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DrBullwinkle
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Post by DrBullwinkle »

LordGaara wrote:Throughout your posts in this forum, I have concluded that you try to teach people something instead of doing it for them.
There is a good reason for that: the learning is the main thing that makes X3 so addictive. If X3 worked well out-of-the-box, then it would be like any other space sim... play it for a couple of dozen hours, then file it away with the rest of your collection.

The thing that makes X3 the kind of game that you can play for *years* is the fact that it is unfinished. You "finish" the game yourself by adding scripts and mods, and by doing your own scripting and modding:
  • - Inside the game, the fun comes from doing "work" (missions) to earn credits, then upgrading your ship.

    - In real life, the same kind of fun comes from doing "work" (reading the forum and learning how to add your own features to the game), then upgrading your *game* (rather than upgrading your ship).
It is the same kind of fun... except that the real-life version can go on forever.
  • Also, I once spent several hours doing a ship mod that somebody requested, and posted the result on the forum. The guy never even looked at the result, and later asked for something similar-but-slightly-different! I learned my lesson right there... people don't respect it when you do the job for them. They only really appreciate it when they invest some effort themselves. Helping people to learn *how* to do it addresses that, while preserving the fun factor.
I have read all I could find on the matter ( despite the dead guide links), watched your tutorials and read relevant topics.
Nice! And you are still having fun, right? That is what the game is all about.
Couldnt find the script to edit in SE tho. What's the name?
If you open the package in the Package Creator (bundled with the Plugin Manager), then you can see the names of the scripts.

In this case, "setup.BW.your.ship.at.shipyards".
I would first try to edit an existing ship, seems easier for a start
Yes, that is the way to do it. You don't eat an elephant all at once... you eat him one bite at a time. :)
Last edited by DrBullwinkle on Tue, 15. May 12, 04:01, edited 3 times in total.
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Post by DrBullwinkle »

Aegyen wrote:I like that part... "maybe".. :roll:
I got it from H.G. Wells' "The First Men in the Moon". In the movie version, it came across as the funniest (and most accurate) affectation portraying the mind of a scientist. It fits my analytical style perfectly.

Probably. ;)
By chance, do you happen to have translated t-files
Sorry, translations are not my area of expertise. However, there are *many* multilingual folks on this forum; probably more than native English-speakers. My suggestion is to make a new thread and post the German t-files. I'll bet that somebody will be able to translate them as easily as posting a message.

@EJ: Thanks, amigo. I will keep my eyes open for them. BTW, this is not a complete list of everything that I use; it is mostly stuff that I have hacked well enough that somebody might find the hacked version interesting.

@JoelR: Thanks to you, too... I didn't forget you. I just didn't know what to say. Still don't. :)
Aegyen
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Post by Aegyen »

Started to get my game going, checking everything out to see what I might need to fix still, and ran into an issue with the LSDC.

Couldn't get to the commands, nor find it in the AL plugins, so took a look, and, the al.plugin.LSDC.register script forwards right to al.LSDC.event, which isn't in your spk. So no joy, yet.. :wink:

You give me a script to go and kill everybody, but you left the firing pin out... I see how you are.. :roll:
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Post by DrBullwinkle »

Lots of downloads and only one guy bothers to tell me that the package is missing a file? :roll:

Thanks for the report, Aegyen! Fixed, along with a couple of minor improvements... Which you probably won't notice if you could not install the previous version. :)

As you mentioned, this is an Artificial Life plugin. It must be enabled in your AL settings (on the Gameplay menu). It will not run on the player ship, and the drone carrier requires Fight 1 & 2, Carrier, and Patrol Command Softwares.

If you are playing TC, the script will add the Griffon Drone Carrier to Argon Shipyards for you. AP already has several Drone Carriers available. In a future version, this software will only run on ships designed as Drone Carriers (Griffon, Guppy, Ariadne, Cormorant, Maccana).

(Probably)
Aegyen
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Post by Aegyen »

Doc... :roll: The link for DCS 1.204 is dysfunctional.. You really are out to get me, aren't you?.. :P
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Post by garrry34 »

I'm finding npc freighters using the drone script...
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Post by DrBullwinkle »

I wondered why nobody had tried the new version yet!

Fixed.

This is a major update, by the way:
  • - New: Auto-Restart. In the past, it was possible for the Drone Carrier to "forget" that it was turned on; resulting in an ineffective DC. And by "ineffective" I mean "dead". Fixed!

    - New: Artificial Life plugin now starts automatically.

    - Simpler requirements: A carrier-class ship with Fight Command Mk1 software installed. NOT the player ship. Combined with the above two new features, starting and using the Drone Carrier should be much easier.

    - Greatly simplified user interface.

    - The Drone Carrier now calculates appropriate response size on his own, and will take on any enemy military ships it encounters.

    - Enemy transports (TS, TP, TL) are reported, rather than destroyed, in case you need a new one. ;) (Is that what you meant, garry34?)

    - On-board drone production is automatic. In order to meet the goal of a reliable, unattended, OOS patrol craft, on-board production requires only a single resource: credits. Of course, it may require a lot more credits than the normal cost for a drone; such is the price of cutting-edge technology.

    Pricing is not yet implemented. So, for now, drones are produced for free.
Please let me know how version 1.204 works for you all. If it works well, then I will do a full release in a new thread.
Last edited by DrBullwinkle on Fri, 15. Jun 12, 05:30, edited 1 time in total.
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Post by garrry34 »

no what I meant was, the npc freighters were launching as if they were DC, my example would be I have my own DC patrolling the xenon hub but the enemy freighters ie the argon are launching all 3 varients of the drones, lol the little twats what are they doing with keris.

on a seperate note, do you think in a future version would it be possible for the DC to use the race specific drones that are not in use in game rather than the normal 3 to tie in with the fact that you intend to restrict the script to the race specific DC?
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Post by DrBullwinkle »

garrry34 wrote:I have my own DC patrolling the xenon hub but the enemy freighters ie the argon are launching all 3 varients of the drones
Interesting. I am not sure how that happens, but:
  • - I doubt that NPC freighters are running the Drone Carrier Software. It requires a carrier-class ship. At least that is the intended behavior.

    - It would be rare for a Drone Carrier to "lose" its drones, unless you intentionally jump it out of sector during an engagement. The DC retrieves its drones immediately after each engagement, and it does so via transporter, which is pretty quick.

    - If the enemies were actually using the DCS software, then you would know it, because *all* of your ships in the sector would be destroyed. :)
do you think in a future version would it be possible for the DC to use the race specific drones that are not in use in game rather than the normal 3 to tie in with the fact that you intend to restrict the script to the race specific DC?
Yes, that is part of my long-term plan; to make the Drone Carrier Software a complete system for Drone Carriers. That means slightly different things for TC than it does for AP:
  • - For TC, the Drone Carrier will function more or less as it does now. Since the Griffon reward from the Final Fury plot is delivered "without software", the DCS completes the Griffon.

    I have not yet decided whether the DCS will work *only* on Griffons in TC. Role-play reasons say "yes"; practical use of captured M1/M2/M7's says "no".

    - For AP, there may be two variants of the software:
    • - An Mk1/Mk2/Keris carrier, similar to the current DCS.
      - A race-specific Drone Carrier Software specific to M7C-class ships.
    The race-specific drones behave differently than Mk1/Mk2/Keris. They are ships rather than classic drones, so they need special handling.

    Again, I am not certain whether DCS should work *only* for M7C's (fits role-play) or for *all* carriers (which becomes another solution for fleet management). It probably depends on how well DCS works overall. To Be Determined (TBD).
Last edited by DrBullwinkle on Thu, 17. May 12, 04:18, edited 2 times in total.
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Post by garrry34 »

just installed the new version, DC improvements are awesome though the freighter have the upgrades as well, its a massive drone war lol...
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Post by DrBullwinkle »

garrry34 wrote:just installed the new version, DC improvements are awesome
Excellent. Thanks for the report, garry.
though the freighters have the upgrades as well, its a massive drone war lol...
When you say "freighters", are they TS class? Or TL? It *is* possible for DCS to run on a TL, since it is a carrier-class ship. Although I do not know how the NPCs would turn the software ON. I will try to reproduce it. If you have a specific list of steps that reliably reproduces the behavior, that would be helpful.
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Post by garrry34 »

just ts class so far, they are launching 11 of each from what I can see, they haven't killed my DC so it leads to think maybe they are just being given the drones in their cargo bays and they are launching them as they do but its always 11 each of each varient, lol I just a little pissed the argon are using keris I could live with the other 2...
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Post by DrBullwinkle »

garrry34 wrote:just ts class ... they are launching 11 of each ... they are just being given the drones in their cargo bays and they are launching them
Wow, that is really interesting. 11 of each does happen to be the default number of drones that DCS keeps ready to launch. I chose that number because it is different than typical NPC loadouts (to make it easier to identify).

The intentions of the code are that it will not run on a TS and that it requires a human to enable the software on each ship. So your report has my attention. :)

Would you run a couple of tests for me?

1) Destroy some of the NPC drones. Does the TS create more drones? Check its cargo hold with a freight scanner, if you have one.

2) In the Script Editor, turn on "Additional information". Then target the TS and get its information screen (i, u). Scroll down to the list of running scripts. Do you see anything on the list with either BW.DCS or LSDC in the script name?
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Post by Aegyen »

garrry34 wrote:just ts class so far, they are launching 11 of each from what I can see, they haven't killed my DC so it leads to think maybe they are just being given the drones in their cargo bays and they are launching them as they do but its always 11 each of each varient, lol I just a little pissed the argon are using keris I could live with the other 2...
Would you tell me the loadout you are equipping your ts's with? I want to see if I can reproduce it on my setup.
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Post by DrBullwinkle »

I think that garry meant other race's TS's are spawning drones that look suspiciously like DCS drones.

I am hoping that it is merely coincidence. If it turns out to be a bug, then I will squash it. I cannot reproduce it, however.
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Post by Aegyen »

I am running Mars, with Goblins, so will pay attention and see if anything pops up with this arrangement.
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Post by DrBullwinkle »

OK.

There really should not be conflicts with other scripts (other than LSDC and SSDN, which are currently incompatible).

But let me know your experiences. Good or bad. :)
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Post by garrry34 »

yep did as you suggested, they are showing plugin.lsdc.track.enemy

only seems to be enemy freighters though, I checked some friendly in the same sector and they aren't running it...
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Post by DrBullwinkle »

garrry34 wrote:yep did as you suggested, they are showing plugin.lsdc.track.enemy
OK... that is definitely not right.

Can you send me your saved game, along with a list of any mods you are using?

Thanks for the report, garry.
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Post by DrBullwinkle »

@garry34: I have been over the code several times, and even had a code review with some experts. I do not think that the effect you are seeing is caused by the current version of DCS. It may have been caused by a previous version.

In any case, the next version will make certain that the effect you report will be impossible. If it bothers you, then I can write a "cleaner" script. However, if it is just an odd quirk that does not bother you, then ignore it for a game day or two... it should disappear on its own.

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