Litcube's Universe

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

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amadeok
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Post by amadeok »

please dont tell me that in Litcube universe UTs do not jump to sell and buy
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enenra
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Post by enenra »

They do but they need to have a certain level of experience to do it.
amadeok
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Post by amadeok »

enenra wrote:They do but they need to have a certain level of experience to do it.
yes i have level 11 traders
edit: nvm, i figured it out, i had set the mininum jump range to 8, so no wonder why they werent jumping.
jacare
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Post by jacare »

Mahadev wrote:
I think I accidentally posted into the wrong forum or thread earlier.
Sorry for that.

Hello.

I got a orca with tractorbeam, quantum tubes and ecells, and crystals.
I am in a unknown sector.
I want to move asteroids within the system.
I go to orca command menu, select general, select relocate asteroid and so on... tells me how much it costs. I give target and destination and press enter. I says command accepted.

Nothing happens... the asteroid disappears and I run on seta for a while don't appear at the target destination.
There is however a tiny dot where the destination of the asteroid is but it does not show as a asteroid.

What do I do wrong?


I also want to move already existing mines in this sector together so I can connect them with complex connect kits. How do I do this as the tractorbeam does not let me select the mines.

Thank you.
OneOfMany wrote
Do you have the Plutarch Tractor System avg price 37,810,580?
I have the same problem, and I have Plutarch Tractor System.
Mahadev
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Post by Mahadev »

I actually found the asteroid I did move but it does not show up on the radar window where all the others are. And after noving I'd can't build a mine on it or use it for the sch.
Also when I compact them.... the same.

So at the moment the tractorbeam is of now use for me. What at shame.
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OneOfMany
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Post by OneOfMany »

With regards to the Plutarch Tractor System, as far as I remember it was designed for use with the construction of SCH's. Once you know how much ore/silicon you need for the SCH you are building, you use it to combine and then move the huge asteroid you've just created.

Once an asteroid is created in this way, I'm not sure if the engine still recognises it for putting stations on.

I'm sure that those who know more, can add to this.
Mahadev
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Post by Mahadev »

This is exactly what my problem is. I will try later again to combine and move a asteroid and then to use with the sch.
schmidtyc
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Post by schmidtyc »

Has anyone ever had problems with other traders visiting factories in Terran space? I have an M/AM and a Needle missile fab SCH in Asteroid Belt (both are desperately needed by nearby outposts and patrol bases) and have set the prices appropriately (both are the best prices in all of Terran space). But even though they are near the main route of traders and I have been playing for a while since setting them up, neither is being visited by Terran weapons traders. What's the deal? It's not a massive problem thanks to my station agents but I like seeing my stations being visited by the rest of the universe :)
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dizzy
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Post by dizzy »

schmidtyc wrote:Has anyone ever had problems with other traders visiting factories in Terran space? I have an M/AM and a Needle missile fab SCH in Asteroid Belt (both are desperately needed by nearby outposts and patrol bases) and have set the prices appropriately (both are the best prices in all of Terran space). But even though they are near the main route of traders and I have been playing for a while since setting them up, neither is being visited by Terran weapons traders. What's the deal? It's not a massive problem thanks to my station agents but I like seeing my stations being visited by the rest of the universe :)
I've seen that in all X3 games and mods, if you watch it closely it WILL be visited by an NPC trader but it happens so rarely that you can't rely on it at all. Make sure the "Open to race traders" option is set to YES on the station options, that the export threshold is small enough and that the price is competitive (one Cr below average should do it) and it will (eventually) be visited by an NPC trader. I have an Energy Cells SCH that would satisfy the needs of the whole universe and we all know how many stations out there are without energy cells but it gets visited maybe a few times every game hour. To me that means that the game engine is limited and the "economy simulation" is only a smoke screen to give you more immersion and I can live with 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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schmidtyc
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Post by schmidtyc »

Thanks. Yeah I knew about the race traders thing but I haven't tried the threshold. I always set it high (like 80 percent) since I thought it only applies to station agents. Thanks for the suggestion! I just remember way back in vanilla that I had a single station in Argon Prime that was constantly empty because it was being visited so often!
amadeok
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Post by amadeok »

Hello again,
Please i am in trouble, i have build a huge complex but i screwed up big time now i have multiple collisions and my stations are dying, i read about some way to jump asteroids, will that work with stations also? How is it done? Also what happened to the supply command software? i installed it but no options apear. please i need some advice
schmidtyc
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Joined: Sun, 14. Dec 14, 00:04
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Post by schmidtyc »

Well, I tried dropping the export threshold to something like 5% but to no avail; traders aren't coming. I don't really understand since the products are in demand and I specifically checked to make sure there were no similar factories in the area. I've heard before about troubles with the Terran economy but I'm honestly a bit surprised.

The one factory that traders have visited in the past is my Crystal Fab SCH in Terran A. Interestingly, none of the traders were Terran. They were coming from nearby sectors outside of Terran space. Any thoughts would be great, though I will survive with Station Agents.
s17speedex
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Joined: Tue, 11. Nov 08, 07:27
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Post by s17speedex »

Thanks in advance...

I have a technical problem. When giving ship commands the menus are as fast as I can press; very responsive but when in the dock ware manager or courier command or even the property's page ("R") my selections are very slow. I did a complete reinstall and loaded the save game back up with the same result. I wondering if a PC background program is causing this or lack there of a program. Any thoughts?

AMD 8350 cpu
AsRock 990FX
AMD 270X GPU
Installed on a 120 gig SSD
--Biggest suspicion... Windows 10

Game day 8, almost 9- but has been sluggish since fresh game start.

Also I have no "Betty" and time I check a description of a ship or ware (anything) but commands respond and NPC voices always work as well as "XXX software has been installed. ONe thing to be noted: I always start the game from the file folder X3ap_N exe (old habit from modded skyrim)

Thanks.
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Jack08
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Post by Jack08 »

s17speedex wrote:Thanks in advance...

I have a technical problem. When giving ship commands the menus are as fast as I can press; very responsive but when in the dock ware manager or courier command or even the property's page ("R") my selections are very slow. I did a complete reinstall and loaded the save game back up with the same result. I wondering if a PC background program is causing this or lack there of a program. Any thoughts?

AMD 8350 cpu
AsRock 990FX
AMD 270X GPU
Installed on a 120 gig SSD
--Biggest suspicion... Windows 10

Game day 8, almost 9- but has been sluggish since fresh game start.

Also I have no "Betty" and time I check a description of a ship or ware (anything) but commands respond and NPC voices always work as well as "XXX software has been installed. ONe thing to be noted: I always start the game from the file folder X3ap_N exe (old habit from modded skyrim)

Thanks.
Seeing as you have an AMD GPU, Try setting your process affinity to a single core (logical core, in the case of hyper threading) using the task manager. There is a known menu performance issue with AMD cards that get solved in the vast majority of cases by doing this.

http://i.imgur.com/YkvsFoj.png

I dont know why you have no Betty, are you sure LU is installed correctly, and your install folder wsent originally contaminated, or are you voice sounds turned to 0?
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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
s17speedex
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Post by s17speedex »

Jack08-
thank you; I'll try it when I get home.

"I dont know why you have no Betty, are you sure LU is installed correctly, and your install folder wsent originally contaminated, or are you voice sounds turned to 0?"


NO, I am not sure if LU is installed correctly... because it is not working though I never checked the audio level in the main options strangely enough. When I did a reinstall I followed the instructions to a "t" other than the shortcut and renaming for English part.
temetvince
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Post by temetvince »

schmidtyc,

I'm sure you know this, but you can check for incoming ships in the commands menu of the station. That way you don't have to wait to see if a ship is headed to your station or not.
schmidtyc
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Joined: Sun, 14. Dec 14, 00:04
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Post by schmidtyc »

I did know, thanks :) Unfortunately that command always comes up with an empty list. Ah well. I'll try some non-Terran stations (like a shield facility) and see if that's part of the problem.
PetarRC
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Joined: Wed, 18. Feb 15, 19:09
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Post by PetarRC »

Hey, I have some questions about the Remote System Control Software.
1) Is it just a rebranded System Override Software? It's seem a bit steep at 30M just for claiming ships without getting out.
2) Can I get it in capped ships? I've been capping pirate M6's and a lot of them have it, however it never stays in after the capture, even after a bunch of reloads. Is is something special that's hardcoded to be destroyed or am I just being unlucky?
Joubarbe
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Joined: Tue, 31. Oct 06, 12:11
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Post by Joubarbe »

Is LU going to crash if I buy the Enlarger Beam and apply it on a ship I imported from Privateer 2 that I bought from an Ork shipyard ?

P.S : I don't have LU installed, the setup always gives me an error on my Atari ST.
BlackArchon
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Post by BlackArchon »

BlackArchon wrote:...
I have another problem to report: I'm now mass producing Split Ocelots. After watching my first pair of them in battles, I noticed they don't fire their front turrets. To verify this, I piloted one by myself and mounted different weapons in each one of the six turrets so I can distinguish them, then switched cockpits with F1. The right, left, back, up and down turrets are able fire, but the front turret can't. Surely there is just a cockpit position wrong. Any chance this will get fixed for 1.6.0?
Let me correct my quoted statement: only the first two gun mount points of the front turret are unable to fire a shot. I had only tested the first mount point, so I misinterpreted my findings. The mount points from 3 to 12 of the front turret can fire correctly manually, I have tested them individually.

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