[MOD] Unoffical Patch : V1.3.15 : 2024-03-31

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Tharrg
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Re: [MOD] Unoffical Patch : V1.3.10 : 2023-07-01

Post by Tharrg » Sun, 5. Nov 23, 04:18

Who are Darkspace? Research suggests this mod might be what is causing them.

I got an assassination mission where the target was Darkspace. I took it just to see who they were. Anyway, it was a friendly = blue, I chatted to the pilot who looked terrain plus did a scan. The faction did not appear on my list of faction reputations so I guess it's not a proper faction or set up incorrectly. Anyway, I am playing the terrain spy start so I thought it would be out of character to follow through with the assassination.

So can someone explain who they are?

I am using three mods.
TC/AP Plots for FL : v1.01 : 2023/07/04
Disabled Dynamic Relations : V1.00 : 2023-08-26
Unoffical Patch : V1.3.10 : 2023-07-01 New Update: 1.3.10

Cycrow
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Re: [MOD] Unoffical Patch : V1.3.10 : 2023-07-01

Post by Cycrow » Sun, 5. Nov 23, 11:46

Darkspace is a Terran Corporation, you can find them past the Oort Cloud

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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Cycrow » Mon, 6. Nov 23, 20:14

New Version: 1.3.11
  • Fixed get tasks commands to adjust the correct task number (task - 1)
  • Fixed pirate base price
  • Fixed cycle tab in sector menu
  • Fixed Frieght Transfer via Drones, target and source ship being the same
  • Fixed mouse scrolling in some menus
  • Fixed selection of homebase in Fetch/Deliver commands
  • Fixed Defend Station fleet command menu
  • Fixed explorer points being added to sectors
  • Improved display of custom mneu hyperlinked info text
  • Improved Wing Command: Protect, input menu
  • Added Resources/Products to docks
  • Added Homebase setting to Huge Ships
  • Added sector/galaxy hotkey to marines/pilots in personal tab (My Properties)
  • Added additional ship types to custom start (Kogarasu Maru)
  • Added additional sector info script commands
  • Added additional object info to work with ships
  • Added race restrictions to laser compatibility
  • Added playership docking on NPC carriers
  • Added delay to scripted comm's question
  • Added patch_global to suppress modified message

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ubuntufreakdragon
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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by ubuntufreakdragon » Tue, 7. Nov 23, 19:09

Cycrow, will you include these fixes at some point:
viewtopic.php?p=5195431#p5195431
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

Wing2137
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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Wing2137 » Wed, 8. Nov 23, 00:49

Cycrow wrote:
Mon, 6. Nov 23, 20:14
New Version: 1.3.11
  • Fixed get tasks commands to adjust the correct task number (task - 1)
  • Fixed pirate base price
  • Fixed cycle tab in sector menu
  • Fixed Frieght Transfer via Drones, target and source ship being the same
  • Fixed mouse scrolling in some menus
  • Fixed selection of homebase in Fetch/Deliver commands
  • Fixed Defend Station fleet command menu
  • Fixed explorer points being added to sectors
  • Improved display of custom mneu hyperlinked info text
  • Improved Wing Command: Protect, input menu
  • Added Resources/Products to docks
  • Added Homebase setting to Huge Ships
  • Added sector/galaxy hotkey to marines/pilots in personal tab (My Properties)
  • Added additional ship types to custom start (Kogarasu Maru)
  • Added additional sector info script commands
  • Added additional object info to work with ships
  • Added race restrictions to laser compatibility
  • Added playership docking on NPC carriers
  • Added delay to scripted comm's question
  • Added patch_global to suppress modified message
Were there any changes to the station missions in this patch? Specifically, I'm referring to the descriptions for each mission when deciding to take it:
https://imgur.com/a/DdcxciU

Since I've installed 1.3.11, the game hasn't been displaying which faction is the attacker for station defence missions. I thought it was just a random bug, but then I started seeing it for every single one. The missions themselves seem to work fine, but I never know who the attacker is until they arrive. It's a bit inconvenient, as I am rather particular about these missions. I don't want to lose face with certain factions at some points in my game, so it would be nice to have it displayed again. If it doesn't have anything to do with the patch, then I'm not sure why it's doing this, as I haven't made any changes to my game recently... :/

Any idea what I can do to fix this, Cycrow?

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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Cycrow » Wed, 8. Nov 23, 11:50

There was a few internal changes that might effect it, I will have to test it out

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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Cycrow » Thu, 9. Nov 23, 20:20

Wing2137 wrote:
Wed, 8. Nov 23, 00:49
Cycrow wrote:
Mon, 6. Nov 23, 20:14
New Version: 1.3.11
  • Fixed get tasks commands to adjust the correct task number (task - 1)
  • Fixed pirate base price
  • Fixed cycle tab in sector menu
  • Fixed Frieght Transfer via Drones, target and source ship being the same
  • Fixed mouse scrolling in some menus
  • Fixed selection of homebase in Fetch/Deliver commands
  • Fixed Defend Station fleet command menu
  • Fixed explorer points being added to sectors
  • Improved display of custom mneu hyperlinked info text
  • Improved Wing Command: Protect, input menu
  • Added Resources/Products to docks
  • Added Homebase setting to Huge Ships
  • Added sector/galaxy hotkey to marines/pilots in personal tab (My Properties)
  • Added additional ship types to custom start (Kogarasu Maru)
  • Added additional sector info script commands
  • Added additional object info to work with ships
  • Added race restrictions to laser compatibility
  • Added playership docking on NPC carriers
  • Added delay to scripted comm's question
  • Added patch_global to suppress modified message
Were there any changes to the station missions in this patch? Specifically, I'm referring to the descriptions for each mission when deciding to take it:
https://imgur.com/a/DdcxciU

Since I've installed 1.3.11, the game hasn't been displaying which faction is the attacker for station defence missions. I thought it was just a random bug, but then I started seeing it for every single one. The missions themselves seem to work fine, but I never know who the attacker is until they arrive. It's a bit inconvenient, as I am rather particular about these missions. I don't want to lose face with certain factions at some points in my game, so it would be nice to have it displayed again. If it doesn't have anything to do with the patch, then I'm not sure why it's doing this, as I haven't made any changes to my game recently... :/

Any idea what I can do to fix this, Cycrow?
this will be fixed in the next version

Tharrg
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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Tharrg » Fri, 10. Nov 23, 19:32

Dynamic relations. Increasing Split relations does not reduce Terran relationship.

I am using these mods.
TC/AP Plots for FL : v1.01 : 2023/07/04
Unoffical Patch : V1.3.10 : 2023-07-01 New Update: 1.3.10

I am guessing that the problem is with the unofficial patch.

Custom start. With the Terran spy mission in place, but not yet done.

So far other relations seem to fit with https://steamuserimages-a.akamaihd.net/ ... AE660CDFA/

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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Cycrow » Fri, 10. Nov 23, 20:43

it will depend on phase of the plots you are on. The dynamic relations are disabled until you finish certain parts of the plots.

this is because some of the plots require working with different races who are at war with each other in FL, so theres a kind of ceasefire until the plots are done.

Wing2137
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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Wing2137 » Sat, 11. Nov 23, 09:22

Cycrow wrote:
Thu, 9. Nov 23, 20:20
this will be fixed in the next version
Awesome! Thanks, Cycrow. :)

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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Cycrow » Sat, 11. Nov 23, 20:27

ubuntufreakdragon wrote:
Tue, 7. Nov 23, 19:09
Cycrow, will you include these fixes at some point:
viewtopic.php?p=5195431#p5195431
some of that wont really be possible with a simple globals value.

adjusting the amount based on the action (killing xenons) is not really possible. The system reacts to changes in rep, but it doesn't know what caused the change, only the amount that was changed. The whole rep system would have to be reworked for that to be the case

rudi_pioneer
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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by rudi_pioneer » Sat, 11. Nov 23, 20:51

Is faction relation in encyclopedia hardcoded or based on in game values? Some entities might be missing. I think duke NNMC dislike is shown in only one faction entry

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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Cycrow » Sat, 11. Nov 23, 21:09

rudi_pioneer wrote:
Sat, 11. Nov 23, 20:51
Is faction relation in encyclopedia hardcoded or based on in game values? Some entities might be missing. I think duke NNMC dislike is shown in only one faction entry
Its based on in game values.
this will be fixed in 1.3.12.

this is due to the change in notoriety values, where existing games need to be updated to match (it should work fine in new games)

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Re: [MOD] Unoffical Patch : V1.3.11 : 2023-11-06

Post by Cycrow » Sat, 11. Nov 23, 21:23

New Update: 1.3.12
  • Fixed target race display in mission briefings
  • Fixed custom menu info lines, colours split across lines
  • Fixed custom menu formatted info line columns
  • Fixed notoriety between races
  • Added dynamic race corporation modifier

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ubuntufreakdragon
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Re: [MOD] Unoffical Patch : V1.3.12 : 2023-11-11

Post by ubuntufreakdragon » Sun, 12. Nov 23, 12:39

The forum some how lost a link:
viewtopic.php?p=5194844#p5194844
I also provived you some small fix for the terran story, it is just an additional cleanup cue.

Any way yes I did know not everything on the list was possible, but I am more than happy with a subset.

How about having the effects of diplomatic imunity within the neutral(white) part of rep, so you still anger other factions helping this one but the no longer hate you for helping others so you don't accidentally drop below fire on sight by some random mission.
Corp modifier already was the most important one.


btw. Corps don't offer you many missions, so changing generic mission generation might be a logical step, I would move the generate a quest giver part into its own library cue to avoid code duplication, and give some chance for corp missions on stations of the main race.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

rudi_pioneer
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Re: [MOD] Unoffical Patch : V1.3.12 : 2023-11-11

Post by rudi_pioneer » Sun, 12. Nov 23, 17:07

“Added dynamic race corporation modifier” is this a new global variable?

Cycrow
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Re: [MOD] Unoffical Patch : V1.3.12 : 2023-11-11

Post by Cycrow » Sun, 12. Nov 23, 17:17

Yes, its in patch_globals

rudi_pioneer
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Re: [MOD] Unoffical Patch : V1.3.12 : 2023-11-11

Post by rudi_pioneer » Sun, 12. Nov 23, 18:52

Oh wow some interesting stuff!

What do these do?

Code: Select all

SG_BAIL_VALUE_INC;500000;
SG_BAIL_VALUE_MIN;500000;
SG_BAIL_VALUE_MAX;5000000;
SG_WAR_FOW;1;
SG_DOCK_PURGESPEAKER;120;
SG_FAC_PURGESPEAKER;120;
SG_MODIFIED_WARNING;1;

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Re: [MOD] Unoffical Patch : V1.3.12 : 2023-11-11

Post by Cycrow » Sun, 12. Nov 23, 19:21

The bail values adjusts the bail rates based on ship value. The inc value being 1% drop, between the min and max values

The war fow is the fog of war automatically applied to war sectors. This cuts of your sensors when active.

The purge speakers is a clean up routine removing people from stations after a certain time

The modified warning removes the message about being modified

Tharrg
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Re: [MOD] Unoffical Patch : V1.3.12 : 2023-11-11

Post by Tharrg » Mon, 13. Nov 23, 08:34

So I am at -4(0%) with argon and boron - Confirmed enemy and queen's nemesis.

I have 100% influence with the Goner. I use diplomacy to increase Goner Reputation to the maximum extent. Anyway, the result is that I gained Goner rep but lost rep to Pirates, Duke's and Strong Arms. There is no secondary gain for Argons and Borons etc.

What is going on here? Maybe you can't gain secondary rep if you are at -4. Might be a bug. Maybe it does not work like this. I don't know.

Eidt: I did a mission for Darkspace (have not met them yet!). Argon rep went up (to -4(1%). I would expect Goner and Darkspace to behave the same way here.

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