[Discussion] Generic X3TC S&M questions II

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

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Cycrow
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Post by Cycrow »

everything is stored inside the cat/dat files in the root game directory.

also, the bob/bod files are abit different from X2, these are no longer fixed in certain places, and could be placed anywhere, as defined in the types files
Sky Shadowing
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Post by Sky Shadowing »

Hm, this question seems pretty generic, so I'll ask it here.

Is it possible to create an entirely new race, complete with ships, patrols, military bases, etc.? Or is that stuff hardcoded in?

And, if so, any link to a good tutorial would be appreciated.
Guest

Post by Guest »

i still cant find them but i have found a document labelled X3_universe but all it containeed was 3 lines of binary/hexidecimal giberish, and i had decoded it carefully. i found an alternative by just importing each sector manually from the x3 map in the map editor instead. i was wondering how to add extra sectors to the map though. i know that it is possible because i did it a year ago on x2 but now i cant remember for the life of me how to add a sector and have it appear on the sector map. i have written it in with the universe X/Y coordinates and though in game, i can manually script objects into it, it cannot be seen on the map.

(sorry if my typing is fail, it is one in the morning in england)

EDIT: i may have found my own solution to this
Last edited by Guest on Wed, 26. May 10, 14:12, edited 1 time in total.
Guest

Post by Guest »

well as long as im first here... yeah its possible. if you have ever been scripting, in the race options there are also 2 other than the normal ones, called race one and race two. though both will be a bit plain since lots of scripts ignore them (mostly non vanilla ones). they wont have a shipvoice name for all of the objects they own but they still have raceranks you just cant see them since again they are mainly left out. if you go into the T files you can give the races better names than just race 1 and 2 too. i cant think of any good tutorials to hand but when your adding them in (assuming your using scripts or the map editor) just select the race you want, in this case race one and race two.

i think thats all there is to be said but i may be wrong.
Sky Shadowing
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Post by Sky Shadowing »

Hmm, thank you. I thought that may be what they were used for (or at least hoped).

I'm trying to figure out the best way to get it to have all the other features (race name before the ship type, comm discussions, etc.). First, I'm trying to get them a basic ship to test those features on.

I'm trying to clone the Woden. I'm using the Normandy/Normandy 2 by Tenk/Cadius as a base as a fake patch, and it's not working. The new ship type doesn't appear in game. I've pretty much copied it and given it it's own name.

It doesn't appear in Cycrow's Cheat Scripts, even when I start a new game.

How do I fix this problem?
Guest

Post by Guest »

how did you copy the ship. using an X3 modding program or copying and pasting in T-ships? im not sure about the name before the ship part but i can probably help with your 'missing' ship.
Sky Shadowing
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Post by Sky Shadowing »

i did it using XEditor2 (I think that's what its called)

I copied it in the Tships file, gave it a new race, new name, but left everything else the same.

It shows in the X3Model Viewer under "other", but not in game.
Guest

Post by Guest »

i had this problem before. check if the script id for the two ships is still the same. if it is the game will only be able to make one of them. if they are differennt im not sure what else to do.
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ScRaT_GER
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Post by ScRaT_GER »

I have two questions concerning the ships console and the built-in broadcasting commands.

1. In a vanilla game it is possible to manipulate the resupply settings for ships directly in ships console. However, I guess due to having deleted quite many standard scripts to test some things, these settings don't show up, no matter what I do.
I have installed all possible extensions (using the appropriate command from Cycrow's cheat-package) and also installed a jumpdrive.

I also checked all the !init scripts, but none of them seems to have something to do with these settings not showing up.
So, what are the conditions to make the settings visible?

2. Are the broadcasting completely hardcoded? I'm asking, because I couldn't find any script which connects the commands to the !ship.bc scripts.

Thanks for your help!
Greetings,
ScRaT

EDIT: Okay, I found the answer to the first question. When the COMMAND_JUMP_SECTOR is not set in the global script map, the settings do not appear.
mark_a_condren
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Post by mark_a_condren »

Hi all,

I wondering if anyone knows the formula for Mine production values per asteroid yield or how to work it out.

Any help would be appreciated.

MarCon
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s9ilent
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Post by s9ilent »

Q: What happens if a tfile has
<?xml version="1.0" encoding="utf-16"?>
isntead of
<?xml version="1.0" encoding="utf-8"?>

??? (As apparently... c# utf-16's everything and it will take considerable time to manually write a serialize-er) (presumably the text is still all english but in utf-16?)
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ScRaT_GER
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Post by ScRaT_GER »

Why don't you just try it? I presume that it should work, because libxml (or which library was Egosoft using again?) should recognize the encoding automatically.
and it will take considerable time to manually write a serialize-er
I'm quite sure, that there are conversion libraries for C# to convert utf-16 encoding to utf-8. So no need to write it by yourself.

Greetings,
ScRaT
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s9ilent
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Post by s9ilent »

Tbh, the end result is always the same an I had always assumed it did nothing, but then my voice recognition thing, literally will NOT load if you put that at the front... which is a bit silly, so I thought it wouldn't hurt to ask (And I'm to busy to check my self atm :( coding the voice thingy now :S)
Glimpse
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Post by Glimpse »

Ok so this may not be the best place for this question but I've even opened a thread which died without any response.

I'm learning modeling and such and atm building a fighter bomber which will be m3 to make it be able to dock with caps.So I don't know how to include the missile barrage command.(Surely it isn't class restricted.[is it?])If anyone is able to help me out,please do so.Also is there anything I should know about bombers?Like if there should be additional pieces to define the locations of missiles fired?
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Lordaeron
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Post by Lordaeron »

Can anyone tell me, how I can change buy prices of stations?
Rheikon
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Post by Rheikon »

Hello, I am wondering how exactly prices of missiles are calculated.

I see rel val is the main factor and price mod 1 changes the min max range. But what is the formula? Also what is price mod 2 and player rel val for? They don't seem to do anything in factory prices or factories owned by players. Atleast at my first glance.

I saw somewhere it was strange and unknown but wondering if that has changed.
Bobucles
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Post by Bobucles »

Is there a hard limit on the fire rate of turrets? I tried equipping MD into some turrets, but it seems to fire far more slowly than the weapon's max fire rate (1/2 - 1/3?).

Can capital ship weapons be forced to use charged shots? Would the turrets still be locked in place while charging? This would let them get more speed etc. while keeping it very hard to hit small targets.
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Aro
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Post by Aro »

Does anyone know what script handles the missile barrage command?
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Lordaeron
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Post by Lordaeron »

Is there any way to disable the respawning of Asteroids?
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Litcube
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Post by Litcube »

Bobucles wrote:Is there a hard limit on the fire rate of turrets? I tried equipping MD into some turrets, but it seems to fire far more slowly than the weapon's max fire rate (1/2 - 1/3?).

Can capital ship weapons be forced to use charged shots? Would the turrets still be locked in place while charging? This would let them get more speed etc. while keeping it very hard to hit small targets.
The turret command scripts add pauses and waits. For a number of reasons.

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