[SCR] MARS Fire Control (v5.25 - 16.02.13)

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TechSY730
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by TechSY730 » Mon, 1. Oct 18, 03:13

Another update. This contains all the fixes and tweaks from before, but also two new ones.

1. Makes it so that "Cargo Bay Closed" is only played when the last goblin from the current player ship lands, not for any ship. This should cut down on "Cargo Bay Closed" spam greatly
2. Reduces how many missiles are launched by missile boats. It was a little over the top previously

THIS IS A PATCH ONLY CONTAINING THE CHANGED FILE, NOT ALL OF MARS:
You do not need to also unzip my previous zip, this patch includes all the fixes from before as well
mars-tc-TechSY730-fixes-patch-326c.zip:
https://drive.google.com/open?id=1XIf-c ... orItbjZO7D
Last edited by TechSY730 on Tue, 30. Oct 18, 16:26, edited 2 times in total.

sabrehawk
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by sabrehawk » Mon, 29. Oct 18, 20:44

Can anyone tell me why the submenu "goblins collect illegal cargo" spawns a window for 0.2 second that closes again and i cant see which state the function has or apparently cant turn it OFF again? Also it does not have red color "..." when i toggle it , but stays neutral color "..." Everything else seems to pretty much work as intended..i also remember this not working properly in previous installations for instance with litcube.

XRM mod manual installation

made a short vid showing it:

https://youtu.be/nSG5RYVsoRo

Well it seems toggling works after all but just no visual confirmation which order is in effect.

But i kinda wonder why i have 25 fighter drones and they do jackshit to defend me but rather turn into goblins and collect loot while im getting blown to pieces.

TechSY730
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by TechSY730 » Tue, 30. Oct 18, 16:26

It works fine for me, but it may be that it has somehow gotten itself into a corrupted value in your save file that glitches the config menu. I can take a look into it, and maybe come up with a patch.

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alexalsp
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by alexalsp » Sat, 11. Jan 20, 21:14

7046-L044.xml

two lines with the same ID.

Code: Select all

 <t id="250">\33RMARS:\33X \33CAll enemy ships\33X can use MARS - v%s</t> 
 
 <t id="250">\33RMARS:\33X AI ships can use MARS - v%s</t> 
 

Sapiel
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bad mod

Post by Sapiel » Tue, 27. Jul 21, 16:04

I hate this mod, now my turrets cannot be given any commands. There is no way in hell I'm going to put in every single new weapon because of XRM. Please remove it forever, thank you in advance

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alexalsp
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by alexalsp » Tue, 12. Jul 22, 02:21

Greetings. Can someone make a video on how to add new weapons to MARS? It would be nice to have step-by-step instructions using one weapon as an example ... I didn’t find anything about it. Or is there a written instruction somewhere?

There was a link in the header to the calculations, but there is nothing on it anymore.

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X2-Illuminatus
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Re:

Post by X2-Illuminatus » Tue, 12. Jul 22, 21:48

The MARS FAQ has a section about this. The Open Office file can be found here.
Gazz wrote:
Sat, 25. Oct 08, 20:45
The Frequently Answered Questions

Q: How do I make my laser mod "MARS compatible"?

A: Supply a t\7047-L0??.xml for the supported languages to tell the script about the laser data that scripts cannot read from inside the game.
The TFile itself even explains what bits of data go where and what the flags are.

There is also an Open Office table where you can paste in your TLasers and TBullets and have the "MARS Data" calculated automatically. (provided you didn't radically alter the file structure)
Maybe a bit of fine tuning and then it's copy paste time to generate "your" TFiles.

To verify if your edited file contains any errors, enable DEBUG in the MARS menu and reload the data file. That will create a log file of what exactly is read and how it was interpreted.

The ship sizes are found - among other places - in a table on my download site.
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alexalsp
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by alexalsp » Tue, 12. Jul 22, 23:53

Thanks for the answer.

There is no longer a calculation table on the site, only flowers and plants for the garden. )) Does anyone still have a calculation table or will you have to do everything yourself? :oops:

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X2-Illuminatus
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Re: Re:

Post by X2-Illuminatus » Wed, 13. Jul 22, 20:17

Quoting myself here. :D
X2-Illuminatus wrote:
Tue, 12. Jul 22, 21:48
The Open Office file can be found here.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

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alexalsp
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by alexalsp » Thu, 14. Jul 22, 08:01

Thank you. :o :x3: :thumb_up:

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alexalsp
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by alexalsp » Tue, 19. Jul 22, 15:30

Who will tell? Ship weapons. How weapon reload time is calculated in milliseconds. I don't understand where this value comes from.

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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by Scoob » Tue, 18. Oct 22, 12:51

Hi,

Hoping I can get some guidance. I've downloaded the version of this mod for XRM, as I'm trying to use it with FLXRM - basically, Farnham's Legend with the FLXRM mod applied. The installation its self goes well - plugin manager used - and the various options show up in game. However, the pop up message that appears when I get back in-game for the first time, says it recognises a Vanilla version of the game. The FLXRM mod is basically XRM - it's the main files plus some tweaks to work with FL, as far as I'm aware - but the scripts don't appear to "see" it as XRM.

It's possible there's something different enough in FLXRM to cause this miss-identification, but I've not a clue what the issue is.

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Hairless-Ape
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by Hairless-Ape » Sun, 27. Aug 23, 16:57

Yea, I'd like to use this with X3 FL also, but I'm real unsure if it's fully compatible with the latest unofficial FL patch. Anyone using this?
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by CloneSargaent » Sat, 2. Sep 23, 05:32

Hairless-Ape wrote:
Sun, 27. Aug 23, 16:57
Yea, I'd like to use this with X3 FL also, but I'm real unsure if it's fully compatible with the latest unofficial FL patch. Anyone using this?
It works, FL doesn't do anything too drastic to turret scripts

Also FL has its own forum and community script/mod libaray here:
viewtopic.php?p=5038985#p5038985

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Gazz
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by Gazz » Sat, 16. Sep 23, 10:27

I don't know who or what an FL is but MARS is adapted to mods by either those mods providing their own "data sheet" to it or you adapting the default one that MARS comes with.
CMOD 3 (and possibly other mods) provides it's own TC\t\7047*.xml file.
Make sure not to overwrite an existing file with the one from mars-tc.zip if you update MARS.
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by Cycrow » Sat, 16. Sep 23, 11:20

FL is X3: Farnham's Legacy, is the latest X3 expansion (Released 2021)

Efirial
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by Efirial » Sat, 23. Sep 23, 08:29

Hello. I play the Russian version of x3 ap. I installed this MARS script. but all settings are in Italian (or French, I dont understad). how to switch the script to English?

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alexalsp
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by alexalsp » Sat, 23. Sep 23, 10:15

Efirial wrote:
Sat, 23. Sep 23, 08:29
Hello. I play the Russian version of x3 ap. I installed this MARS script. but all settings are in Italian (or French, I dont understad). how to switch the script to English?


Look here

Efirial
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Re: [SCR] MARS Fire Control (v5.25 - 16.02.13)

Post by Efirial » Sat, 23. Sep 23, 13:39

alexalsp wrote:
Sat, 23. Sep 23, 10:15
Efirial wrote:
Sat, 23. Sep 23, 08:29
Hello. I play the Russian version of x3 ap. I installed this MARS script. but all settings are in Italian (or French, I dont understad). how to switch the script to English?


Look here
Thank you so much! :) :thumb_up:

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