[3.2/2.5 MOD] X3TC Naval Shuffle 1.3.3.3/1.1: Now reasonably AP compatable

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Khaakbuster
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Post by Khaakbuster » Sun, 6. Mar 11, 15:29

Vechs wrote: Thanks, that's really handy! I don't suppose you want to do a damage per average credit cost section? :D

I never cared about the price for a missile but no problem. :mrgreen:

Here is your new download:

Naval Shuffle Open Office Sheets 1.3

Don't ask for ship prices. I couldn't figure out how to import that because those RelVals come after the turrets and not always at the same spot in the TShips file.
Last edited by Khaakbuster on Sun, 6. Mar 11, 22:34, edited 2 times in total.

Sorenson
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Post by Sorenson » Sun, 6. Mar 11, 17:05

1.3.3 is here, only about a month and a half later than it should've been.

Really minor stuff, honestly - fixed the Ospray problem with it mounting terran flak guns, and after reading some of the discussion on mobile mining systems and what can mount them, I've decided to try out a new setup of allowing M6s and M7s to mount them in their front banks (there aren't really any other ship classes that could mount them without requiring a recalculation of cargo capacities given the new paradigm for their calculation). In total honesty though I have NO idea how the AI routines for mobile mining are going to handle this since MMS use on front guns is nonexistant in vanilla, and for all I know swinging its rear turret around may be a hardset feature of the MM scripts.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

Sorenson
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Post by Sorenson » Sun, 6. Mar 11, 17:21

digdug83 wrote:That being said, I do have minor bugs to report assuming they're bugs at all. Many of the Terran/Aldrin ships say they can use Beluga/Hammerhead missiles when that makes no sense as they have their own missile lines (these are also listed). Was this intentional as part of ship rebalancing or an oversight?
I'm not exactly sure of what you're getting at, assuming I'm reading this correctly. Terran/Aldrin ships are supposed to be able to use Belugas and Hammerheads when appropriate, since they're the Terran caste of their respective missile levels (TR_MEDIUM and TR_TORP_CAPITAL, specifically) whereas in Vanilla for whatever strange weason Terran ships could use Commonwealth ordinance and vice-versa, or stranger yet you'd have Commonwealth ships that could use Terran ordinance which the Terrans themselves couldn't use (Hammerheads being a particularly infamous example)

If this is an issue of the ship data conflicting with what might be in the localization files for ship and missile descriptions and whatnot, just ignore them. Localization files are something I'm extremily loath to touch.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

Sorenson
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Post by Sorenson » Sun, 6. Mar 11, 17:36

Vechs wrote:I kinda wish, now that I think about it, that you would implement a full missile re-balance like in Xtended Terran Conflict, one of the things I liked about that mod was how they did the missile system. ( Light A, Light B, Medium A, Medium B, ect.) The custom icons made quick ID of what missiles I had much easier.
Localization issue, which is something I don't want to mess around with for fear of causing catastrophic failure. Once you get down the patterns for missile naming and whatnot it's not too hard to remember what does what, and the only major offenders are some of the missiles introduced in TC like the Rapier and Firelance and whatnot, and those are largely negligable once you get a bit further into the game.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

Vechs
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Post by Vechs » Sun, 6. Mar 11, 22:31

Khaakbuster wrote:
Vechs wrote: Thanks, that's really handy! I don't suppose you want to do a damage per average credit cost section? :D

I never cared about the price for a missile but no problem. :mrgreen:

Here is your new download:

http://www.mediafire.com/?xpea9p0duxkw502

Don't ask for ship prices. I couldn't figure out how to import that because those RelVals come after the turrets and not always at the same spot in the TShips file.
Thank you, really appreciated :)

Vechs
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Post by Vechs » Sun, 6. Mar 11, 22:33

Sorenson wrote:
Vechs wrote:I kinda wish, now that I think about it, that you would implement a full missile re-balance like in Xtended Terran Conflict, one of the things I liked about that mod was how they did the missile system. ( Light A, Light B, Medium A, Medium B, ect.) The custom icons made quick ID of what missiles I had much easier.
Localization issue, which is something I don't want to mess around with for fear of causing catastrophic failure. Once you get down the patterns for missile naming and whatnot it's not too hard to remember what does what, and the only major offenders are some of the missiles introduced in TC like the Rapier and Firelance and whatnot, and those are largely negligable once you get a bit further into the game.
Oh okay, that makes sense. Still, even your current system is a lot better than the vanilla game!

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Khaakbuster
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Post by Khaakbuster » Sun, 6. Mar 11, 22:33

Mmm, looks like I have to update my sheets again... ;)

Naval Shuffle Open Office Sheets 1.3.3.3


If you plan another update I would suggest to change the PSG a bit. As it is now the shots are an extreme framerate killer. I installed 8 of them in my Panther one time and the game slowed down to a crawl when they fired. So I changed the values myself which resulted in much better performance.

Code: Select all

					old		new
RPM				151,9	60
Hull Damage	216		216
Shield Damage	3992	5000
Energy used	225		600
Lifetime		4			3
Speed			508		710
Also with this setup it is not an instant kill for any ships no matter what size anymore. Before I could fly to some random K and 5 seconds later it was gone. It is still extremely powerful but not such an Ubergun anymore.

The same problem applies to the Starburst Shockwave Cannon. I still have to take care of that one though.

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Post by Sorenson » Thu, 10. Mar 11, 13:38

Just a heads-up to anyone who uses the Energy Cell Eliminator scripts, version 1.2's just been uploaded to Megaupload and the Filefront version's in the works. This one fixes the whole multiple-script-instances issue by using a 30-second window of opprotunity from the start of a given game, but if you're past that you can just trigger the script with the editor and it'll run just fine.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

Kondert
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Problem with S.P.E.R.G.

Post by Kondert » Fri, 11. Mar 11, 17:12

I'm having difficulty installing the Stupendously Precise Entity Relocation Gizmo. No problems with X Plugin Manager... as far as I can tell, but nothing changes in the game.

I tried extracting the files and and error on each file for "Uncompression".

I'm running X3TC 3.0 (Steam) on Win7

X Plugin Manager Lite V1.20

If these files are available unpackaged, a link would solve my problem.

Thanks,

Sorenson
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Post by Sorenson » Fri, 11. Mar 11, 18:06

X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

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TrixX
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Re: Problem with S.P.E.R.G.

Post by TrixX » Fri, 11. Mar 11, 18:09

Kondert wrote:I'm having difficulty installing the Stupendously Precise Entity Relocation Gizmo. No problems with X Plugin Manager... as far as I can tell, but nothing changes in the game.

I tried extracting the files and and error on each file for "Uncompression".

I'm running X3TC 3.0 (Steam) on Win7

X Plugin Manager Lite V1.20

If these files are available unpackaged, a link would solve my problem.

Thanks,
Get the Plugin Manager 1.30 RC1 and it'll solve the issue. Old plugin manager (1.20...) is unable to read the newer formats.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Darquies
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Post by Darquies » Fri, 11. Mar 11, 18:11

I'm havein a lilttle prob downloading from filefront.


i ckick on where i am supposed to DL, and nothing, it takes me to another page but i dont see any place to click nor does the DL start.


any ideas?
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Sorenson
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Post by Sorenson » Fri, 11. Mar 11, 18:19

I'm guessing the X subsection of Filefront's on the fritz, as every file I've checked there mine and otherwise has given the same thing. Give it a day or so, it should clear up.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

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Darquies
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Post by Darquies » Fri, 11. Mar 11, 18:32

thanx m8 for the fast response

(just saw the megaupload. i take it that the fliefront and the MU are the same file, so i'll get it there)

:) (edit)
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Sorenson
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Post by Sorenson » Fri, 11. Mar 11, 22:09

Is it just me, is it the mod, or does it seem that stuff is getting to get preeeeetty weird in regards to the latest version of the X_universe map file? I noticed a few days ago that there was a version of it in catalogue 13, so I ripped it out and ported over the major Shuffle changes: thing is, ever since I did that (which coincides with me picking up TC after a two-month hiatus) it seems as though certain map features have started acting strangely - the measure of scale you see on the sector map view, for example, is typically something bizarre (381 kilometers for Uranus, for example) and certain gates are far-flung out in the boonies of certain sectors (You know that little sector two spots to the right of Gaian Star? The west gate for that one somehow wound up 180+ kilometers out from the sector core, more than twice of what it should normally be, IIRC.

If this is somehow rooted to the new version of the X3_universe file, I think I might roll back to the earlier version which shipped out with 1.3.3 and just bundle in a ad sign deletion script, 'cause the side effects of these map fixes seem to be even worse than the problems they were fixing to begin with.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

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Khaakbuster
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Post by Khaakbuster » Sat, 12. Mar 11, 22:24

I haven't noticed anything strange so far with version 3.1 of X3 TC.

The sector east of Gaian Star that you mean is Maelstrom. The west gate is at -181,6 km. This is correct according to the X3TC Stats Compendium version 3.0.

rhonse
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Post by rhonse » Tue, 15. Mar 11, 10:20

So I ran into a bug this evening.

A) X3TC 3.1
B) Steam version.
C) New shuffle game.
D/E) Improved races (and someone's scripting library as a dependency), MARS

For some silly reason I turned off some XLSPPs that I had built. When I turned them back on, the products per cycle had dropped down to 20 instead of ~5530 or so. Thankfully, I had an older save from before I'd shut off the plants, so I just reloaded and I'll continue it later.

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Post by Beastro » Tue, 22. Mar 11, 11:27

There a quick way to recognize if this install correctly or not?

I'm running this almost two dozen other scrips but I avoided the usual suspects that would interfere (The game doesn't CTD at least) but I'm not seeing any real change during my Poisoned Paranid play, every ship seems to be running no faster than in vanilla which is the main thing I'd think I'd notice right off the bat.

Forgive me for my ignorance if I'm screwing something up, it's been almost a year since I last played TC and even then I never really learned the tricks or tweaking mods on it.

DeathXI
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Post by DeathXI » Fri, 25. Mar 11, 04:44

Sorenson wrote:Just a heads-up to anyone who uses the Energy Cell Eliminator scripts, version 1.2's just been uploaded to Megaupload and the Filefront version's in the works. This one fixes the whole multiple-script-instances issue by using a 30-second window of opprotunity from the start of a given game, but if you're past that you can just trigger the script with the editor and it'll run just fine.
I tried this on a game I was playing, and what happens is...nothing.
The e-cell requirements go away, and then my stations simply stop producing. Some of them, not all, but some, will go up to 10%, then reset to 0% with no additions to their inventories. Does this on Seta, not on Seta, after an hour ingame (Seta advanced) anybody got any suggestions?

Sorenson
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Post by Sorenson » Sat, 26. Mar 11, 01:04

CRAAAAAAAAAAAP

I hosed up the script files for the EC scripts regarding Player Stations, specifically in that I didn't impliment a proper recurring resource check - the reason that production gets so wonky when running that script is because player race is the one candidate for being part of the array, every player factory is always included in every array check, and is thus subject to the production shutdown and startup segment at the end.

If you switch to using the All version of each script, you should be just fine. Frankly I've been tempted to remove the player-exclusive versions of these scripts as it is.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

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