The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.
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Tiek
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by Tiek » Tue, 6. Mar 12, 01:08
Hi guys,
sorry if I open a new topic but I can not find with the search function the information I need
![Embarassed :oops:](./images/smilies/icon_redface.gif)
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If I wanted to change the sun strength of a sector, or at least read (outside of a game session and sector by sector) such information, in which file should I look for X3TC/Albion Prelude?
There is a sector map of game X3TC/AP + XRM mod to download that also shows this information?
Thanks in advance!
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Tiek
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by Tiek » Thu, 8. Mar 12, 18:08
Ok guys,
I assume that if after 56 visits there is no suggestion that information should be hard-coded and can not be changed
![Laughing :lol:](./images/smilies/icon_lol.gif)
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Let's see
![Thinking :gruebel:](./images/smilies/icon_think.gif)
..... Reformulating the question, is possible during a game session create a script that reads this information and send it to a log file?
Thanks.
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X2-Illuminatus
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by X2-Illuminatus » Thu, 8. Mar 12, 18:41
The sun strength of a sector is determined by the suns located in that sector. Different suns (different subtpyes) have different strengths. The sum of all sun strengths in a sector is the value listed (under "Suns") in the sector information of the Galaxy map.
The subtypes of the suns that are placed in a sector might be listed in the x3_universe.xml (maps-folder). With the Script Editor you can create suns in a sector, but iirc you cannot find them or change their properties. With the Mission Director you can also create suns, not sure if finding and changing properties is possible.
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LV
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by LV » Thu, 8. Mar 12, 19:12
well you learn something new everyday x2
the SE iirc can create suns so could it be possible to dump a few and create an uber sector i wonder?
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A5PECT
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by A5PECT » Thu, 8. Mar 12, 19:32
So it's impossible to a create a sector with 0 suns "physically" present in the sector, but a sun strength of 500%?
Admitting you have a problem is the first step in figuring out how to make it worse.
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Ketraar
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by Ketraar » Thu, 8. Mar 12, 20:17
Correct.
Minor correction to where the sun intensity is set. Its in TSuns where you change/create the sun type and that will determine the sector sun output like explained.
MFG
Ketraar
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paulwheeler
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by paulwheeler » Thu, 8. Mar 12, 20:37
I'd imagine you could add a entry to tsuns with no model or lensflare defined and a sun strength of 500 and add that to the sector. This would give you no visible sun in the sector but with a sun strength of 500 percent.
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Tiek
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by Tiek » Thu, 8. Mar 12, 23:53
X2-Illuminatus wrote:The sun strength of a sector is determined by the suns located in that sector. Different suns (different subtpyes) have different strengths. The sum of all sun strengths in a sector is the value listed (under "Suns") in the sector information of the Galaxy map.
The subtypes of the suns that are placed in a sector might be listed in the x3_universe.xml (maps-folder). With the Script Editor you can create suns in a sector, but iirc you cannot find them or change their properties. With the Mission Director you can also create suns, not sure if finding and changing properties is possible.
Hi X2-Illuminatus,
Many thanks for this useful information, I now will dedicate myself to exploring the x3_universe.xml accurately
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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and thanks also to you guys for all the other interesting comments
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Tiek
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by Tiek » Fri, 9. Mar 12, 01:37
Ketraar wrote:Correct.
Minor correction to where the sun intensity is set. Its in TSuns where you change/create the sun type and that will determine the sector sun output like explained.
MFG
Ketraar
Hi Ketraar,
I looked in Tsuns but the data for sub-types of the suns are virtually identical; it is not clear what value refers to the intensity of the sun
![Confused :?](./images/smilies/icon_confused.gif)
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Can you be more specific about this?
Thanks.
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Ketraar
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by Ketraar » Fri, 9. Mar 12, 02:20
100% Sun wrote:-1;0;0;0;0;-1;884;0;0;65536;0;0;0;0;0;-100000;0;0;SS_SUN_1;
150% Sun wrote:-1;0;0;0;0.001;-1;884;0;1;98304;0;0;0;0;0;-100000;0;0;SS_SUN_2;
MFG
Ketraar
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Tiek
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by Tiek » Fri, 9. Mar 12, 17:43
Ketraar wrote:100% Sun wrote:-1;0;0;0;0;-1;884;0;0;65536;0;0;0;0;0;-100000;0;0;SS_SUN_1;
150% Sun wrote:-1;0;0;0;0.001;-1;884;0;1;98304;0;0;0;0;0;-100000;0;0;SS_SUN_2;
MFG
Ketraar
Hi Ketraar,
Thanks very much for this indication; now I have the picture of the situation and know where and what to look for!
Thanks again
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Klatu
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by Klatu » Wed, 6. Mar 24, 10:32
Thanks for the breakdown of which values constitute sun strength.
I just did a rough test replacing all suns that were less than '98304' with '131072' and oddly enough only very few sectors were affected. Akeela's went to 650%, Leap of Faith to 500% and Z-Alpha to 550%. Most all faction sector suns remain the same. I guess this means the vast majority of sectors only use 1 sun body.
The trouble I am having is figuring out which sun is which. I would like to make Z-Alpha 500% in accordance with the envisioned max sun value for balancing purposes. I'm doing this so as to avoid the lagfest of building hub complexes in Akeela's. It would also just be nice for a change of scenery and logistics.
I thought Leap of Faith might be good as I managed to get 500% but that place is filled with a cluster of Asteroids that aren't interactable and don't show up at all in sector view. I wonder what makes those Asteroids so special.