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

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tatakau
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Post by tatakau » Sun, 15. Jul 18, 02:39

From the Wiki:
That's because in the beta testing version, we have access to the epic soundtrack, where there's one unique track per sector, and was handcrafted over many years, was described as immersive, awesome, epic, by many a beta tester.
The epic soundtrack had 42 unique rocking combat tracks. That's what you get for being a consumer.
I don't suppose you have a list of what songs were used for these 42 epic combat tracks? :-p

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tatakau
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Post by tatakau » Sun, 15. Jul 18, 06:55

Hey Litcube, is there a list of T-files that LU uses, or somehow modifies in-game without actual T-files?

Dusting off my old script (Weapons Quickswap) and it has t-file 8500 reserved in the community library.

When I fire up LU, my hotkeys seem to work fine initially.

But after a few seconds, 4 of the 6 hotkeys have their text overwritten.

When I switched to a different t-file (7424), the problem went away. I thought it was odd though, because LU doesn't come with an actual t-file of 8500. I'm wondering if somehow LU uses 8500 with internal scripts / codes? Which brings me back to my original question: is there a guide somewhere for writing scripts for LU, to tell us which t-files to avoid?

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Litcube
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Post by Litcube » Tue, 17. Jul 18, 16:27

You're looking for pages to avoid.

Open up Xeditor and there should be a text resource veiwer/editor. From there you'll be able to see which pages are used.

Spero
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Post by Spero » Fri, 20. Jul 18, 01:25

Thanks for this mod. It's unbelievably professional at every level. Everything about it is just great.

But...

...just kidding, there is no but. I imagine LU is considered finished at this point. Is there anything else you've expanded into these days?

Scoob
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Post by Scoob » Fri, 20. Jul 18, 21:01

Hey all :)

So, I've been enjoying this mod once more after a bit of a break and I love salvaging ships.

With this in mind, is there any way to semi-automate the claiming of ships? I'd love to be able to set a TM (for example) to snag a bailed ship and dump it off at my trading station to be stripped for example. Or even simply to strip on the TM then sell the ship.

I'm fine doing this manually, but it'd be nice to be able to remotely issue the "Claim..." command while OOS.

Cheers,

Scoob.

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Joubarbe
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Post by Joubarbe » Fri, 20. Jul 18, 21:10

Additional ship command -> Flag for tug.

...

No?

Scoob
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Post by Scoob » Fri, 20. Jul 18, 21:18

Joubarbe wrote:Additional ship command -> Flag for tug.

...

No?
Thanks Joubarbe, but doesn't that just collect an already claimed ship? I.e. I still need to manually use the System Override Software on it? Gonna try it now in case I'm just being dumb.

Edit: yes, this command lets me flag already claimed ships to be automatically picked up and sent back to the assigned "carrier" class tug ships home base. However, I still need to manually be IS to claim the ship in the first place. This adds a nice convenience factor but doesn't quite do what I want.

Scoob.
Last edited by Scoob on Fri, 20. Jul 18, 21:21, edited 1 time in total.

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Joubarbe
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Post by Joubarbe » Fri, 20. Jul 18, 21:20

Oh sorry. Yeah, you can't do that. There's no "Reaper" for abandoned ships.

Scoob
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Post by Scoob » Fri, 20. Jul 18, 21:21

Joubarbe wrote:Oh sorry. Yeah, you can't do that. There's no "Reaper" for abandoned ships.
"Reaper for abandoned ships" yeah, that's the perfect way to describe it! Not to worry :)

Scoob.

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tatakau
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Post by tatakau » Fri, 20. Jul 18, 21:51

Wish we could easily jump TS ships back to base. Because they can't dock on a TM, I usually just strip out all the equipment and stick it on a refueling or reaper quickshuttle. Then I'll have the empty husk slowboat over to the shipyard, OR I'll just blow it up. Not worth the time to try to get it back to base for disassembly.

Scoob
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Post by Scoob » Fri, 20. Jul 18, 22:00

I was thinking...

If I bought an Aran (only 30 mill) that can, if I remember correctly, dock all ship classes, then assign say a TM to it I could then make the TM a Tug. Then, when manually claiming a ship and marking it to be tugged the TM should deliver any M3 or below class ships back to the Aran right?

It's mostly fighters that bail it seems, so this would work for a lot of ships. Though I'd still need to manually deal with TS and above class ships - I've been repairing those manually and adding them to my ST/UT fleet.

Scoob.

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Joubarbe
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Post by Joubarbe » Fri, 20. Jul 18, 22:13

I have a "reaper for abandoned ships" in my scripts base. But it feels way too cheaty. You have to ask yourself: "what do I have to do? What is my role in all that?". X3 is not an RTS. It shouldn't be. The player must have a role, even if it's a little "gamey".

Scoob
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Post by Scoob » Fri, 20. Jul 18, 22:23

I started wondering about this in part because I'm in the middle of defending Getsu Fune with most of my fleet - the attacks are relentless for some reason - and I've largely been ignoring the bailed ships as I wanted to stay in the action. Also, fights can turn out VERY differently depending on whether the player is IS or not, M7M become useless when the player is away, so to utilise them you need to stick around.

Remote commands would allow me to stay in the fight, while sending claimed ships back for stripping. It'd not be risk-free as any Tug would potentially come under attack.

I used to use a mod that allowed for remote ship claiming when I was using the Rebalance mod. It didn't seem over powered or take anything away from the game, rather it allowed me to multi-task. So, I could claim a juicy bailed ship while still mid-mission elsewhere for example.

Edit: Using an Aran works quite well. I have three Magnetars assigned as Tugs homebased there, and they unload any claimed Fighters quite happily. I just wish we had a TM class ship that could pick up TS, TM and M6 class ships.

Oh, the Aran performs automatic repairs of course, hence why I use it :)

Scoob.

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Litcube
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Post by Litcube » Sat, 21. Jul 18, 00:34

The Aran performs automatic repairs?

Scoob
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Post by Scoob » Sat, 21. Jul 18, 00:39

Litcube wrote:The Aran performs automatic repairs?
Yes, it seems to be... I've not got any Marines on it or anything (Marine Repairs) so I was surprised when the bailed ships I'd reclaimed were being repaired there.

I also seem to be being charged - well, there's recently been a drain on my personal account - so I wonder if it's linked?

The Aran says it's a "rescue" ship, so it providing repairs sounded plausible.

I wonder if the docked ships (3x Magnetar) - which do have Marines onboard - are somehow repairing things...

Edit: I just sent a Tug to pick up a ship. After it'd jumped back to the sector the Aran is in, I had about 3 million credits taken from my account. Weird.

Edit 2: I think I know what it is. For whatever reason, Marine Repairs (I assume) is treating the Aran like a Station. So, the Magnetars (with marines on board) were repairing other docked ships. Didn't know it did that, but then I can't remember the last time (and what mods I was using) last time I had an Aran. I might check the script as I was losing far more money in repair costs than the ship was worth lol.

Scoob.

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