the X3 engine works, it will respawn those stations even in taken sectors. However, in 1.6.0 there is a change where NPC traders won't be spawned to perform trade runs with docks in OCV taken sectors.
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).
No need, in 1.6.0 OCV patrols stay close to the sector center, or at least, are supposed to.
Last edited by dizzy on Wed, 27. Jan 16, 21:53, edited 1 time in total.
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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dizzy
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Post by dizzy »

andreihaiducul wrote: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.
Does your Dock Agent have a Jumpdrive? You should make sure that all Dock Agents have Jumpdrives and you have set Autojump range to 0 (and Fuel Resupply to something decent like 100). You may be right that technically this may be a bug but I don't think Litcube's Universe is designed to support Dock Agents without Jumpdrives anyway, it's a corner case that almost nobody cares about, I think.
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 »

I have a question for Litcube himself: After carefully examining LU's TShips.txt, I noticed that the Argon Mercury Miner and the Argon Nexus Miner both have the same ship ID (SS_SH_A_TS_MINER). What is the purpose of this? Or is this a minor mistake?
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dizzy
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Post by dizzy »

MegaBat wrote:Hey Litcube,

I made a forum account just to ask if there is a way to disable the automatic ship renaming in LU, or if this feature will ever be made optional in a later version of your mod? Coming up with my own ship names is the only thing I really miss about vanilla X3. Anyways, thanks for this amazing mod - it has seriously rekindled my interest in the game.
It shouldn't be too hard to add an option to disable auto-naming but I don't think that's exactly what you want. Think about it this way, in order to beat LU you will need hundreds of MLCC ships (including the fighters in carriers, escort corvettes, frigates, destroyers, carriers, etc). Many of these will get destroyed (especially fighters) in encounters and you will rebuild others to take their place (in the case of fighters they are automatically taken out of your reserve pool by MLCC). How do you plan to manage all this by manually naming your ships?

That's just for the MLCC ships, then you have the Universal Traders (you need 60+ of them), Dock Agents (at least 10), Freighters (also at least 10), some Couriers and so on. Do you really want to set the name on all these ships manually?

Maybe what you want instead is to have more control over the auto-naming, i.e. you still want to have ships be auto-renamed (it's not manageable otherwise) but be able to set all sorts of things for how they get auto-renamed:
  • a prefix string for all ships (ex. could be your own corporation/organization name so ships end up being named like "MyCorp UT 02", "MyCorp Security Setanta 03", etc); note that something like this is already part of my Small Improvements and Fixes pack, the Player Corporation Name feature
  • control if it should put "Security" in the MLCC ship names, if it should put the dock name there, where should these be added (i.e. control the order of the elements put in the auto-generated name), etc
  • be able to specify templates for each ship class or type, so that you can add "Flagship" in the automatically generated name of M2+ ships or something like that
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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MegaBat
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Post by MegaBat »

It shouldn't be too hard to add an option to disable auto-naming but I don't think that's exactly what you want. Think about it this way, in order to beat LU you will need hundreds of MLCC ships (including the fighters in carriers, escort corvettes, frigates, destroyers, carriers, etc). Many of these will get destroyed (especially fighters) in encounters and you will rebuild others to take their place (in the case of fighters they are automatically taken out of your reserve pool by MLCC). How do you plan to manage all this by manually naming your ships?
Hi Memeics,

On second thoughts, you are quite right. I'm not far along enough to appreciate the 'hundreds of ships' stage yet and I never felt the need to build truly huge fleets in the vanilla X. I guess the ideal option would be as you say more flexibility for customisation of the existing auto-renaming system or perhaps a way of being able to make certain ships exempt from the process so a player applied name will stick. I'll take a look at your mod - the player assets screen sounds interesting!
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dizzy
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Post by dizzy »

Oh OK, great, please let us know of a specific set of features that you would like the auto-renaming in LU to have.

Yes, LU does make it necessary to build a large fleet to win the game, but it also gives you the tools to do it without growing old manually doing all sorts of things, auto-renaming being one of them :)
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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andreihaiducul
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Post by andreihaiducul »

Does your Dock Agent have a Jumpdrive? You should make sure that all Dock Agents have Jumpdrives and you have set Autojump range to 0 (and Fuel Resupply to something decent like 100). You may be right that technically this may be a bug but I don't think Litcube's Universe is designed to support Dock Agents without Jumpdrives anyway, it's a corner case that almost nobody cares about, I think.
They do have jump drives with what I though was more than enough fuel (10 jumps), given their 1-jump limitation for a station that's not meant to make a profit (just rep). I've increased their limit as a workaround, but IMHO SA drone purchase range should still be fixed to avoid this unnecessary frustration.

To be clear: this seems to be happening only when agents gain enough experience to outfit themselves with drones (lvl 8?).
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Litcube
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Post by Litcube »

BlackArchon wrote:I have a question for Litcube himself: After carefully examining LU's TShips.txt, I noticed that the Argon Mercury Miner and the Argon Nexus Miner both have the same ship ID (SS_SH_A_TS_MINER). What is the purpose of this? Or is this a minor mistake?
Mistake, changed for 1.6.0
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Litcube
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Post by Litcube »

andreihaiducul wrote:
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.
FINALLY. I just fixed this for 1.6.0.
temetvince
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Post by temetvince »

Joubarbe wrote:
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
You are amazing. Also, Litcube helped me modify the last script to not decrease lvl'd up traders:

Code: Select all

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

Sorry to be a total noob here. I'm loving LU and it runs super smoothly. My only question is what happened to player-owned Terran factories. I particularly love the Terran ships and weapons but I can't seem to purchase the factories to produce them in LU. Am I missing something? It's my understanding that the Saturn Complex Hub uses other races' stations too, since the calculator doesn't list any Terran factories. Can I no longer have my own complex of Terran factories? If not, will I always have to have new Terran ships fly into Terran space to equip them?

Thanks for the help!
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Litcube
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Post by Litcube »

You haven't explored enough, probably.
schmidtyc
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Post by schmidtyc »

Thanks Litcube, I figured as much. I love your mod! One more question: I noticed you got rid of the connectors between factories with the complex construction kit. Does this mean Terran mines will work in complexes, or is that an irreparable problem from vanilla?
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Litcube
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Post by Litcube »

I dunno.
PetarRC
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Post by PetarRC »

Hi! First of all, I want to thank you for the awesome mod. At first I was reluctant to give up CODEA, MARS and all the other mods I was using, but just reading the wiki I realized you had a solution for everything I might miss from the other mods. Actually playing LU was even more impressing.

I have just one problem though. It is not specific to LU, I had it with XRM and read on the forums that it happens in vanilla as well. When I use SETA on anything higher than 5x the engine smoke occasionally jumps in front of my ship. My PC is just on the verge of not being able to run the game smoothly and when this happens the fps drops to like 2. For XRM I followed the instructions in this thread to remove the engine smoke and was wondering if there is a way to do the same thing in LU.
siddham
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Post by siddham »

This mod looks great and I am wondering.....
I have played BtF and X2 - completed the main story lines - and a little Reunion (very little). And all that over a number of years (ie spread out).
So not very knowledgeable of the X3 universe.

My question: would I be better to play some vanilla before venturing into Litcube's Universe?
siddham
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Post by siddham »

This mod looks great and I am wondering.....
I have played BtF and X2 - completed the main story lines - and a little Reunion (very little).
And all that over a number of years (ie spread out).
So not very knowledgeable of the X3 universe.

My question: would I be better to play some vanilla before venturing into Litcube's Universe?
Joubarbe
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Post by Joubarbe »

No, play LU. Litcube knows the game better than Egosoft. He is 12,500 years old and lives on his own Death Star, so you can trust him.
siddham
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Post by siddham »

Joubarbe wrote:No, play LU. Litcube knows the game better than Egosoft. He is 12,500 years old and lives on his own Death Star, so you can trust him.
:lol:

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