[SCR] Custom Start v1.4.0 (21-04-14)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
I've not had any mac specific feedback before and haven't used X on a mac myself either. It sounds like the game is loading and running at least this relatively simple script though.
If there were a problem in one of the more complex scripts like Smart I wouldn't be able to repro it locally, though I could potentially debug via logfile tracing.
If there were a problem in one of the more complex scripts like Smart I wouldn't be able to repro it locally, though I could potentially debug via logfile tracing.
No problem, it's certainly increased replayability for me too. I've been a Teladi company owner, ATF fleet commander, goner elder flying the trulight seeker, Xenon CPU ship (it is possible to be friendly with them and dock at Xenon SY by setting start notoriety, though a few ships are always red). Currently I'm exploring the AP universe in a disco while building up a fleet of OK Traders making me exponentially richer.
I tend to find more longevity in the game if I don't go to town too much with the free stuff though, like spawning an empty station rather than filled, with a crappy TS trader, and perhaps my company manager's executive ship is just an enhanced kestrel. Go-faster stripes but not overpowering
What I'd really love is to properly feel a part of a race I want to start as. Not quite sure how that might work, but something like race to race notoriety being applied in addition to race to player notoriety. Then any notoriety changes between races or caused/won by the player, would also benefit the race as a whole. Feels like an AL plugin's needed that polls for notoriety changes reflects changes.
For me though having the CP installed would be a bit too tempting generally, in the same way I like to play with script editor disabled. Puts a barrier to temptation I can consciously stick with.
Saying that though on occasion I do play with editor enabled, such as working my way up thru the terran military. With some experience I might get promoted as commander of a corvette patrol, being assigned a bunch of wingmen etc. Facilitated through my spawning and equipping library, which I might add is substantially included as part of the Custom Start download. I just use some frontend cheat prefixed scripts to make it easy to spawn player owned ships at the player location, which call into the backend library.
In practice spawning ships within a framework like that is the only time I ever use multiple ships in combat. I've never made enough money or been able to equip ships so readily where it becomes viable to send out AI controlled ships into battle. Like M7's doing attack runs as if they are fighters, swinging away from the target so they can't use their main guns. But when you can spawn the ships you can setup and play out all sorts of interesting scenarios without worrying about that, with named capships and all that, assigning them 'attack same' followers, having wings of bombers coordinating their fire using Smart etc.
I tend to find more longevity in the game if I don't go to town too much with the free stuff though, like spawning an empty station rather than filled, with a crappy TS trader, and perhaps my company manager's executive ship is just an enhanced kestrel. Go-faster stripes but not overpowering
What I'd really love is to properly feel a part of a race I want to start as. Not quite sure how that might work, but something like race to race notoriety being applied in addition to race to player notoriety. Then any notoriety changes between races or caused/won by the player, would also benefit the race as a whole. Feels like an AL plugin's needed that polls for notoriety changes reflects changes.
For me though having the CP installed would be a bit too tempting generally, in the same way I like to play with script editor disabled. Puts a barrier to temptation I can consciously stick with.
Saying that though on occasion I do play with editor enabled, such as working my way up thru the terran military. With some experience I might get promoted as commander of a corvette patrol, being assigned a bunch of wingmen etc. Facilitated through my spawning and equipping library, which I might add is substantially included as part of the Custom Start download. I just use some frontend cheat prefixed scripts to make it easy to spawn player owned ships at the player location, which call into the backend library.
In practice spawning ships within a framework like that is the only time I ever use multiple ships in combat. I've never made enough money or been able to equip ships so readily where it becomes viable to send out AI controlled ships into battle. Like M7's doing attack runs as if they are fighters, swinging away from the target so they can't use their main guns. But when you can spawn the ships you can setup and play out all sorts of interesting scenarios without worrying about that, with named capships and all that, assigning them 'attack same' followers, having wings of bombers coordinating their fire using Smart etc.
Shimrod@
1 question mate, if i use this will i be able to still play plotlines?
Im using TC-AP also.Hope you will answer .
1 question mate, if i use this will i be able to still play plotlines?
Im using TC-AP also.Hope you will answer .
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
TTD@
As always tnx for help mate .
As always tnx for help mate .
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
-
- Posts: 56
- Joined: Sun, 29. Aug 10, 00:13
custom start case number1
that is just what happened to me the scripts are there but no custom start
I've uploaded a new version 1.3.1 which writes a logfile to support debugging these no-show issues, as well as a couple of unlikely exploratory changes.
1.3.1
- Write a log file to support debugging reported menu no-shows: %USERPROFILE%\Documents\Egosoft\X3AP\log09051.txt.
- Replaced the original !init.glen.modified.xml with a new !init.glen.start.xml that X-Studio won't fail to load, and is therefore more likely to properly make the game modified so the script will load.
- Increased sanity check limit on polling for playership creation from 10 to 20 seconds. Still poll at 1 second intervals.
Log produced when starting a new game. Expectation: show
Log produced from loading a game that was started with custom start. Expectation: no-show.
Log produced from loading a game from before custom start was installed. Expectation: no-show.
1.3.1
- Write a log file to support debugging reported menu no-shows: %USERPROFILE%\Documents\Egosoft\X3AP\log09051.txt.
- Replaced the original !init.glen.modified.xml with a new !init.glen.start.xml that X-Studio won't fail to load, and is therefore more likely to properly make the game modified so the script will load.
- Increased sanity check limit on polling for playership creation from 10 to 20 seconds. Still poll at 1 second intervals.
Log produced when starting a new game. Expectation: show
Code: Select all
Custom start setup script running
The global variable was not set. First time run. Proceeding.
The playership does not exist yet. Is game-start. Proceeding.
Starting polling loop on Navigational Beacon
Polling for playership creation. Remaining attempts = 20
Playership exists. Invoking menu.
Opening the menu.
Code: Select all
Custom start setup script running
The global variable was already set. Not first time script execution. Exiting.
Code: Select all
Custom start setup script running
The global variable was not set. First time run. Proceeding.
The playership exists already. Looks like a game-load rather than game-start. Exiting.
I've uploaded a new version with a fix for the menu not appearing based on log data Joel provided. The script no longer takes playership existence to suggest a game-load rather than game-save. Instead it simply tests 'last load time', which comes out as zero at game start.
Let me know if this doesn't fix it for anyone having problems.
1.3.2
- Fix a bug causing the menu not to appear at game start.
Let me know if this doesn't fix it for anyone having problems.
1.3.2
- Fix a bug causing the menu not to appear at game start.
-
- Posts: 90
- Joined: Sat, 1. Jun 13, 20:06
The script generates a log file here that will show what's going on:
The 1.3.2 fix seems to have worked for 1 person that was having a problem. Do you have 1.3.2?
Code: Select all
%USERPROFILE%\Documents\Egosoft\X3AP\log09051.txt.
-
- Posts: 90
- Joined: Sat, 1. Jun 13, 20:06
-
- Posts: 185
- Joined: Sat, 20. Jun 09, 16:13
Hey guys I'm having a little problem with this script. I started up on terran commander, and I set my race relation with argon, terran and ATF to 99%.... But when I purchase a number amount of stuff from a race like a ship and engine tuning the race turns hostile and my rep would be on -5
The mods/ scripts I'm using are;
- Phanon corp
- Sector Take over
- Lost colony expansion
- Rank numbers for races
- mars
The mods/ scripts I'm using are;
- Phanon corp
- Sector Take over
- Lost colony expansion
- Rank numbers for races
- mars