[SCR][MD][TC][AP] LIFE old updates: (do NOT reply to this thread)

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Shush
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[SCR][MD][TC][AP] LIFE old updates: (do NOT reply to this thread)

Post by Shush » Mon, 27. Jan 14, 03:43

Old Updates

- Do NOT reply to this thread, any questions, problems, issues, dramas with LIFE; donations of monies, fast cars or deserted tropical islands to LIFE's author are to be directed here:

http://forum.egosoft.com/viewtopic.php?t=354571


06 Apr 2014: LIFE-V0.93b:

- Globals have changed, so you will have to redo your configuration settings.

- You MUST install all files from this version i.e. all scripts, all director files AND the appropriate conversation file for your X3 installation, (see "readme.txt" in the "t" folder within the "LIFE-V0.93b Director.zip" file).

- Added 'Smack Talk Audio Timeout in seconds:' to Configuration -> Audio; this sets the period of time after a ships uses Smack Talk that it has to wait before it can use Smack Talk again, (this cuts down on speech spam during intense battles).

- Added 'Pirate Sightings' conversation option to the News Representatives for the Argon, Boron, Split, Paranid and Teladi races. This option allows you to do a rough search, (up to 5 sectors away), for Pirate vessels. The search costs 1000cr and will display the sector and the distance from the nearest gate that the Pirate Sighting took place. If the Pirate sighting is within the player's current sector, then the number of sighted Pirate ships is also displayed.

- Added 'Enemy Sightings' conversation option to the News Representatives for the ATF and Terran races. This works exactly the same as the Pirate Sightings option above, but does a search for Terran and ATF enemies rather than just Pirates.

- Added more options for the buying of race reputation, each News Representative will now allow you to purchase 3 different quantities of reputation.
  • * 'Increase Reputation by (10): 100,000cr' - equivalent to notop1.
    * 'Increase Reputation by (100): 900,000cr' - equivalent to notop3.
    * 'Increase Reputation by (1000): 8,000,000cr' - equivalent to notop5.

- Added "Hack Race Reputations:" to the News Representatives for the Pirates and Yaki races. This allows you to purchase reputation for any of the non-pirate races as long as you can access the Pirate/Yaki News Representative; this comes at a cost though.

- Fixed "LIFE.GNS" enemy to friend and friend to enemy notoriety checks.


05 Apr 2014: LIFE-V0.92b:

- Globals have changed, so you will have to redo your configuration settings.

- Fixed killer class counts, (properly this time), for Skirmish, Conflict and War News.

- Changed Trade News hub sectors notoriety check, "'Threshold notoriety for Trade News:'", from player to owner race of the core sector, this results in more consistent Trade events being collected.

- Changed Station News updates back to original implementation, now Station News updates will be generated for the initial reduction in shield and hull percentages as well as the ongoing delta shield and hull reductions. What his means is that there will be a Station News event collected the instant a station is attacked.

- Optimised LIFE.GNS Player notoriety checks so that the list of News Representatives within a sector are not rebuilt every time the Player's notoriety changes for any race. The list of News Representatives is now only rebuilt if any of the player's to other race's notorieties change from friend to enemy or enemy to friend.

- Refactored MDComms initialisation during Globals Initialisation and during a load game. It should be much more reliable for corner cases involving old versions of MDComms ships, missing MDComms ships and Kingdom End sector bounding box mangling, (causing Kingdom End instant death syndrome).


30 Mar 2014: LIFE-V0.91b1:

- Hotfix for incorrect Product Quantity in Trade News articles.

- Hotfix for incorrect voices when using the 'Actor Name' option for 'NPC Actors Race:' and 'Player Owned Actors Race:' in the Configuration -> Audio menu.


29 Mar 2014: LIFE-V0.91b:

- Globals have changed, so you will have to redo your configuration settings.

- Added better formatting to the display of ALL News related visuals, this makes the copious amounts of text easier to scan and easier on the eyes.

- Added 'Disable or Enable counting Drone Kills:' to Configuration -> Leveling; this by default stops the counting of drone kills in the leveling of NPC's.

- Added '!init.plugin.LIFE.modified'; a tiny script that forces X3 into modified mode, (for new games that aren't already running in modified mode), without the player having to enable the Script Editor. For games already LIFE enabled and running with other scripts/mods, this file will do absoloutely nothing.

- Added Trade News; Trade News is collected using a core system and hub approach. Core systems are scanned within a certain distance of the current player's position, then neighbouring systems are scanned around each friendly core system to form a hub. Deficit resources that fall below and Surplus Products that are above user defined thresholds will generate Trade News articles. These articles will give you a rough idea, (without providing exact details with respect to station locations and financial profits), where you are likely to find the best trading opportunities. The generation of Trade News articles is governed by the following options under Configuration -> News.
  • * 'Max Jumps for Trade News from Player:' - this is the maximum distance in sector jumps that will be scanned for core systems from the player's current position.

    * 'Max Jumps for Trade Hub from Core Sector:' - this is the maximum distance in sector jumps that will be scanned for neighbouring systems around each core system to form a hub.

    * 'Sample Time for Trade News in minutes:' - this is the minimum amount of time that a new scan for an individual hub can be restarted. Each hub keeps it's own copy of this sample time, so that if you change position you can receive new Trade News articles.

    * 'Threshold notoriety for Trade News:' - this is the notoriety required to access a sector's trade statistics, if the player does not meet this requirement for a particular sector then that sector is skipped, (a skipped core sector means a skipped hub, a skipped neighbour sector means a skipped spoke of a hub).

    * 'Threshold for Resources as a percentage:' - the maximum percentage, (quota), of a deficit resource that will generate a Trade News event, the lower the quota the more profit you will receive if you fill that deficit.

    * 'Threshold for Products as a percentage:' - the minimum percentage, (quota), of a surplus product that will generate a Trade News event, the higher the quota the cheaper the surplus product will be to buy.


23 Mar 2014: LIFE-V0.90b:

- Globals have changed, so you will have to redo your configuration settings.

- Added flavoured text for Station News.

- Added more variations for Mayday and Smacktalk speech.

- Added "hull damage/breached" speech for actors capable of using it once a ship's hull drops below 100%.

- Added a ship mayday mission exception for shields regenerating to 100%. What this means is that a ship that has started a mayday mission will now drop that mission and any associated actors/conversations if it's shields regenerate back to 100%.

- Added options for Station Hull and Station Shield delta percentages; "Change in Station Hull as a percentage:" and "'Change in Station Shield as a percentage:" under Configuration -> News. These options control how often and how many news events will be generated per station. With their default settings of 20%, you can potentially receive a maximum, (depending on how often you access the News), of 4 shield and 4 hull updates for a station before it is destroyed.

- Added an option to enable or disable the generation of news events for drones; "Disable or Enable Drone News Events:" under Configuration -> News.

- Changed the visual representation of NPC levels, now the true level of an NPC is visually shown; in older versions an NPC's level was visually unable to surpass 10, (internally NPC's can level indefinitely, though the rewards after level 10 are limited to missile resupply and hull regeneration).

- Changed shield percentage thresholds for when Mayday missions are activated; the old system started Mayday missions for classes of little ship when the shields reduced below 100% and for classes of big and huge ships when the shields reduced to below 50%. This has now been expanded to:

- TS and TP < 90%.
- M5 < 80%.
- M4 < 70%.
- M3 < 60%.
- M6 < 50%.
- M7 and TL < 40%
- M2 < 30%.
- M1 < 20%.


- Fixed "missile warning" speech for classes of little ship, they were occasionally using it when they shouldn't have been.

- Renamed "plugin.LIFE.speaktext.bailed.xml" to "plugin.LIFE.speaktext.md.xml"; "plugin.LIFE.speaktext.bailed.xml" is no longer referenced so you may delete it or ignore it at your leisure.

- Trade News has been postponed until 0.91b.


15 Mar 2014: LIFE-V0.89b:

- Globals have changed, so you will have to redo your configuration settings.

- Added much better control over the race, sex and face generation for NPC and Player owned ships; there are now two options within Configuration -> Audio with three available choices each:

NPC Pilots Race:
NPC Random - Chooses random race/face/sex; this is probably not what you want to use for NPC's, but I've made it available anyway.
NPC Maker - Chooses race based on ship's maker, random face/sex.
NPC Pilot Name - Chooses race/sex using pilot's name, random face. This is the most accurate option for NPC's.
Player Owned Pilots Race:
Player Owned Random - Chooses random race/face/sex.
Player Owned Maker - Chooses race based on ship's maker, random face/sex.
Player Owned Pilot Name - Chooses race/sex using pilot's name, random face. This is the most accurate option for mods/scripts such as CODEA, (this only works with mods that use the inbuilt text page 30-35 names).
For all Maker options; if voices don't exist for a particular Maker race, then the code falls through to Random.


- Added 'Reset ALL ships levels/kills/names/tunings:' to Configuration -> Leveling, this function will reset kills, level, name and tunings, of all leveled ships throughout the entire X3 universe; there are some caveats though:

If you have tweaked the maximum tunings settings and saved your game, (due to the fact that I never stored how many tunings were added as a ship local variable), the code will make a best guess and most likely get it wrong and either remove too few or too many tunings. The way to circumvent this is to set the Huge/Large/Small Tunings options to the old maximum of 8, BEFORE running the "Reset ALL ships levels/kills/names/tunings:"; from then on tuning counts will be accurate and you may reset leveled ships to your heart's content.

On a slow system/CPU or heavily bogged down universe with multiple mods and thousands of ships, this function will seem to hang X3 as it cycles through all ships of all sectors checking for and resetting LIFE leveled ships. Be patient and let it finish if you have a monster universe, on my system in my test bed it responds instantly, your mileage will vary.


- Added multi-language installation instructions to this post and the readme.txt file within the "t" folder in "LIFE-V0.89b Director.zip".

- Trade News has been postponed until 0.90b.

- Expanded Station News has been postponed until 0.90b.


05 Mar 2014: LIFE-V0.88b1:

- Hotfix for incorrect handling of missile load percentages in the Configuration -> Leveling menu.

- Extended leveling kills required in the Configuration -> Leveling menu from 10/20/50 to 200/400/1000 for small/large/huge NPC ships respectively. *Note* this doesn't change anything from 0.88b, it just adds more flexibility for those who really want to make it difficult for NPC's to level.


05 Mar 2014: LIFE-V0.88b:

- Globals have changed, so you will have to redo your configuration settings.

- Added the real time removal of news articles as they become stale.

- Added explosion shockwave damage for stations.

- Added more options for Emergency Broadcast channel ranges in the Audio configuration menu.

- Added timeout options for shockwaves in the Explosions configuration menu; this affects how long the buffeting/damage/movement lasts.

- Added more options for kills required for NPC leveling in the Leveling configuration menu; kills required to level for small/large/huge ships have increased to 3/10/25 respectively. If NPC leveling is now too slow at the new values you can change them back to the old values of 2/6/10.

- Added options to control the percentage of missiles that are added to an NPC ship as it levels in the Leveling configuration menu; this percentage represents the amount of empty cargo space that will be filled with missiles.

- Added options to control NPC leveling tunings in the Leveling configuration menu; where each unit of tuning/optimisation is roughly equal to an 8% increase over default maximums.


18 Feb 2014: LIFE-V0.87b:

- Globals haven't changed, so you don't have to redo your configuration settings.

- Added collisions with Station Wrecks and Ship Debris for dynamic news generation.

- Added yield and resource type information to collisions with asteroids for dynamic news generation.

- Changed MD Queue Ships/Wings races to [Neutral Race] . This will potentially stop their race activation flags, (if enabled by some errant bug in LIFE or by an external wayward script), from causing them to act as active participants in the X3 universe. This will also stop all other races from attempting to destroy them.

- Potentially fixed a not so rare overflow of explosion shockwaves; this has NOT been tested thoroughly and has NOT been tested at all with other mods such as XRM etc.

- Fixed Killer already counted logic for dynamic news generation, thus Killer counts should be more accurate now. *Note* Killer counts can still be displayed as zero, as by the time you view the news the Killer ships may have already been destroyed.

- Fixed Special News events leaking through to Skirmish/Conflict/War news. i.e. Attacking fleets of GOD ships should no longer plague the dynamic news.

- Fixed [Enemy Race]/[Neutral Race]/[Friendly Race] objects from generating news events.


06 Feb 2014: LIFE-V0.86b:

- Globals have changed again, so you will have to redo any configuration settings that you changed.

- Added Maker/Random Race options for player owned pilot voices, this option can be found in the Audio menu.

- Added Disable/Enable for player owned pilot voices, this option can be found in the Audio menu.

- Added Disable/Enable for player owned ship leveling, this option can be found in the Leveling menu.

- Added Disable/Enable for mission incoming messages, this option can be found in the System menu.

- Removed the call to Infinite Loop Detection within plugin.LIFE.news.show.newspaper, this should fix the infinite loop error on computers with slower CPU's and/or heavily loaded/mod'ed X3 universes.

- Fixed a bug in ship leveling whereby a ship's tunings were reset to it's normal maximum before leveling over tuned the ship. Now an already over tuned ship will receive it's leveling tunings in addition to whatever tunings it currently has.


01 Feb 2014: LIFE-V0.85b:

- Globals have changed again, so you will have to redo any configuration settings that you changed.

- Changed the exploitation of Race 2.notoriety to Neutral Race.notoriety for MSCI -> MD signalling, this should make LIFE compatible with Phanon Corporation now, (this does need to be tested thoroughly though).

- Added three new News Configuration settings to control the gathering of news events. The default values will fairly drastically reduce the news spam for all three types of news events, if this is not to your liking and you want to revert to the old spam, then set these settings to large values:
  • 1) Maximum sector jumps for Special News.
    2) Maximum sector jumps for Local News.
    3) Maximum sector jumps for Conflict News.

- Refactored some of the text used within the dynamic news article templates and for the bailed pilot missions. i.e. I learned how to spell civilian and civilisation.


27 Jan 2014: LIFE-V0.84b:

- Globals haven't changed, so you don't have to redo your configuration settings.

- Provided a pre-built conversations.xml file for Terran Conflict plots 2.2a for Albion Prelude 3.1

- Added input filtering to killed station signals so that null killers don't cause station explosion shockwaves.

- Refactored some MD code for the bailed pilot's missions, I still cannot reproduce the issues that a number of users have reported, so until I receive more detailed bug reports, (like how often they bug, 100%, 50%, 10%, etc, extra info such as; race of bailed pilot, sector bailed in, intensity of battle etc), I'm going to stop whack-a-mole-debugging the bailed pilots MD code.

- I've moved the old updates from this thread to another thread that is NOT to be replied to, please let it die peacefully. I had to split this thread into two as I had run out of room due to poor planning on my part on the initial release of LIFE. The old updates thread is purely meant for the more masochistic among you that like to read out of date information in a tiny font. It can be accessed here: http://forum.egosoft.com/viewtopic.php?t=362139


21 Jan 2014: LIFE-V0.83b:

- There was a bug in one of the director files that was causing bailed pilot missions to stall in yesterday's update, (20 Jan 2014), it's now fixed but you need to re-download and re-install "LIFE-V0.83b Director.zip" if you downloaded LIFE-V0.83b yesterday.


20 Jan 2014: LIFE-V0.83b:

- The configuration globals have changed again, so your configuration settings will be reset.

- Added station explosion shockwaves, (missile explosion shockwaves are still being trialed).

- Added explosion news events, stations or ships that explode and cause the destruction of other stations/ships will generate Special News events.

- Fixed bailed pilots not stepping missions, (I actually couldn't find an issue here, but I did notice that I was using a delay="1" for the object_docked and object_collected events in the MD code and this could definitely cause this type of issue).

- Fixed delay in initialisation when starting a new game or loading a previous game.

- More testing is continuing with a complete Attack Run re-write, which you can follow here: http://forum.egosoft.com/viewtopic.php?t=359766



15 Jan 2014: LIFE-V0.82b:

- The configuration globals have changed again, so your configuration settings will be reset.

- Added an option to disable the LIFE initialised popup in the configuration/system options, (it will always show at least once, for a new game and first time load with the 0.82b scripts).

- Renamed the GNS news scripts so that there will no longer be a conflict with other GNS news based mods/scripts. If you install LIFE using the zip file, then it's probably a good idea to delete the old LIFE scripts before installing the new LIFE scripts. If you are using the LIFE .spk, then uninstall the old LIFE spk first, then install the new LIFE .spk. *Note* if a mod/script changes the t/text file then I will need to reserve a LIFE specific t/text file. Until someone asks for this, I'll pretend I never knew about it.

- Fixed small shockwaves being produced by astronauts being destroyed, astronauts being collected and the player re-entering their ship from space.

- Fixed the selling of ships causing shockwaves.

- Fixed player owned ships being sold that generating G.O.D. news events.

- More testing is continuing with a complete Attack Run re-write, which you can follow here: http://forum.egosoft.com/viewtopic.php?t=359766


07 Jan 2014: LIFE-V0.81b:

- The configuration globals have changed again, so your configuration settings will be reset.

- Added Astronaut/Bailed Pilots hit'n'run news events.

- Added Rogue Drones to news events.

- Added Drone's owners to news events.

- Added more stationary objects to Special News collision events.

- Laser Towers can be Bounty Fugitives again, (but not Bounty Hunters).

- Changed leveled ships insta-hull on leveling magic to a configurable regeneration over time, 0 = off.

- Fixed bailed pilot timer accuracy.

- Fixed unknown races in some corner case G.O.D. news events.

- Fixed swapping of sector and killed race for conflict-border news events.

- Fixed swapping of player and enemy for core-skirmish news events.

- More testing is continuing with a complete Attack Run re-write, which you can follow here: http://forum.egosoft.com/viewtopic.php?t=359766


03 Jan 2014: LIFE-V0.80b:

- LIFE has entered Beta.

- The configuration globals have changed again, so your configuration settings will be reset.

- Added G.O.D. news events for those unexplained spooky disappearances; it is toggle-able.

- Added station destroyed news events, (station news is still somewhat simple with no flavour).

- Added more logic to the renaming of leveling ships, you can now toggle ship naming and ships from previous save games will update to their correct names on their next kill.

- Fixed Bounty Hunter news not being updated correctly for some corner cases.

- Fixed Drones, Mines and Laser Towers occasionally attempting to become well known Bounty Hunters.

- Fixed another obscure News Template swapping bug for race killed and race killer.

- NPC strafing for leveled NPC's has been updated to a complete Attack Run re-write, which you can follow here: http://forum.egosoft.com/viewtopic.php?t=359766


24 Dec 2013: LIFE-V0.79a:

- Found and fixed more News swapping bugs.

- Fixed Repair Lasers and Tractor Beams being chosen as weapons for max loadouts when NPC's are leveling.

- Removed max weapons loadout for player owned ships that level, (no one wants their hand picked weapons loadout messed with).

- Refactored Race1.Notoriety back to Race2.Notoriety for better compatibility with XRM.

- Globals have been re-initialised automatically for this version, so you will lose any configuration settings you have personalised.

- I have started working on NPC strafing for leveled NPC's, which you can follow here: http://forum.egosoft.com/viewtopic.php?t=359766


18 Dec 2013: LIFE-V0.78a:

- The size and layout of LIFE's globals have changed, (you don't need to do anything as LIFE will automatically re-initialise itself when you first start it), but you will lose whatever configuration you have set up as the configuration will be initialised to default settings.

- Added station mission infrastructure to support chain quests for stations being attacked. In a future version of LIFE these chained quests will allow you to do none, one, some or all of a quest chain comprising of quests such as:
  • * save the station from it's attackers, (any ships docked to the station will undock and support your efforts).
    * save the hundreds of bailing station occupants, (these will appear as swarms of astronauts bailing out of a near death station), and get them to safety.
    * save defending ship's pilots who have bailed out of their wrecked ships.
    * setup defences against further attacks whilst the station is repaired.
    * provide raw materials in large quantities for the repair of the station.

- Added multiple races to the enemies list that are attacking a station in the Station Bulletins.

- Fixed enemy class counts not matching with enemies attacking station.

- Fixed already dead enemies being counted in enemies attacking a station.

- Fixed sector swapped with player for border sector news.

- Fixed player swapped with enemy for news where player suffers a defeat.


16 Dec 2013: LIFE-V0.77a:

- Added a squelch audio hotkey for quickly enabling/disabling the emergency broadcast channel.

- Added more rewards text and more variations in the rewards you can receive. Civilians will now tend to drop what's in their cargo hold rather than their offensive/defensive weapons and they are also much more likely to reward you than those arrogant military types.

- Added more information to Station Bulletins, i.e. stations being attacked will now tell you the race of the enemy and how many of each class of ship are attacking.

- Added special news for deaths of famous and infamous bounty hunters.

- Fixed the reversing/flipping of enemy/friend/player in some news bulletins.


16 Dec 2013: LIFE-V0.76a:

- Fixed NPC leveling load-out issues, NPC's were receiving negative quantities of drones and other wares as they leveled because of a lack of sanity checks. Unfortunately any NPC's who have already leveled in saved games can't be retrospectively fixed, either destroy/clone them or wait until they die of their own accord.

- Fixed yappity player owned drones, they'll now proceed to go about their business without sounding like drama queens.

- Fixed the reversing of player owned ships and enemies in the News.

- Prioritised the audio playback of samples a little better so that hopefully the chatter isn't as chaotic in a fire fight, (i.e. the samples don't interrupt each other as much); highest priority to lowest priority.
  • * Distress samples.
    * Death screams.
    * Smack talk.
    * Leveled samples.


15 Dec 2013: LIFE-V0.75a:

- I have potentially found the source of the hang, in my generate rewards script I was sending a string, e.g. '2500cr' to "add money to player" instead of just 2500. Clicking on "Personal" would always hang X3 as it obviously tried to display the garbage I added to the monies account; this is what happens when you late night code /huge-double-handed-facepalm

- This version has had some major re-writes for MSCI <-> MD synchronising and task id's for MD run_scripts, all for the sake of tracking down the elusive X3 hang; thus as per usual with LIFE alpha make sure you
  • * Back up your saves and/or backup your t, director and scripts directories.
    * Put on a clean change of underwear.
    * Purchase a crate of super-size-me tissues for the potential ensuing torrent of tears.

- I've released this early as it addresses some important hanging issues, so you'll find the trade news unimplemented and the station news only partially implemented.

- Added individual audio configuration range settings for distress, death-scream, smack-talk and leveling audio playback.

- Added News configuration for news access notoriety: this defines at what level of friendly you need to be to be able to access the news system, both by sector owner and per station owner.

- Added more unique News configuration timers for News types.

- Added new infrastructure for station events and station missions, currently there is a simple news report for any station attack anywhere in the universe. This only gets updated as the stations shields drop by at least 20% and hull drops by at least 10%. This will be cleaned up and made to work using the same notoriety system, (news only viewable by non enemy races), that the rest of the news system uses in the next update.

- Refactored initialisation code, both LIFE.GNS and LIFE.Attacked use simple state machines to control their instance creation and destruction and to respond to START, STOP and RESET commands from the MSCI.

- Refactored the searching for and destruction of old MDCOMMS queue ships, apparently previous versions of LIFE can have old MDCOMMS ships travelling around space pretending to be active participants in the universe. Nuke them, (you'll need a cheat script or script editor knowledge), or ignore them as you see fit.

- Refactored the searching for and creation of valid MDCOMMS queue ships, they will now contain LIFE's current version number in their name. You should never be able to see/find them unless you use cheat scripts. If you do fiddle with these hidden and invulnerable ships, then LIFE will most likely stop functioning correctly. Using Initialise Globals will rebuild all data structures and re-initialise the MDCOMMS queue ships.

- Refactored some rewards and mission text for grammatical errors and a little more flavour.

- Refactored rewards chances based on class of ship attacking the distressed ship; smaller classes, (i.e. lower risk), will lower the chances of receiving anything valuable.

- Refactored Race2.notoriety MSCI <-> MD signalling to Race1.notoriety.


11 Dec 2013: LIFE-V0.71a:

- Fixed spontaneous combustion in Kingdom End; *conjecture* the hidden md queue ships I had positioned in Kingdom End were at such ridiculous positions that I had enlarged the sectors bounding box which probably re-positioned everything within the sector closer to the planet. OOS everything is mostly fine, (apparently slowly over time objects too close to planets will slowly destruct), but the second the sector becomes IS, boom! Thanks to PDouma39 for this one, his investigative work is what lead to the solution. 0.71a will now self initialise it's globals, deleting all the old badly positioned md queue ships and creating new ones in sane positions, you don't need to do anything to make this version work with saved games.

- Fixed Bailed pilots, thanks to firestorm79 for bringing this too my attention.

- Bailed pilot news cleaned up and colourised too match the colour themes of the other news articles.

- Queued distress mission conversations have been reverted back to sequential conversations, it was too easy to abuse with some dexterous clicking mid fight and allowing yourself to receive multiple rewards.

- M8 and TM have been fixed; by not allowing them to partake in any dynamic missions/conversations. Why? Well Egosoft has defined them both as little and big ships simultaneously thus causing pilot and crew conflicts with actors. Which basically means non hard coded conversations with those ship types are impossible.


10 Dec 2013: LIFE-V0.69a:

- Missing news articles bug, especially when it comes to the players' actions, has been fixed.

- BUG: spontaneous self combustion upon entering Kingdom End if using a saved game from versions 0.66a through to 0.68a1


10 Dec 2013: LIFE-V0.68a1:

- Conversations hotfix.


09 Dec 2013: LIFE-V0.68a:

- Added the Emergency Broadcast channel for player owned ships.

- Added dynamic news generation including bounty news and bounties for player owned ships.

- Found the Player's MD Queue ship in a different test bed and removed it, (it's removed from saved games as well); as I wasn't going to allow missions and rewards for player owned ships I've implemented the Emergency Broadcast channel in the MSCI for the player owned ships.

- Removed the MDCOMMS.PLAYER.QUEUE custom wing, (removed from saved games as well), it was related to the Player MD Queue ship.

- Fixed some silly errors in the intialise globals code, it was only initialising the global data structures once per active session.

- BUG: ships in distress are intermittently stepping through their dynamically generated mission incorrectly, leaving a ship with an invalid conversation offer.

- TODO: add station events to the dynamic news generation.

- TODO: add dynamic station missions based on the above station events and dynamic news.


08 Dec 2013: LIFE-V0.66a:

- Added some 'No Pilot' checks for the BSG mod, LIFE has been tentatively set as BSG compatible.

- BUG: it was reported that the Player's MD Queue ship was visible, (I couldn't reproduce this finding in my test beds), nonetheless I added some extra switches to the MD Queue ship creation code.


07 Dec 2013: LIFE-V0.65a:

- Added a new video showing performance improvements and the dynamically generated bailed pilot missions, (vanilla AP + LIFE): http://youtu.be/TE7n2Pc0lgg (I have cheats on if you are wondering how I am able to survive in a battle like this with just a Nova Prototype).

- Fixed race and notoriety issues with multiple news representatives within a sector, (i.e. Getsu Fune).

- Fixed the Goner news representative, (finally).

- Added a news representative for player owned sectors, claiming the sector will automagically spawn the news representative in an appropriate station, (if one exists). If upon loading LIFE-V0.65a for the first time and initially appearing in a player owned sector you may find there is no news representative, leave the sector and then re-enter it and LIFE will re-initialise itself for your player owned sector. From then on LIFE should function normally, (it's quite a specific and tedious corner case that isn't worth the effort in more MD code).

- Added dynamic special news generation for the dynamic bailed pilot missions, this, (like skirmishes and conflicts), is locally based, meaning only the sector race that the incidents occurred in will report the news. (Wars are always global and accessible from every sector and race, as long as you have the required notoriety).

- BUG: very rarely explosion shock-waves are sending hapless victims clear across the sector, this is most likely an overflow issue with my fixed point maths calculations.

- TODO: add MD and MSCI code to allow player fleets to be part of life, currently there is no activity through the emergency broadcast channel or the dynamic news generation for player owned ships. This makes the Player Information Network in player controlled sectors kind of dull as currently the only reported news is War news.


04 Dec 2013: LIFE-V0.63a:

- Fixed a potential X3 hang in MD instantiation spawner.

- Fixed News Hotkey always interacting with Argon News representative no matter which race was the current sector owner.

- Added an extra search for any friendly dock-able station on entering a new sector for News representative spawning; search order is now trade, ship, equipment, any.


03 Dec 2013:

- Added bailed pilots missions, try them and let me know what you think. *Hint* the time left before the pilot expires is part of his name when selected.

- Added a hotkey shortcut for targeting bailed pilots.

- Added coloured text to news items for races and sectors for easier identification.

- Added toggle to Leveling Config for NPC Kills and Level display within NPC's name.

- Added Globals Initialise to System Config, for completely restarting LIFE, without having to exit X3.

- Added Hotkeys Initialise to System Config, for re-initialising Hotkeys after an update or when mixing with other mods, (causes Hotkey confusion).

- Added notoriety check to sector wide News hotkey.

- Fixed configuration not being saved, it should now save as part of X3's game state saving. (*Note* configuration will be initialised to defaults if you click on Initialise Globals, if there is a major script change or if you start a new game).

- Fixed NPC leveling reward craziness, NPC's are now limited to 50% of base speed and rudder for tunings.

- Fixed distress call missions not stepping from combat to reward for some random encounters.

- Fixed distress call rewards conversation for some random encounters, (make sure you read the readme.txt in the t directory if you are missing conversations).

- Optimised some of the Director conditions and sub cue placements, performance in heavy battles is much better.

- Fixed station notoriety purchase, (pirate hacking is yet to be completed).

- Fixed increasing notoriety when you are already at max.

- BUG: m8's are not stepping from combat to reward as part of a distress mission.

- BUG: Goners are still eluding me, they don't want to converse.

- TODO: rename all files to use *.LIFE.* and allocate a unique page id for LIFE, so that LIFE can co-exist with other versions of the GNS.


30 Nov 2013: LIFE-V0.57a:

- Added a hotkey shortcut for the news.


29 Nov 2013: LIFE-V0.56a:

- Fixed TC initial startup issue.

- Added popup signifying that LIFE is functional at initial startup.

- Fixed LIFE configuration menu height.


28 Nov 2013: LIFE-V0.55a:

- A quick video showing a run through with XRM and LIFE so you an get an idea of what LIFE adds to the X3 universe: http://www.youtube.com/watch?v=pRYKrM9S ... e=youtu.be

- Tested with XRM 1.29-1.30c, it installs fine, (no clashes and no order dependency), and so far seems to run fine as well. In fact you can get two sets of bounty payouts, one from XRM and one from LIFE as they both seem to choose similar candidates for bounties.

- Installation instructions are only slightly different, you now have the choice of installing the scripts using SPK or ZIP for those of you not using the XPluginManager.

- There are now two conversation files within t, conversations_AP.xml and conversations_TC.xml, you need to copy the appropriate one to the correct t directory and rename it to just conversations.xml in the process.

- Installed and tested on TC 3.2c, if friendly trade stations are not spawning news actors then you need to go into the LIFE configuration, (using the hotkey you have already setup), go to system, click Disable LIFE, click apply, then click Enable LIFE and click apply. This is a bug I am yet to track down for TC.

- Removed the dependency on Cycrow's CommunityPluginConfiguration. When first starting LIFE in a new game or previously saved game, (remember to backup those save files as LIFE is still in alpha), you need to head on over to controls/extensions and add a hotkey for LIFE.

- Added leveling up rewards for NPC ships.
Level 1) hull reset, default wares, maximum tunings for speed, rudder and cargo space.
Level 2) hull reset, max shields fitted in all shield bays.
Level 3) hull reset, max lasers fitted in all laser bays.
Level 4) hull reset, 20 units of max missile type.
Level 5) hull reset, 10 units of max missile type, 1 extra engine and rudder tunings.
Level 6) hull reset, 10 units of max missile type, 1 extra engine and rudder tunings.
Level 7) hull reset, 10 units of max missile type, 1 extra engine and rudder tunings.
Level 8) hull reset, 10 units of max missile type, 1 extra engine and rudder tunings.
Level 9) hull reset, 10 units of max missile type, 1 extra engine and rudder tunings.
Level 10+) hull reset, 20 units of max missile type.

- Fixed player rewards for helping out in battles, 50% chance to get nothing but scorn, 20% chance to get token credits, 15% chance to get 1 off max missile type that ship was carrying, 10% chance to get 1 off max laser type ship was carrying, 5% chance to get 1 off max shield type and 1 off max laser type. Additionally within the 5% bracket if the ship you saved was left with 25% or less hull you will receive 1 off tuning of either rudder or engine depending on ship size.

- Changed big and huge ships not to cry for help until their shields get below 50%, little ships always cry out for help.

- Added a 2% chance for pilots of class little ship to bail in any battle once their hull gets below 50%, i.e. not dependent on being attacked by the player.

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