Litcube's Universe

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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SirNukes
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Post by SirNukes » Sat, 15. Sep 18, 00:27

I couldn't reproduce the freeze on my LU 1.7.2 install when trying to match your setup (E/I package, soundtrack, no gui), with no bonus pack (stated to be incompatible with LU).

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alexalsp
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Post by alexalsp » Sat, 15. Sep 18, 15:28

I said earlier that this problem exists among many people whom I spoke with on the Russian-language forum. Some players have a problem, other players do not have problems.

We tested one installation of the mod.

1) Mod LU 1.7.2 - from here - http://litcube.xtimelines.net/wiki/index.php/Main_Page
a) Litcube's Universe V1.7.1
b) Litcube's Universe Patch V1.7.2
c) Litcube's Universe Export / Import Package V2.2.6
d) Litcube's Universe Soundtrack V1.2.1

This is the installation sequence. No additional files were installed.

Everyone who tested had the problem of freezing the game.

So this is not an isolated case.

With other Mods, TOTT and other similar Mods, such a problem does not arise.

Therefore, I raised this topic to find or try to find a solution to this problem. If possible.

https://youtu.be/B8K7N_go6k8

Several, consecutive starts of the game.

At the end of the pirates killed M1 and there is no freezing game.

But in some cases, during a battle with ships M7-1-2-6, the freezing of the game is also present.

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alexalsp
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Post by alexalsp » Sun, 16. Sep 18, 17:51

I found the cause of the freeze.
I am guilty and sorry.

I created a complete package 3 in 1 for myself and lost sight of one fact.

The installer, during installation, deletes the folders: soundtrack and scripts and replaces it with its own.

And after copying files into the game, there were * .pck files in the scripts folder, which caused the problem of freezing the game.

My apologies again. I hope that now I can enjoy the game.

:oops:

I downloaded all the save files that freezed the game, everything now works.

SirNukes
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Post by SirNukes » Mon, 17. Sep 18, 00:45

Good to hear it is figured out. X3 uses the pck (gzipped) scripts over the xml versions when available, and I am guessing some of the LU versions changed around input/output variables or expected functionality, leading to problems. If kecin25's problem was similar, this also means my earlier fight script observations are off base since I was looking at the LU version of that script instead of the vanilla one.

You will probably want to start a fresh game to be safe. Active scripts get stored in the save, so restarting (or export/import) will be needed to fully clean out the vanilla scripts.

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alexalsp
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Post by alexalsp » Mon, 17. Sep 18, 03:13

Yes thank you.

I'll start a new game.

LameFox
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Post by LameFox » Mon, 24. Sep 18, 00:45

Out of curiosity, does anyone know a way I can tweak the level of hostility between races? i.e. to make the boron/split and argon/paranid conflicts happen a bit more often.

I haven't found any (compatible) mods for it yet and it seemed like potentially I just have to edit some small thing somewhere, since they already do fight each other.
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steve_v
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Post by steve_v » Mon, 24. Sep 18, 06:43

LameFox wrote:Out of curiosity, does anyone know a way I can tweak the level of hostility between races?
I too would be interested in this, LU is a bit peaceful for my taste.
Something like IR (preferably without the bugs) for LU would be the ducks nuts, but I'm only a dabbler in X3 scripting so it's a fair bit beyond my current abilities.
I'm not sure how many experienced modders are still around here though, or who will remain once X4 is released...

Consider this an upvote for increased conflict in the sweet sweet LU. :twisted:

BlackArchon
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Post by BlackArchon » Mon, 24. Sep 18, 20:14

I can imagine that his would cause problems when defending or attacking against OCV ships. The mixed defending or attacking fleets should attack the OCV, not themselves.

LameFox
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Post by LameFox » Tue, 25. Sep 18, 11:31

BlackArchon wrote:I can imagine that his would cause problems when defending or attacking against OCV ships. The mixed defending or attacking fleets should attack the OCV, not themselves.
If it was something like what XRM has then probably, but I don't think the task forces that LU is using when empires fight each other need their races to be globally hostile to each other.
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enfo13
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Post by enfo13 » Wed, 26. Sep 18, 23:31

I heard a lot of good things about this MOD, enough for me to dust of X3 after many many years.

Is there an option or start that allows you play in peace to relearn the game as well as all the new automation script? Or will the impending doom factions like Phanon and OCV always be enabled?

mcal9909
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Post by mcal9909 » Wed, 26. Sep 18, 23:35

enfo13 wrote:I heard a lot of good things about this MOD, enough for me to dust of X3 after many many years.

Is there an option or start that allows you play in peace to relearn the game as well as all the new automation script? Or will the impending doom factions like Phanon and OCV always be enabled?
You can enable/disable the OCV and Phanon at any time using the option found the AL plugin configuration.

enfo13
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Post by enfo13 » Wed, 26. Sep 18, 23:37

Thanks for the information! I'll look for it.

Freenan
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Re:

Post by Freenan » Thu, 27. Sep 18, 17:32

mcal9909 wrote:
Wed, 26. Sep 18, 23:35
enfo13 wrote:I heard a lot of good things about this MOD, enough for me to dust of X3 after many many years.

Is there an option or start that allows you play in peace to relearn the game as well as all the new automation script? Or will the impending doom factions like Phanon and OCV always be enabled?
You can enable/disable the OCV and Phanon at any time using the option found the AL plugin configuration.
did the same and its quite nice and peaceful

Ageofkill
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Re: Litcube's Universe

Post by Ageofkill » Fri, 28. Sep 18, 02:26

I currently have a problem with the SCH script it doesn't show all the Station to install even tho another SCH is already enabled of the same type example an SCH 020 for Terran Water is already running yet I can not set up another SCH for it. The bug isn't however related to it since other SCH that I already have yet can be installed. A Fresh install of the mod on a clean install of X3 didn't fix the problem.

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dizzy
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Re:

Post by dizzy » Fri, 28. Sep 18, 19:48

LameFox wrote:
Mon, 24. Sep 18, 00:45
Out of curiosity, does anyone know a way I can tweak the level of hostility between races? i.e. to make the boron/split and argon/paranid conflicts happen a bit more often.
If you make them enemies it's going to be a bit awkward when the commonwealth invades OCV space and jump in their capitals and then they start shooting at each other.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]

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dizzy
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Re:

Post by dizzy » Fri, 28. Sep 18, 19:50

LameFox wrote:
Tue, 25. Sep 18, 11:31
If it was something like what XRM has then probably, but I don't think the task forces that LU is using when empires fight each other need their races to be globally hostile to each other.
Fair enough. Another potential issue creating more conflict in the LU universe is as your loot drop rate increases the universe will be full of debris that you can collect and sell making the game more unbalanced.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]

LameFox
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Re: Litcube's Universe

Post by LameFox » Fri, 28. Sep 18, 22:38

The FLC rate? That's only for what my property kills though isn't it? I've been using Joubarbe's satellite mod this time around and it looks so far like the lasertowers I set up for reputation gain are creating more loot than everything else together... although phanon traders have a tendency to self-farm on them so it's also partly that.
***modified***

enfo13
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Re: Litcube's Universe

Post by enfo13 » Sat, 29. Sep 18, 00:23

Absolutely loving the MOD so far.

Does anyone know if there is an easier way to claim and repair ships other than jumping out into the space suit and repairing? I know there is a TUG software for TLs, but I'm not at the point yet. A lot of the get-rich-quick schemes now seems to revolve around claiming abandoned ships, and I'm wondering if there is a quick way to do it.

I remember there was some system override software, but I cannot find it in any of the places where I thought it would be, such as pirate bases or Duke's haven.

edit: Also, is the Hub plotline still available in a modded Litcube game? The ability to rewire the universe with the Hub sector was one of the most unique rewards I've seen in any video game.

LameFox
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Re: Litcube's Universe

Post by LameFox » Sat, 29. Sep 18, 06:30

There's a remote software available at terracorp iirc, but it's pretty expensive. I like to just have a transporter device on the ship to get back in and use strafing to speed up the spacesuit on the way out.
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Huillam
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Re: Litcube's Universe

Post by Huillam » Sun, 30. Sep 18, 04:14

It's the remote command software if I remember correctly (check the saturn research station, that place is full of high tech goods) which gives ~4Km range to claim a ship (a bit more depending of the size of both ships).

I don't think the TUG command which is available to any kind of carrier including TMs (all the commands added in LU should have an entry in the encyclopedia with a brief description and their exact requirements) was designed for early (or not so early) game profit but instead is best used in conjunction with the PHQ: it requires the carrier to have a homebase and the claimed ships will then be sent there (and optionnaly stripped of everything in their carbo gay). It's make collecting a bunch of derelicts for component after a big battle easier but isn't of much help if you're simply trying to maximize your income.

If you're bored with the manual repairing you could use Marine Repairs and Training. Simply edit the xml file to remove the credit cost, claim a ship, have it dock on your carrier filled with marines: it should be repaired in no time.

And no, sadly no plot are available in LU. X-Missions Reloaded adds some minor plots (altough not the hub sadly). Last I used it it messed with the import/export feature but as far as I know no one else encoutered the issue. It may be worth a try if you're really desesperate some plots.

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