[Discussion] Generic X3FL S&M Questions

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Nauoa
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Re: [Discussion] Generic X3FL S&M Questions

Post by Nauoa » Thu, 6. May 21, 21:08

Hello,

is it possible to add additional diplomatic/spy missions such as reducing the relation between to races/factions?
It would be awesome to sent out spies that slowly initiate a war between two races.
This would make the game a lot more interesting in the late game when i can have a real war between Argons+Borons against Split+Paranid for example.

Cycrow
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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Thu, 6. May 21, 21:14

yes the diplomacy system is fully scriptable.
Infact all the existing commands are all just scripts.

You can add new tasks in the same way you add new ship/station commands.

however, just reducing relation between say Argon and Paranid wont do much on its own, as its already very low where they will shoot each other on site

Wrath8180
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Re: [Discussion] Generic X3FL S&M Questions

Post by Wrath8180 » Fri, 7. May 21, 17:16

For a start, I would like to thank you very much, because this game connected me again with my son, who already has his life, his problems, but as soon as he learned that the sequel for X3 came out, he sat down next to me on a chair like when he was 10 years old and now he's watching me play (he is 21 years old). This game brought us closer again, for which I am grateful.
I have one question and at the same time a request that would definitely help many players.
I play in 1920x1080 resolution but the letters are so small on the monitor that they are hard to read. I need weak glasses to read, my son has good eyes, but his eyes and head still hurt from reading. Couldn't the font size be somehow adjusted in the game? This is our only problem with the game. Even now, we had to take a break because of that.
I have a feeling that this game will have further extensions and modifications, it would be good if someone also considered the possibility of creating a font size setting in the game.
Thank you and I wish you much success in the future, not only in creating such games.

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X2-Illuminatus
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Re: [Discussion] Generic X3FL S&M Questions

Post by X2-Illuminatus » Fri, 7. May 21, 18:57

Wrath8180 wrote:
Fri, 7. May 21, 17:16
For a start, I would like to thank you very much, because this game connected me again with my son, who already has his life, his problems, but as soon as he learned that the sequel for X3 came out, he sat down next to me on a chair like when he was 10 years old and now he's watching me play (he is 21 years old). This game brought us closer again, for which I am grateful.
Thank you for sharing this. Much appreciated. :)
Wrath8180 wrote:
Fri, 7. May 21, 17:16
I have a feeling that this game will have further extensions and modifications, it would be good if someone also considered the possibility of creating a font size setting in the game.
I'm afraid but a font size setting or an UI scaling feature is nothing we can provide or that can be achieved by modding.

What you can try is changing the underlying font file X3FL uses. The user BlackArchon provides here (under UI) a so-called "Ubuntu font for X3". Simply extract the .zip archive to your X3 Terran Conflict game folder.

Not a super big improvement, but hopefully brings at least a little relief. Comparison screenshots (click to enlarge) below.

Normal font:
X3FL_normal_font.jpg
Ubuntu font:
X3FL_Ubuntu font.jpg
You do not have the required permissions to view the files attached to this post.
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Wrath8180
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Re: [Discussion] Generic X3FL S&M Questions

Post by Wrath8180 » Fri, 7. May 21, 20:03

X2-Illuminatus wrote:
Fri, 7. May 21, 18:57
Wrath8180 wrote:
Fri, 7. May 21, 17:16
For a start, I would like to thank you very much, because this game connected me again with my son, who already has his life, his problems, but as soon as he learned that the sequel for X3 came out, he sat down next to me on a chair like when he was 10 years old and now he's watching me play (he is 21 years old). This game brought us closer again, for which I am grateful.
Thank you for sharing this. Much appreciated. :)
Wrath8180 wrote:
Fri, 7. May 21, 17:16
I have a feeling that this game will have further extensions and modifications, it would be good if someone also considered the possibility of creating a font size setting in the game.
I'm afraid but a font size setting or an UI scaling feature is nothing we can provide or that can be achieved by modding.

What you can try is changing the underlying font file X3FL uses. The user BlackArchon provides here (under UI) a so-called "Ubuntu font for X3". Simply extract the .zip archive to your X3 Terran Conflict game folder.

Not a super big improvement, but hopefully brings at least a little relief. Comparison screenshots (click to enlarge) below.

Normal font:
X3FL_normal_font.jpg

Ubuntu font:
X3FL_Ubuntu font.jpg
Well, re-establishing a relationship with my son is a very big deal for me, so maybe you can imagine how I feel.
Fonts - I tried "Ubuntu font for X3", I changed the setting to 1600x900 and it's a big difference, thank you.

Aranov
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Re: [Discussion] Generic X3FL S&M Questions

Post by Aranov » Sun, 9. May 21, 17:16

Have there been any changes to hard-coded HQ mechanics?
Namely can we have more then one now (If modded in) with blueprints sharing and working correctly?

My quick testing with the cheat script and a Terran HQ says no, but I wanted to be sure.

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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Sun, 9. May 21, 17:25

HQ's have separate blueprints list

but if you wanted to have them share the same list, then you will need to create a script to do it.
there are some new Signals for the HQ production, and you have full control over the blueprints lists

Aranov
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Re: [Discussion] Generic X3FL S&M Questions

Post by Aranov » Mon, 10. May 21, 02:15

Alright, I decided to take a crack at the HQs, but I've no idea what I'm doing. spent most of my day on it, and I'm stuck.

Right now I'm starting on a simple script the finds all player HQs in the universe, and then spits out a list of blueprints to my log, so I know they where found.
First issue I'm stuck on, building a list of stations. "Find Station" will only find one station, while with "Get station array of race" I've yet to find anything. Even my factories.

Feels like there's something simple that I don't know.

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X2-Illuminatus
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Re: [Discussion] Generic X3FL S&M Questions

Post by X2-Illuminatus » Mon, 10. May 21, 20:17

<RetVar> = get station array: of race <Var/Race> class/type=<Value> in Universe and Sector commands is what you're looking for.
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Re: [Discussion] Generic X3FL S&M Questions

Post by Realspace » Tue, 11. May 21, 10:48

First of all thank you thank you thank you :D
I love I can go back into X3's dark space with a new story and new mechanics.

Maybe I missed it but is there a list of features that were previously covered only by scripts/mods in AP and are already integrated in vanilla FL?

There are many little ones I used in tc/ap that I would like to add at the start of the game but don't want them to conflict with the game's scripts.
:)

Keridos
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Re: [Discussion] Generic X3FL S&M Questions

Post by Keridos » Tue, 11. May 21, 18:18

It seems some people, including me, have an issue with Mouse flight being broken. It was hinted by someone that the issue might be that the Autopilot was in an erronous state due to some Mod/Plugin.
If it really is an issue with the autopilot, it might be fixable with a small script snippet. Is that possible and if it is, where could I find information about the API/script calls used for that?

Here is a link to my issue
viewtopic.php?f=199&t=438478

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X2-Illuminatus
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Re: [Discussion] Generic X3FL S&M Questions

Post by X2-Illuminatus » Tue, 11. May 21, 19:10

Scripts don't have control over the input API, besides adding or removing hotkeys. If you can provide more information, steps to reproduce are most handy, that would certainly help identify and hopefully fix the bug.
Realspace wrote:
Tue, 11. May 21, 10:48
Maybe I missed it but is there a list of features that were previously covered only by scripts/mods in AP and are already integrated in vanilla FL?
I'm afraid we don't have a full feature list. You could have a look at the main feature list on Steam / GOG and at the Survival Guide to get an idea of the new features.
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Aranov
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Re: [Discussion] Generic X3FL S&M Questions

Post by Aranov » Wed, 12. May 21, 02:41

Two more questions:

On remote system locations, If I understand not all of them spawn in every game? I don't like that, wondering how to change it so they all spawn.
Related, I've have discovered both Unclaimed Sector points but can't buy the TOA for them from the guild. How's this supposed to work?
I ask here as the only reason I can think these sectors aren't working is I've added new sectors that connect to them, or I'm misunderstanding the mechanics.

EDIT:Nevermind on the second question, I looked at the guild script, I think I kind of understand what happened, and why it's my fault.

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Re: [Discussion] Generic X3FL S&M Questions

Post by X2-Illuminatus » Thu, 13. May 21, 22:06

Aranov wrote:
Wed, 12. May 21, 02:41
On remote system locations, If I understand not all of them spawn in every game? I don't like that, wondering how to change it so they all spawn.
Not my area of expertise, but it should be handled in addon2\director\3.10 RSM HSAP Management.xml
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

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Neuauflage der fünf X-Romane als Taschenbuch

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Cycrow
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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Thu, 13. May 21, 23:59

to enable the HSAP, you just have to set its status to discoverable. This can be done either by a script command, or via the MD

chip56
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Re: [Discussion] Generic X3FL S&M Questions

Post by chip56 » Sun, 16. May 21, 14:08

Question to Cycrow: Any plans to port over the advanced jumpdrive and salvage claim software? I tried installing the existing versions and the wares did not appear even though the game is modified and my own modifications do load.

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Re: [Discussion] Generic X3FL S&M Questions

Post by Ketraar » Mon, 17. May 21, 11:15

Aranov wrote:
Wed, 12. May 21, 02:41
On remote system locations, If I understand not all of them spawn in every game? I don't like that, wondering how to change it so they all spawn.
All possible HSAPs are placed beforehand and are not discoverable by default. The the RSM does its thing to shuffle a defined amount to be set as discoverable, as X2-Illuminatus said its in 3.10.

An easy way to make them all be discoverable is to remove the destroy_object in L3M10_Shuffle (make sure to add a dummy action like set_value to a tem variable as the MD wont like empty action nodes) this should result in all the HSAP to be set as discoverable.

MFG

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Cycrow
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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Mon, 17. May 21, 11:22

chip56 wrote:
Sun, 16. May 21, 14:08
Question to Cycrow: Any plans to port over the advanced jumpdrive and salvage claim software? I tried installing the existing versions and the wares did not appear even though the game is modified and my own modifications do load.
No plans right now, as my focus is on the main game.

once done there though, i will start looking at updating my scripts for FL
however, i think the ware issue might be due to the Plugin Manager, as they used custom wares from the Plugin Manager

chip56
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Re: [Discussion] Generic X3FL S&M Questions

Post by chip56 » Mon, 17. May 21, 14:19

Cycrow wrote:
Mon, 17. May 21, 11:22

No plans right now, as my focus is on the main game.

once done there though, i will start looking at updating my scripts for FL
however, i think the ware issue might be due to the Plugin Manager, as they used custom wares from the Plugin Manager
Yeah understandable that your focus is on the main game, thats what everyone profits off (No rep losss with anyone ;) ). One follow up question though: Where could i find the range of the vanilla salvage claim software so that i could increase that one for now? I didnt find any range for claiming in the globals file and just randomly looking at the files i didnt spot any that looked like it was the right file.

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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Mon, 17. May 21, 14:22

the range is in the actual code, so its not changeable

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