[SCR][june 08][v. 2.5-] STO 1.57 - overtake sectors
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 185
- Joined: Sat, 20. Jun 09, 16:13
-
- Posts: 356
- Joined: Thu, 20. Mar 08, 06:10
I have a clean XRM install
Attempting to copy the scripts into the folder gives me warnings that its trying to overwrite files.
Its supposed to be XRM compatible so I'm not sure how to proceed (It's been a while since I dabbed in X modding, so I've forgotten what to do) i.e do I allow overwrite or not?
Also this is for AP but instructions are not clear on if I should add the files to the TC section or the addon section.
Thanks
Attempting to copy the scripts into the folder gives me warnings that its trying to overwrite files.
Its supposed to be XRM compatible so I'm not sure how to proceed (It's been a while since I dabbed in X modding, so I've forgotten what to do) i.e do I allow overwrite or not?
Also this is for AP but instructions are not clear on if I should add the files to the TC section or the addon section.
Thanks
Its fine to overwrite. You will want to put them in the AP folder too. One thing to note as an XRM user:Legionos wrote:I have a clean XRM install
Attempting to copy the scripts into the folder gives me warnings that its trying to overwrite files.
Its supposed to be XRM compatible so I'm not sure how to proceed (It's been a while since I dabbed in X modding, so I've forgotten what to do) i.e do I allow overwrite or not?
Also this is for AP but instructions are not clear on if I should add the files to the TC section or the addon section.
Thanks
XRM handles trading stations differently. In XRM they are considered HQs so this script doesnt recognize that they are trade stations.
Use the cheat scripts and cheat in a trading station. The station you want has a volume of 15000 not 15001 which is the XRM version.
Thankyou kind sirjoelR wrote:
Its fine to overwrite. You will want to put them in the AP folder too. One thing to note as an XRM user:
XRM handles trading stations differently. In XRM they are considered HQs so this script doesnt recognize that they are trade stations.
Use the cheat scripts and cheat in a trading station. The station you want has a volume of 15000 not 15001 which is the XRM version.
Having new issues with STO and XRM, can't takeover sectors anymore because the latest XRM does not allow your rank to go below -4. STO seems to want your rank to be -5 to be able to take a sector.
Anyone have any quick fixes for this? Used to work with the older XRM scripts, XRM must have changed the ranking stuff recently.
Anyone have any quick fixes for this? Used to work with the older XRM scripts, XRM must have changed the ranking stuff recently.
Try the cheat scripts?russbo wrote:Having new issues with STO and XRM, can't takeover sectors anymore because the latest XRM does not allow your rank to go below -4. STO seems to want your rank to be -5 to be able to take a sector.
Anyone have any quick fixes for this? Used to work with the older XRM scripts, XRM must have changed the ranking stuff recently.
XRM doesn't mess with reputations. You must have something else running in your game. Im an XRM user with STO and I dont have this issuerussbo wrote:For some reason, the cheat script stops at -4 also. Can't drop it lower than that. I think XRM resets the rankings for some reason.
Anywhere in the STO files can a change be made???
That's why it worked before I rebuilt my game and added IEX and Lost Colony.
I'll have to look at those.. Thanks!
These are my cat / dat files
03 steam update
04 steam update 3.1
05 IE 1.1
06 IEX 1.5a
07 XRM 1
08 XRM 2
09 XRMi
10 XRM Hull Low
11 LostColony201 XRM
12 LoCo Patch
13 cockpit
14 immersive gui hud
15 docking ware
Scripts: Phanon, abandoned ship spawner, global friend foe upgrade, OK traders.
(and NPC bail, salvage command, cheat, all of Lucikes stuff, some of the oldies but goodies, things which never affected this sort of thing in the past)
See anything that might cause this???
I'll have to look at those.. Thanks!
These are my cat / dat files
03 steam update
04 steam update 3.1
05 IE 1.1
06 IEX 1.5a
07 XRM 1
08 XRM 2
09 XRMi
10 XRM Hull Low
11 LostColony201 XRM
12 LoCo Patch
13 cockpit
14 immersive gui hud
15 docking ware
Scripts: Phanon, abandoned ship spawner, global friend foe upgrade, OK traders.
(and NPC bail, salvage command, cheat, all of Lucikes stuff, some of the oldies but goodies, things which never affected this sort of thing in the past)
See anything that might cause this???
Trickmov wrote:Update.
STO 1.54
Changelog:
- Smaller changes to the NPC-population-function for not-STO-sectors (for scripts like RSM)
- new function in the general options. As the pirate rank cannot be seen in the game directly, it's very difficult to get to rank=-5 to overtake sectors of this (and other races). Thus there is now a new option visible, when the sector-owner is not unkown and the rank of the player at this race is higher than -5, "declare war to sector-owner", which sets the rank directly to -5. Thus you don't need to kill enemies for hours
Russbo......maybe this will make it clearer....
I am having the exact same problem as you are. Did you manage to fix it?0o0o0 wrote:I'm having trouble with this script. It worked fine for a while with no problems adn then all of the sudden it will not spawn new stations. if I drop a station its fine and the station remains but if I change ownership of the station to any other race other than mine it is instantly deleted. This happens when I start a brand new game also. It only happens in sectors that I have claimed. Anyone having trouble like this or know how I can fix it?
Trying to use this script in X3:AP 3.1.
X_Studio Compiler found this:
"Unable to merge the supplementary language file 'addon\t\7410-L044.xml' with the game data"
Is that conflict means that I cannot use this script in my game?
Is that compatible with X3:AP? Did somebody tested it?
Also I am very interested in the fresh script that could replace this one - all I need is to claim xenon sector with spawn suppresion and rename unknown sectors.
For example Improved Races 2.0 do not stop xenon spawn in claimed sectors.
EDIT. X-Studio couldn't open 7410-L044.xml
report:
Unexpexted text '//morale after takeover ' was detected on the line 214 of 7410-L044.xml
I am not a programmer and I do not understand what it means. Is it critical error that could makes game crash/freez or it is just a minor (read-text) error and I can use this script in my game? Or mayby I can fix it editing few symbols?
Programmers please help me!
X_Studio Compiler found this:
"Unable to merge the supplementary language file 'addon\t\7410-L044.xml' with the game data"
Is that conflict means that I cannot use this script in my game?
Is that compatible with X3:AP? Did somebody tested it?
Also I am very interested in the fresh script that could replace this one - all I need is to claim xenon sector with spawn suppresion and rename unknown sectors.
For example Improved Races 2.0 do not stop xenon spawn in claimed sectors.
EDIT. X-Studio couldn't open 7410-L044.xml
report:
Unexpexted text '//morale after takeover ' was detected on the line 214 of 7410-L044.xml
I am not a programmer and I do not understand what it means. Is it critical error that could makes game crash/freez or it is just a minor (read-text) error and I can use this script in my game? Or mayby I can fix it editing few symbols?
Programmers please help me!
http://www27.zippyshare.com/v/Mn7QGnFr/file.html
New temporary link. Many of txu hosted links have expired :/
New temporary link. Many of txu hosted links have expired :/
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
Yo. I'd like to use this mod wih XRM. I read the compatibility note (it's apparently compatible) but the owner doesn't support this mod anymore?
How can I install this, and would it mess up my current saves?
How can I install this, and would it mess up my current saves?
I USE XRM - my post questions and comments revolve around it!
Core i7 3770k / Twin EVGA 770 GTX / 16 GB G.Skill RAM / OCZ Agility 120 GB SSD / Triple Asus MX279H 27" LED / Asus Xonar Essence STX / Mionix Naos 7200 | Mionix Zibal 60
Core i7 3770k / Twin EVGA 770 GTX / 16 GB G.Skill RAM / OCZ Agility 120 GB SSD / Triple Asus MX279H 27" LED / Asus Xonar Essence STX / Mionix Naos 7200 | Mionix Zibal 60
Actually, it doesn't really work with the mod in its current state. The STO script checks for "docks" type or the specific PHQ station to trigger the sector takeover, but XRM did change all vanilla docks (trading stations, equipment docks, etc.) to be "HQs" types instead. Which means that the only station to trigger the takeover is the Player Headquarter.Siigari wrote:Yo. I'd like to use this mod wih XRM. I read the compatibility note (it's apparently compatible) but the owner doesn't support this mod anymore?
How can I install this, and would it mess up my current saves?
HOWEVER X2-Illuminatus was friendly enough to change the script to also include HQ types (which would actually have been the better solution from the very beginning of STO, IMHO). No guarantee that the script doesn't **** up anything (it's basically Illuminatus' own homebrewn variant) but so far, I haven't found any problems with it. It goes without saying that you should probably back up your saves regardless, just in case.
X2-Illuminatus wrote:I made a simple change to STO some time ago, changing the object class check from trading dock to normal "docks", and from what I remember it did work. I couldn't find the files, so I made the (hopefully right) changes again.Kaunit wrote:Doesn't STO no longer work with XRM, due to its script checking for Trading Docks, while the purchaseable docks in XRM are all HQ-types, script-wise?
Download from mediafire.com
(The zip archive contains the current STO version 1.57 with 7 seven changed script files, which is why I incremented the version number to 1.58.)
I only had the chance to do a short test in vanilla X3TC. While it did work - building an Argon Equipment in an Unknown sector, the sector was mine after a few seconds -, I would suggest to make a backup of your savegames, before installing this version to an XRM installation.
-
- Posts: 356
- Joined: Thu, 20. Mar 08, 06:10
That zip file contains a scripts and a "to be changed" folder with more scripts.Kaunit wrote:Actually, it doesn't really work with the mod in its current state. The STO script checks for "docks" type or the specific PHQ station to trigger the sector takeover, but XRM did change all vanilla docks (trading stations, equipment docks, etc.) to be "HQs" types instead. Which means that the only station to trigger the takeover is the Player Headquarter.Siigari wrote:Yo. I'd like to use this mod wih XRM. I read the compatibility note (it's apparently compatible) but the owner doesn't support this mod anymore?
How can I install this, and would it mess up my current saves?
HOWEVER X2-Illuminatus was friendly enough to change the script to also include HQ types (which would actually have been the better solution from the very beginning of STO, IMHO). No guarantee that the script doesn't **** up anything (it's basically Illuminatus' own homebrewn variant) but so far, I haven't found any problems with it. It goes without saying that you should probably back up your saves regardless, just in case.
X2-Illuminatus wrote:I made a simple change to STO some time ago, changing the object class check from trading dock to normal "docks", and from what I remember it did work. I couldn't find the files, so I made the (hopefully right) changes again.Kaunit wrote:Doesn't STO no longer work with XRM, due to its script checking for Trading Docks, while the purchaseable docks in XRM are all HQ-types, script-wise?
Download from mediafire.com
(The zip archive contains the current STO version 1.57 with 7 seven changed script files, which is why I incremented the version number to 1.58.)
I only had the chance to do a short test in vanilla X3TC. While it did work - building an Argon Equipment in an Unknown sector, the sector was mine after a few seconds -, I would suggest to make a backup of your savegames, before installing this version to an XRM installation.
The scripts in the "to be changed" folder are identical to the ones in "scripts". So, which ones are the fixed ones?