[Mod] Combo Mod v1.3.18.7

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Deniskos
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[Mod] Combo Mod v1.3.18.7

Post by Deniskos »

===================================================
Mod: Combo Mod
Version: V1.3.18.7
Author: XDNA78
Created: 2023/06/21
Game: X3: Farnhams Legacy 1.3
Languages: English, Russian
===================================================

:arrow: Downloading :arrow: Installation instructions
  • install the game
    if you have a steam version, then you need to copy the folder with the game somewhere to another place on the disk
    then download X³: Farnham's Legacy 1.3 NoSteam.exe from the official website of EGOSOFT and copy it with the replacement files to the game folder
  • after downloading the file, unpack the archive
    run X3 ComboMod v1.3.18.7.exe
    choose the correct directory, the mod will not install in the wrong directory
  • play


Version history:
X3 ComboMod v1.3.18.7
Show
- mod engine has been updated to version 1.3.18
- added the player's shipyard to the game (can be purchased at the Phanon Corporation shipyard, manager for modernization is also available there)
- improved game behavior in cases where a player owns multiple headquarters
- added option to the main menu of the mod to disable missile attack notification
- fixed resources at nividium processing plants
- fixed connections between the player-built western and eastern gates
- fixed export of gates that were built by the player
- the prominence of the stations built by the player for NPC has been fixed
- fixed resources at boron weapons factories
- fixed the effects of firing some weapons that caused the game to crash
- fixed appearance of mammoths with credit icons
- removed duplicate asteroids in some sectors
- added option to disable dynamic reputation to the mod's main menu
- in the main menu, improvements to the ship search menu in the universe
- fixed export/import of pilot data from Lucike scripts
- improved open/close of Advanced Jumpdrive and Advanced Navigation menus
- the Freight Distribution Network menu has been improved and some new commands for working with connected complexes have been added (group renaming of stations in the complex and opening the complex in the scheduler for finer and clearer production settings)
- fixed improved scripts of the Production Modules
- Cycrow's Diplomacy Extension script added to the game (pirated software section)
- reworked the scripts of the Stardust bar
- Cycrow's Casino Games script has been added to the game (entering the bar will take you to the casino)
- scripts for mechanics and weapons dealers have been reworked
- several improvements and fixes in the R2D2 droid scripts
X3 ComboMod v1.3.15.6c
Show
- fixed catastrophic shortage of water carriers and technical nividium carriers
- fixed new script commands that worked incorrectly (causing game crashes)
- improved R2D2 Droid mission scripts
- fixed power plants built by GEFEST
- fixed removal of some stations to a large distance from the complex when building the complex by GEFEST
- Beta Electro-Magnetic Plasma Cannon has been fixed
- fixed non-functioning turrets on AMT ships
- adjusted the resources needed to produce some goods in Yaqui's multifunctional factories
- fixed destruction of player owned mammoths
- fixed inability to load batteries into the cargo bay of the hyperspace jump complex
- improved droid and component import
- added missing English localization
X3 ComboMod v1.3.15.6
Show
- mod engine has been updated to version 1.3.15
- TC/AP Plots for FL has been updated to version 1.03
- added automatic change of background screensavers to the initial startup menu of the game (added screensavers from previous games and famous mods)
- mod that changes the original backgrounds FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022 is included in the mod
- changed and added new factory resources and factories for their production
  • added Nividium as a secondary resource to all NPC factories
  • removed Crystals in energy production
  • added Water for production of some products
  • Ice mines added
  • added Ice-to-Water factories
  • Crystals are needed to make weapons
  • Warheads are required for missile production
  • Computer Components are needed to build drones, satellites, and laser towers
  • Microchips are needed to make Computer Components
  • Quantum tubes are needed to make shields
  • Tech Nividium is required for the production of [/color][/b]Quantum Tubes[/color][/b]
  • Nividium mines added
  • added factories to process Nividium into Technical Nividium
  • added factories to produce some missiles and new shields
- fixed and added for sale Improved Satellite MK1
- Scanner C-6 added to the mod
- a new shield type has been added to the mod - 10GJ
- the Missile Defense system indicator and the number of countermeasures Mosquito to it have been added to the game
- content from mod X3: Time Of The Truth V1.5.3 necessary for the transfer of the plot of TOTT (sectors, ships, stations, weapons) has been added to the mod. Planned transfer of the plot
- content from mod X3: Time Of The Truth V1.5.3 needed to create Xenon Start (sectors, ships, stations, goods) has been added to the mod. It is planned to make the start
- content from Litcube's Universe mod needed to create the Omicron virus (sectors, ships) has been added to the mod
- many ships and stations have been added to the mod. Mods and resources used:
  • X-Tended Terran Conflict v.2.0
  • DDTC mod v.1.4
  • Roguey's TC Mod
  • X-Tra Ship/Station Pack - v.1.94
  • AMT Corporation
  • Babylon 5 X3 Mod
  • Lost Colonies
  • New Horizons
  • ships from the Jorkin site
- engine effects added to almost all ships
- fixed R2D2 Droid storyline (fixed Yakian thugs spawn loop and fixed not being able to finish the hypertech mission)
- fixed droid functions that didn't work: Automatic capture of space flies in sector, license registration
- improved Droid functions: Hack Station security system, register license, copy software package (added progress bar)
- new Droid features: Targeting system added to combat systems (hotkeys available, customizable main mod menu)
- fixed freight class for repair laser
- fixed destruction of asteroids and their debris
- added prominence to the player-built station for NPCs in the station-building mission script
- for Advanced Navigation fixed the use of the docking computer
- unused kits for XX XXXL station will be removed from sale
- fixed gate construction in the Space Gates Building script
- improved Asteroid Jump scripts
- fixed cheat when adding goods to the Freight Distribution Network
- Multi Factory scripts improved
- fixed investment in Phanon Corporation
- added Deployable Orbital Weapons Platforms V1.01 : 2023/04/02
- added TerraCorps Combat Pilot Project - 1.43 released 09/01/06 ++
- added Prospector v3.3.03+
- added Passenger Transport and Travel Business v3.1.03+
- added Economy and Supply Trader v3.4.07+
- added Commercial Agent v3.4.09+
- added Equipment Manager v3.2.06+
- added Satellite and Lasertower Service v3.1.01+
- added LI Production Modules (PM) - v7.2 29/08/2010++
- added Personnel Transport v3.4.01+
- added Military Transport v3.4.03+
X3 ComboMod v1.3.10.5
Show
- the sidebar has been returned to the standard interface and a new option has been added to remove the sidebar from all types of interfaces
- missing icons for achievements from missions of previous games have been added to the achievements menu
- fixed menu flashing in the shield and hull indicator
- improved asteroid icons
- fixed display of Jump Beacons on the sector map
- missions for buying used ships have been fixed
- fixed the Navigation Beacons not being destroyed in station construction missions
- fixed and completed Improved satellite MK1
- fixed Earth Gate (the size of the gate model did not match the size of the wormhole effect)
- mine models have been corrected (models of asteroids of the corresponding type have been added)
- XXL station upgrade kits added to sale
- prices for Station Upgrade Kits have been adjusted
- fixed missing models for the Freight Distribution Network and Production Modules
- at the stations of Production modules, the ability to store stations has been added
- fixed the model of the Fanon corporation headquarters that led to the crash of the game
- the Cheat Menu has been removed from public access; to return it you will need to activate the in-game script editor
- fixed missing asteroid debris after importing your empire into a new game
- fixed freezing when importing your empire into a new game
- corrected incorrect sale of a player's complex in the Universal Banking script
- fixed the incessant voice of the on-board computer when canceling a jump in the Advenced Jump Drive
- in the Advenced Jump Drive, the incorrect operation of the Energy generator has been fixed
- a section has been added to the main menu of the mod on the cartography tab: Search for objects in the Universe; a Ship Search Menu has been added to it
- fixed game freezing when using invalid goods in production at Yaki Multifunctional Factories
- the work of the Freight Distribution Network scripts has been fixed and improved (copying of product settings to other docks has been fixed, the display of some goods has been fixed, the display of products and resources in the complex has been fixed, the ability to rename factories in the complex has been added)
- fixed and improved Deadly Arena scripts (fixed Xtreme mode not working, fixed clusters, fixed negative rewards)
- the Research Station (Equipment Research and Development) script module has been added, its support for Export\Import has also been added
- added a story about the adventures of the droid R2-D2
- the option Quick dialogues has been added to the mod menu in the Settings tab (now those who don’t want to waste time reading dialogues (for now only in the droid mission) can simply click them)
- added the ability to Export\Import your droids
- ships that have the ability to use the Tractor Beam have now been given the ability to use the Repair Laser
- Unofficial Patch: V1.3.10 and TC/AP Plots for FL: v1.01 are integrated into the mod (now to install the mod you only need a clean game X3 Farnham's Legacy v.1.3)

:!: Attention! The mod is not compatible with your previous saves.
Last edited by Deniskos on Mon, 26. Aug 24, 07:14, edited 9 times in total.
Joubarbe
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Re: [Mod] Combo Mod v1.3.902

Post by Joubarbe »

Hmm, how did you implement the unscripted version of Bounce exactly? If I may ask :)
Would be nice to have that independently if it works without big performance impact.

Thanks for your work :)
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FriendlyFirePhoenix
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Re: [Mod] Combo Mod v1.3.902

Post by FriendlyFirePhoenix »

Dammit you beat me to the punch with coloured sectors. But seriously, nice job!

Is it possible to use this mod without the new gates and asteroids?
I made a couple of X3 mods | Colour By Race | True Relations
Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos »

Joubarbe wrote: Wed, 21. Jun 23, 18:57 Hmm, how did you implement the unscripted version of Bounce exactly?
Learning the basics of programming in assembler. A lot of time and effort to learn the game engine, plus so much more time and effort to learn the engine from the Litcube's Universe mod. And you will be able to do not only transfer the banal Litcube Bounce function :)
Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos »

FriendlyFirePhoenix wrote: Wed, 21. Jun 23, 20:29 Is it possible to use this mod without the new gates and asteroids?
You can return the original gate models. But with asteroids, everything is much more complicated.
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FriendlyFirePhoenix
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Re: [Mod] Combo Mod v1.3.902

Post by FriendlyFirePhoenix »

Deniskos wrote: Thu, 22. Jun 23, 06:04 You can return the original gate models. But with asteroids, everything is much more complicated.
Roger that, the gates are more of a problem for me than the asteroids so that could work. I'll take a proper look myself when I get time.
I made a couple of X3 mods | Colour By Race | True Relations
Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos »

The current version of the mod only works with Unofficial Patch : V1.3.9.
I have not yet decided whether I will update the mod to version 1.3.10 or whether I will wait for the next version of the unofficial update.
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Re: [Mod] Combo Mod v1.3.902

Post by Cycrow »

Its unlikely a new version of the unofficial patch will be coming out anytime soon
Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos »

I'm working on it...
Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos »

Updated the mod to ComboMod v1.3.10.3
Version history:
- updated mod engine to version v1.3.10(Unofficial)
- fixed some textures
- fixed some backgrounds
- fixed mod map file 00749.bod
- fixed the location of the gates and stations in some sectors (there was a danger of entering the atmosphere)
- removed pipes connecting factories in the complex
- changed the model of the Complex Hub
- fixed Terran Plot freeze when TL couldn't fly to TOA construction site
- fixed display of added asteroids for import
- added "Cheat Collection" (modernized for ComboMod)!
- added "Advanced Jumpdrive"
- added "Advanced Navigation Software"
- added "Quantum Drive"
- added "Travel Drive"
- added "Phanon Corporation"
- added external map "X3GalaxyMap" on Unreal Engine 5. Located in the folder .../addon2/X3EGMap. The settings can be found in the main menu of the mod, in the Cartography section.
- fixed scripts of the installation package (it was not correct to restore the original files after removing the mod)
Deniskos
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Re: [Mod] Combo Mod v1.3.10.3

Post by Deniskos »

Damn, who came up with the idea after passing the story to quarrel the player with the Barons .. :evil: :shock:
I spent 3 hours looking for the Baron Trading Station to restore my reputation, then I was killed by the gate and I need to fly again for 3 hours.
This is a brake on game development, beautifully developed, right on target, to block the Barons :evil: :x3:
Deniskos
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Re: [Mod] Combo Mod v1.3.10.3

Post by Deniskos »

Updated the mod to ComboMod v1.3.10.4

Version history:
  • fixed operation of Navigation beacon
    • in this regard, Condense Asteroid did not work
  • fixed product search scripts for external map (now products with zero quantity will not be displayed)
  • automatic external map update can now be disabled
  • fixed Banking scripts
    • fixed broken percentage payout update
    • added the ability to delete all reports
  • fixed broken autojump command in Advanced Jumpdrive script
  • fixed work of Hyperspace Jump Complex scripts
  • added Builder Tools
  • fixed work of Deathmatch Arena scripts
  • fixed Trans-Orbital Accelerator (now when flying into them, a jump works across the entire area)
  • fixed gate positions in Xenon Hub
  • fixed gate model in Xenon Hub
  • removed inactive gates in some sectors
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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga »

Hello I used the mods that you developed I noticed that there are cache problems in the loading of the sectors in the important stations which are the commercial station, shipyard, equipment dock :| apart from that you can indicate what the mod adds the links that you put does not work :?
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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga »

I would like to ask you if -XeNoN- little added or resumed features of your for his FLXRM Mods please :)
Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos »

Muwulafraga wrote: Sun, 13. Aug 23, 16:03 Hello I used the mods that you developed I noticed that there are cache problems in the loading of the sectors in the important stations which are the commercial station, shipyard, equipment dock
What kind of cache, I don’t understand what you mean?
Muwulafraga wrote: Sun, 13. Aug 23, 16:03apart from that you can indicate what the mod adds the links that you put does not work :?
What links are you talking about?
Muwulafraga wrote: Sun, 13. Aug 23, 16:10I would like to ask you if -XeNoN- little added or resumed features of your for his FLXRM Mods please :)
What exactly do you mean?
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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga »

Deniskos wrote: Sun, 13. Aug 23, 16:16
Muwulafraga wrote: Sun, 13. Aug 23, 16:03 Hello I used the mods that you developed I noticed that there are cache problems in the loading of the sectors in the important stations which are the commercial station, shipyard, equipment dock
What kind of cache, I don’t understand what you mean?
Muwulafraga wrote: Sun, 13. Aug 23, 16:03apart from that you can indicate what the mod adds the links that you put does not work :?
What links are you talking about?
I explained badly I apologize here is the problem that I encountered when I come to a populated area which has stations I have nothing or half of the elements available usually for example I go to buy stations well be it there's nothing or just a station alone at the shipyard
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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga »

this mods where I was quoting viewtopic.php?f=201&t=439763&start=80
Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos »

I don't have such problems.
Have you installed the mod correctly?
Are you using any other mods or scripts?
This mod is not compatible with anything.
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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga »

here is the list of mods i have that are active Trading System Extension MK2/MK3 , Automatic Ship Renamer ,Salvage Claim, Software Cargo, Tractor Beam, Shopping List , Ship/Factory ,Hijacker Deployable ,Orbital Weapons Platform, Colour By Race ,Diplomacy Extension ,Casino Games , FLXRM
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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga »

Deniskos wrote: Sun, 13. Aug 23, 16:27 I don't have such problems.
Have you installed the mod correctly?
Are you using any other mods or scripts?
This mod is not compatible with anything.
I followed the instructions to the letter, it seemed to work well, just the goods were not present in the NPC stations, which was annoying

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