Is there a more efficent way of editing Tship information? X3AP

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monkeybtm6
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Is there a more efficent way of editing Tship information? X3AP

Post by monkeybtm6 » Wed, 15. Oct 14, 23:35

bit new to modding.
So im using X3editor 2 to edit the ships in X3AP and it seems a bit tedious to edit the ship info one at a time.

My intention is to boost the speeds and acceleration of all ships in the game. simply multiplying the numbers based on ship class.

Wanting to make the game a bit faster paced and maybe give the combat a more arcade like feel to it but right now i mostly want to experiment around and get a feel for modding this game.

Tships has 404 ship entries and i really don't want to have to do this for all entries.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 16. Oct 14, 00:55

You can edit any types file with a spreadsheet. Import as a delimited file, with the delimiter being ";" (semicolon).

LETE - Litcube's Excel TShip Editor is a good example of how to do it. You will have to import your AP TShips file, of course.

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Post by monkeybtm6 » Thu, 16. Oct 14, 01:02

Was looking at that earlier.

sadly i don't even have excel on my computer and open office wont work with it.

Unless there's some way to use open office which would be a life saver.

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Post by DrBullwinkle » Thu, 16. Oct 14, 01:23

Probably you can do it. You will have to learn how to import delimited files in Open Office. Shouldn't be that hard... Google probably has pointers to tutorials.

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Post by monkeybtm6 » Thu, 16. Oct 14, 01:35

Ah yes that actually worked, but i don't know what each column does because they aren't labeled.

Was easier than i expected. lol

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Post by DrBullwinkle » Thu, 16. Oct 14, 02:05

Yeah, it is not that hard. You may be able to import headers as well.

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Post by monkeybtm6 » Thu, 16. Oct 14, 02:51

Somethings confusing me here, the entries for ship speed seem to have different numbers in the spreadsheet than they do in editor.

like on the editor it says the mammoth has a speed of 58.4


But on the spreadsheet its got a number 29185 for speed.
Not sure how this is formatted.

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monkeybtm6
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Post by monkeybtm6 » Thu, 16. Oct 14, 06:03

Never mind figured out something else.


Thanks for the help.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 16. Oct 14, 09:16

Some of the values that you see in X3Editor are calculated.

Max Speed = Base Speed + Number_of_Engine_Tunings * (10% of Base Speed)

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Post by monkeybtm6 » Thu, 16. Oct 14, 17:46

So i edited all the entries correctly (friend on skype had an old office 2007 key laying around for me to use)

All ship speeds are faster like i set but now i have a new problem. When i start a new humble merchant game i get this bug.

http://i.imgur.com/p1M5aN0.png


Not sure why its not like i even messed with any other numbers


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}

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DrBullwinkle
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Post by DrBullwinkle » Thu, 16. Oct 14, 18:23

OK... so you used LETE then?

Did you import your types files before editing (and export them after editing)?

Litcube's types files won't work correctly with a normal game.

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Post by monkeybtm6 » Thu, 16. Oct 14, 18:29

I thought i did but i guess i may have missed a file or something. I made sure to nab the various files from the terran conflict/addon folder, all from the cat/dat files

may have missed a file or 2.

Unless im doing this all wrong. lol

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Post by DrBullwinkle » Thu, 16. Oct 14, 18:51

Well, your reports don't have a lot of detail. But, so far, you have not said anything that sounds far off.

For sure you are on the right track. Keep at it and I am sure that you will figure it out.

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Post by monkeybtm6 » Thu, 16. Oct 14, 19:11

found the issue.

it seems its failing to import the files.

when i click import i get an error.

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Post by monkeybtm6 » Thu, 16. Oct 14, 19:59

Fixed the error by leaving out the Tmissiles file when importing my files into LETE, hopefully it doesn't cause further errors down the road.


Did fix the cockpit though

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Post by DrBullwinkle » Thu, 16. Oct 14, 23:20

TMissiles and TBullets added extra columns between TC and AP, so they may not be compatible with your version of LETE. You may be able to update LETE, or just ignore that information when using the spreadsheet.

After an export, you may have to overwrite the exported TMissiles (and TBullets, if it is exported) with the versions that you actually want to use. (Or simply delete them, so the game will use the vanilla versions).

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