[script] Universe Explorers v2.4.0: Update Sep 5

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CaptainRAVE
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Post by CaptainRAVE » Fri, 30. Apr 10, 14:33

I cant find the extra menu commands to customise this. Have I forgotten to install something?

Nevermind, found it :)

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Predator02
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Post by Predator02 » Sun, 2. May 10, 06:32

I'm having trouble with my explorers mapping and remapping the same sectors many times over. I've had about 4 different Explorers map out Asteroid Belt already and they just love running off to Xenon sector 472 in groups.
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Vayde
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Post by Vayde » Sat, 15. May 10, 12:16

Explorer glitch with X3TC map by scorp. Seems explorers are deleting sectors that have already been discovered by a player ship. This is rare but does happen.
Still life in the old dog yet...

Requiemfang
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Post by Requiemfang » Sat, 15. May 10, 14:45

I'd use this script again but it doesn't seem to be up to date and with all the bugs flowing in I don't think I'll be using it any time soon. Also heard the creator of the mod sorta disappeared *shurgs*

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ninereeds666
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Map Sector bug?

Post by ninereeds666 » Sat, 22. May 10, 01:11

If I have a ship mapping a sector that I'm not in, and I'm not observing the mapping through the universe map, then nothing will register on the map and I'll just see an empty sector. I like to use a lot of SETA (please no arguments about whether or not it's cheating) and if I have a few ships using the universe explorer script, then ending up with a bunch of empty sectors is just annoying. Is there a script or mod or something that can fix this?


{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]. Merged. jlehtone}

Catra
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Post by Catra » Sat, 22. May 10, 01:14

what game version / version of universe explorers are you using?

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ninereeds666
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Post by ninereeds666 » Sat, 22. May 10, 01:25

I'm using version 2.6 of X3:TC and version 2.4.0 of universe explorers. These are the latest versions, no?

Catra
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Post by Catra » Sat, 22. May 10, 01:35

TC for mac is 2 patches behind.

also, 2.4 is not the current version.

2.4.2 is

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ninereeds666
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Post by ninereeds666 » Sat, 22. May 10, 02:05

I'm on Windows 7, so that's not an issue.

I upgraded to Universe Explorer 2.4.2 and the problem seems to be fixed. We'll see if it stays that way. Thanks for your help :D

Roady1976
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Post by Roady1976 » Sun, 17. Oct 10, 16:06

Hello all, i was wondering if anyone has had any success in getting the explorers to auto, salvage ships.

I have tried running a vanilla game with just this mod and i just for the life of me can't get it to work, despite making sure that the option to capture ships is turned on.
(I have purposly sent him to sectors i KNOW have ships to be salvaged in)

Thanks for reading :)

Igor.tverd
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Post by Igor.tverd » Sun, 17. Oct 10, 16:21

Hm... I seem to have no problem with that, maybe something is bugged in your install. In my previous game I had explorers capture at least 10 ships for me.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.

Roady1976
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Post by Roady1976 » Sun, 17. Oct 10, 16:28

Igor.tverd wrote:Hm... I seem to have no problem with that, maybe something is bugged in your install. In my previous game I had explorers capture at least 10 ships for me.
Do you have any other mods / scripts installed?

What level(s) were your explorers?

Igor.tverd
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Post by Igor.tverd » Sun, 17. Oct 10, 16:35

Roady1976 wrote:
Igor.tverd wrote:Hm... I seem to have no problem with that, maybe something is bugged in your install. In my previous game I had explorers capture at least 10 ships for me.
Do you have any other mods / scripts installed?

What level(s) were your explorers?
All explorers were below lvl 5 at that moment.

If my memory serves me right, this is what I had installed:

Phanon Corp
Improved Races
NPC Bail addon (lowest possible bail rate)
SRM + Extra Ships + CMOD
NPC Salvages (Salvage command disabled, just used for competition)
Complex Cleaner
Holy Asteroids
ADS
Pirate Guild
Yaki Armada
Fantasy is the impossible made probable. Science fiction is the improbable made possible.

Roady1976
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Post by Roady1976 » Sun, 17. Oct 10, 16:49

i wonder if that bail addon might have something to do with it?

virgil64
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Post by virgil64 » Tue, 4. Jan 11, 03:33

Firstly, having restarted X3TC a few times, love this script for opening up the universe, did it all myself the first time.

A quick question about rank 21. How does an explorer contact the Goner, does the player ranking with Goner come into the equation?

I've run Universe Explorer on a few different games and have yet to achieve the use of a jump drive. Other than this, luv it, many thanks :)

costi
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Post by costi » Tue, 4. Jan 11, 06:45

Can this be made compatible with XTC?
Friendly fire is not so friendly.

Cascinova
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Post by Cascinova » Wed, 12. Jan 11, 18:05

I really like this Mod, it makes exploring much less tedious yet it is not unbalancing.

I do notice that time to time I have to send my explorers off to another corner of the galaxy because they do seem to get a little lagarthic at times, however that is probably just due to the spaceweed.

Seriously though i am not joking, I have one explorer that I caught buying spaceweed and it is listed in his freight. :lol: I thought that was pretty damn funny, my only concern is that he doesn't get caught! It would be a shame to lose a level 12 explorer.

All you need to do now is to add in brothels where they go to get their err...business taken care of.

sphr
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Post by sphr » Sat, 12. Feb 11, 09:03

overall nice concept.

I liked the idea of automated explorers to take my hands off micro management.
It started out fine.

until it started to run into places that it shouldn't, and there isn't an effective way to keep them out of certain sectors.

the Navigational hazard beacon is ineffective because (many mentioned in earlier posts) :
1) It gets destroyed in xenon sectors, AFTER the explorer gets destroyed
2) It gets destroyed in restricted terran/argon sectors
3) if deployed in friendly sector to buffer dangerous sectors, it prevents sat deployment in those sectors + no seemingly direct way to remove them when no longer needed.

It turns out that I had to do even more micromanagement on my own if I have a sizeable number of explorers (manually jumping their asses out of danger, usually from a savegame BEFORE they issue warnings or I get a log message telling me they are dead)

Suggestions:
-consider a means of globally tagging sectors to a "blacklist". Try interfacing with Cycrow's nice advanced navigation thingy which already has the tagging + hooking up to the navigational commands (i.e. i don't know the details, but optimistically, if you use the usual navigational commands, it may use cycrow' stuff indirectly without needing direct interfacing?)

I still would like to try out this script again though, if it ever overcome the above problems, which will really make it hands-free (can get a 10 min tea break without coming back and finding a lot of explorers killed), and I only post because I still think there is great potential here. Nevertheless, thanks to the author for the great idea and great (even if flawed) scripts so far. Looking forward to indepenent Universe Explorers who will no longer need the player to clean up behind their backside ;p

orion84
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Post by orion84 » Mon, 21. Mar 11, 08:28

Is this script still continued?

This is a powerful script, and i can't live without it, but i have a few concerns/suggestions.

1.
sphr wrote:consider a means of globally tagging sectors to a "blacklist"
+1 to this.. alot of my explorers get "stuck" exploring the US north of A. M148 until they die. Even the ones far out from this sector eventually come here and do endless mapping.

2. perhaps change their combat behavior? a fully kitted M3 should be able to defend itself against pirate fighters. or even allowing explorers to pilot a M6? I wouldn't mind spending for that. Ensuring survival of my explorers meant putting them in M3's with escorts. slower, but they live longer. :)
***modified***

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FalconGrey
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Post by FalconGrey » Thu, 28. Apr 11, 20:00

orion84 wrote:Is this script still continued?

This is a powerful script, and i can't live without it, but i have a few concerns/suggestions.

1.
sphr wrote:consider a means of globally tagging sectors to a "blacklist"
+1 to this.. alot of my explorers get "stuck" exploring the US north of A. M148 until they die. Even the ones far out from this sector eventually come here and do endless mapping.

2. perhaps change their combat behavior? a fully kitted M3 should be able to defend itself against pirate fighters. or even allowing explorers to pilot a M6? I wouldn't mind spending for that. Ensuring survival of my explorers meant putting them in M3's with escorts. slower, but they live longer. :)
It would be nice if it had the blacklist sector feature of the "explorer command extention script" http://forum.egosoft.com/viewtopic.php?t=219385

In the mean time, I found if I use Cycrow's Advanced Navigation script and add it to the explorer (expensive yes) then mark a sector as black listed, the explorer will stay clear of it.
It's not if we win or lose that matters, it's that we stood and faced it.

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