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

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Pind
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Post by Pind » Sat, 6. May 17, 06:40

Hi guys,

I made the mistake of trying to install MARS (a modified version) on Litcubes and am trying to uninstall it.

Followed the instructions in the main post but it doesn't seem to be working. Any advice?

Sirrobert
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Post by Sirrobert » Sat, 6. May 17, 07:52

If you already played LU, the scripts are already embedded and can cause problems later on.

Make a fresh LU install, and export/import your save game to it, is the safest way.
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OneFourTwo
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Post by OneFourTwo » Sat, 15. Jul 17, 12:52

How do you get your drones to repair a damaged ship? I can get them to repair NEUTRAL ships just fine. But I can't get them to repair any of my owned property.

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Malakie
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Mars and Xtended?

Post by Malakie » Thu, 10. Aug 17, 00:18

Does MARS work with Xtended and is there a compatibility patch link OTHER than X Universe? (cannot get validated there.. no email ever sent)
Take it light.....

Malakie

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CloneSargaent
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Post by CloneSargaent » Thu, 10. Aug 17, 01:12

Here is the link to the page for mars XTC compatibility
THE INSTRUCTIONS ON HOW TO INSTALL ARE ON FIRST POST THE THIRD POST IS THE ACTUAL LINK TO THE DOWNLOAD

I will put this here https://forum.egosoft.com/viewtopic.php?t=331351 in case anyone wants to know if there other scripts that compatible or incompatible with XTC.

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Malakie
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Post by Malakie » Thu, 10. Aug 17, 02:50

CloneSargaent wrote:Here is the link to the page for mars XTC compatibility
THE INSTRUCTIONS ON HOW TO INSTALL ARE ON FIRST POST THE THIRD POST IS THE ACTUAL LINK TO THE DOWNLOAD

I will put this here https://forum.egosoft.com/viewtopic.php?t=331351 in case anyone wants to know if there other scripts that compatible or incompatible with XTC.

Sorry but did you read what I wrote? I CANNOT download from that link because the website is not validating my account nor will it send out emails to do so.. I need a different link....
Take it light.....

Malakie

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CloneSargaent
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Post by CloneSargaent » Thu, 10. Aug 17, 04:00

sorry about that was kinda burnt out from trying to fix/edit a plugin :x. I don't know of any other link than that one. Thing that comes closest to mars and is compatible with XTC is Smart turrets, only thing about is it doesn't have is goblins.

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Malakie
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Post by Malakie » Thu, 10. Aug 17, 22:18

CloneSargaent wrote:sorry about that was kinda burnt out from trying to fix/edit a plugin :x. I don't know of any other link than that one. Thing that comes closest to mars and is compatible with XTC is Smart turrets, only thing about is it doesn't have is goblins.
Any chance you have the file and can send it to me?
Take it light.....

Malakie

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CloneSargaent
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Post by CloneSargaent » Fri, 11. Aug 17, 03:46

I have the file but how do you want to get it?, via website like Xdownload or email?

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X2-Illuminatus
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Post by X2-Illuminatus » Fri, 11. Aug 17, 10:31

The best solution would be to upload it on xdownloads or the like, and post the link here, so that other users can get the file too, when they're looking for it.
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CloneSargaent
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Post by CloneSargaent » Fri, 11. Aug 17, 15:54

MARS XTC Compatibility


Joe Maxi's description: I've put together a Tfile for v2.0. Have put it through it's paces with a M2 topped up with every weapon I could get and spent a few hours hunting big xenon blobs and am happy to report everything seems to be working perfectly. Just install Mars and replace the 7048-L044 in the t folder with the above. Please remember the Xtc dev teams stance on third party scripts though, use at your own risk (i've been running it about 6hr's game time without one single issue and due to it's old 1.2 compatibility i'd say your pretty much 100% safe). I have also made one small edit to the "cap mode: pause" reducing it from the default 7 sec to 3 due to xtc's quicker shield recharge rates and the fact i don't like my turrets to show mercy but it's a easy notepad change if you want to turn it back. Feel free to tweak to your liking and please share any improvements. All credit to Gazz for his great turret scripts and to the XTC team for their brilliant mod. Enjoy

MARS XTC Compatibility v2

Fixed the problem from earlier just needed to rename from 7048-L044-XTC2.0(v2) to 7048-L044.
This version has better weapon switching for targets (No more shooting m3s with PPCs or other huge ship weapons unless its Flak AA)

KRM398
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Post by KRM398 » Wed, 2. May 18, 20:12

hmmm Mars is supposed to gather marines? never saw that before and doesnt seem like an option in AP where I'm running it.

GageDragon
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Post by GageDragon » Sun, 20. May 18, 18:38

Started ap-xrm again with most of the usual scripts/mods I've used in the past but for some reason the configuration menu for mars is blank. The only new mods I am using is the resurrection mod with xrm patch and cpp for xrm and I don't know what about them could be the issue if it is lol.

Image


Any ideas what's going on?

Thanks in advance

TechSY730
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Post by TechSY730 » Sat, 11. Aug 18, 05:08

Ok, thanks to the fantastic work of SirNukes and his X3 Customizer giving a way to force infinite loop detection on*, I have finally identified an infinite loop freeze that has been lurking in MARS.


* Warning to those wanting to try out "force infinite loop detection on", it WILL break some scripts because they naturally do take a long time but don't actually infinite loop, including MARS's configuration screen. DO NOT USE ON YOUR MAIN SAVE.


The problem comes from plugin.gz.mars.goblin.control, in the loop inside the Fly.Home label at around line 1029 (while $Dist > $Fly.Home.Distance).

I'm not exactly sure what exactly could cause this to infinite loop (my best guess is that the = wait randomly is being given null range due to $Perf.Main.loop.wait not being initialized), but I have added some safeguards to the code against it freezing.

I had a large scale battle I was testing. It turned a consistent freeze not freezing 3 times I tried the battle.

EDIT: version 326b I also added a change to the drone launching so that they will not automatically launch to tow ship upgrades the mothership already had.

I also couldn't help but notice that when MARS control is allowed for the AI, MARS controlled AI missile boats (ships with missile turrets, so M8s and M7Ms) tended to have anemic to non-existent barrages. I traced this to some odd targetting behavior for missile turrets in MARS along with its logic selecting Mosquito missiles as the "best" missile, and then refusing to launch them as a barrage because it has an explicit check preventing Mosquito missiles from being used as a barrage.

MARS's missile turret logic will still be less aggressive then, say, Rapid Response fleet's logic for missile turret (deliberately so), but it should now at least give reasonable behavior from, for example, mission spawned M7Ms and M8s.

Finally, for these changes to take effect for existing ships, a bump in the version in setup.plugin.gz.mars is needed.
There are no changes of substance, just a bump in the script's version number to prompt MARS to reload scripts. Even with this, goblins that are currently flying will not get the fix They will get it next time they land and take off again.


THIS IS A PATCH ONLY CONTAINING THE CHANGES FILE, NOT ALL OF MARS:
mars-tc-TechSY730-fixes-patch-326b.zip
https://drive.google.com/open?id=1uhXJu ... oK7S9gz-JN

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alexalsp
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Post by alexalsp » Thu, 13. Sep 18, 00:49

Tell me please. Mod 5.25 can be installed on two versions of the game? I understand correctly?

These folders should be copied to the appropriate directories?

For TC in the root folder

For AP in the folder addon? :?

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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