[SCR] Custom Start v1.4.0 (21-04-14)

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

cryptonite1
Posts: 90
Joined: Sat, 1. Jun 13, 20:06
x4

Post by cryptonite1 » Mon, 10. Jun 13, 17:40

no menu pop up at start of any game for me, followed instructions and checked if every file is placed in the right folder, but still nothing...

any help would be great, if the authur is still here?

Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod » Mon, 10. Jun 13, 17:48

The script generates a log file here that will show what's going on:

Code: Select all

%USERPROFILE%\Documents\Egosoft\X3AP\log09051.txt.
The 1.3.2 fix seems to have worked for 1 person that was having a problem. Do you have 1.3.2?

User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD » Mon, 10. Jun 13, 19:35

Still works for me.
Never had any problems.

Just install in correct place and start "new" game...not a previously saved game.

cryptonite1
Posts: 90
Joined: Sat, 1. Jun 13, 20:06
x4

Post by cryptonite1 » Mon, 10. Jun 13, 20:28

Shimrod wrote: The 1.3.2 fix seems to have worked for 1 person that was having a problem. Do you have 1.3.2?
my bad... i have 1.3.0, ill try out 1.3.2 and see if it works




EDIT: its working after i change to 1.3.2 thanks a lot

fisher 2000
Posts: 185
Joined: Sat, 20. Jun 09, 16:13
x3ap

Post by fisher 2000 » Fri, 28. Jun 13, 00:38

Hey guys I'm having a little problem with this script. I started up on terran commander, and I set my race relation with argon, terran and ATF to 99%.... But when I purchase a number amount of stuff from a race like a ship and engine tuning the race turns hostile and my rep would be on -5

The mods/ scripts I'm using are;
- Phanon corp
- Sector Take over
- Lost colony expansion
- Rank numbers for races
- mars

Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod » Fri, 28. Jun 13, 01:40

The notoriety numbers are signed 32 bit integers, and set in Custom Start as absolute values.

I'm not sure how you arrived at 99%, sounds like maybe it was set through something other than Custom Start, but assuming you computed 99% of signed integer max, set it to this and then you gained enough rep to exceed 2^31, one of 2 things would happen. Either an integer overflow will occur, or the game will enforce a roof value. The latter is unlikely, and so as the number wraps around to become a large negative number, great fame immediately becomes great infamy.

I don't know offhand what values correspond to ranks, but I'd expect you to hit max rank in the region of 10k or 100k notoriety, and there'd be no need to go higher than that.


fisher 2000
Posts: 185
Joined: Sat, 20. Jun 09, 16:13
x3ap

Post by fisher 2000 » Sat, 29. Jun 13, 02:40

I don't undestand O.o what am I supposed to do ?

zanraptora
Posts: 34
Joined: Mon, 30. Jul 12, 23:35
x4

Post by zanraptora » Sat, 29. Jun 13, 03:01

(EDIT)

Updating fixed issue. Script works with normal behavior, sorry for the false alarm.

Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod » Sat, 29. Jun 13, 08:57

Paul, set notoriety numbers in custom start according to the link DrBullwinkle specified, depending on what rank you want.

If races continue to go hostile, I can confidently state that custom start is not the cause of that, because it sets notoriety only to the values specified, once only.

Note that I left the relation settings as plain integers for maximum compatibility with mods that change the rank levels, assuming that's possible. If the numbered ranks are constant and hardcoded however then I could simplify custom start UI to show to numbered ranks (e.g. -10...10) for ease of use. I can certainly enhance this, if anyone can confirm the rank numbers are hardcoded.

User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD » Sat, 29. Jun 13, 12:08

Shimrod wrote:.......

Note that I left the relation settings as plain integers for maximum compatibility with mods that change the rank levels, assuming that's possible. If the numbered ranks are constant and hardcoded however then I could simplify custom start UI to show to numbered ranks (e.g. -10...10) for ease of use. I can certainly enhance this, if anyone can confirm the rank numbers are hardcoded.
Although this would be an advantage to me, I tend to use Cycrows Cheat Package to do the number fixing and anything else I want adjusted betond what this script does.

As it stands,this script is excellent !
That's why it's in my sig :D

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Fri, 27. Sep 13, 01:51

Would it be possible to add in an option to select what plots are available (from the AP plots)? I have been itching to play Terran (since X3TC I was Commonwealth) but I haven't been since I can't access the Albion plot as Terran.
MOD XR Show Skills

Flying spaceships since 1993.

User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD » Fri, 27. Sep 13, 05:12

Not sure what you mean...


Both Terran an CW have plots that give you PHQ, (Terran PHQ is larger with Terran architecture), ,UFJD,and The Hub.
These lead to the version 3.0 plots,which are the same,whether you play Terran or CW.

If playing as CW you do get a plot, (probably the one you refer to), previous to the above, but it is purely from a CW viewpoint.
Argon are at war with the Terrans, so why would they give that set of missions to a Terran pilot?

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Fri, 27. Sep 13, 05:39

Yeah I am understanding that more now.
MOD XR Show Skills

Flying spaceships since 1993.

Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod » Fri, 27. Sep 13, 09:50

The script can't influence plots unfortunately.

Reticulan
Posts: 10
Joined: Tue, 19. Nov 13, 06:30

Post by Reticulan » Thu, 21. Nov 13, 04:53

Shimrod wrote:The script can't influence plots unfortunately.
Shimrod can you make this for X Rebirth?

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Thu, 21. Nov 13, 05:13

That might be possible but it also might have to wait for the tools to be released.
MOD XR Show Skills

Flying spaceships since 1993.

Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod » Thu, 21. Nov 13, 10:36

I don't have X:R, doubt it'll be portable in any case without rewriting it from scratch.

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Thu, 21. Nov 13, 19:52

Shimrod wrote:I don't have X:R, doubt it'll be portable in any case without rewriting it from scratch.
My recommendation is wait a month for most of the glaring issues to be patched before buying. But IMO the game is very fun.
MOD XR Show Skills

Flying spaceships since 1993.

Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod » Thu, 21. Nov 13, 20:58

I made clear to Egosoft that I wouldn't buy a game that included account binding well in advance of release.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”