[MOD] Unoffical Patch : V1.3.16 : 2024-05-12

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

Post by CheloDeAstora » Fri, 14. Jul 23, 20:04

iXenon wrote:
Fri, 14. Jul 23, 12:57
4. Tradeable - the only option that allows both buying and selling. But it looks more like a 'resource' (from SM point of view) and product (from the station point of view). It means if we put price 18 for Energy Cells, then SM would try to find it at the best price (what is 12 in the best case, but it also shouldn't exceed the 18, as I guess) and then the station would allow other ships to trade EC at the price of 18. Station Manager WON'T sell them, that the case.
This is what I actually use as I told you in the previous post, it is kind of tricky because it can get stucked but works. In my opinion, this should be fixed first, I had a hard time trying to guess what was not working, maybe others would just simply not use it as it is. Maybe a message sent to the player indicating why it got stucked would be great. I will try write a post next week indicating the cases in which it gets stucked, so it becomes easier for others to test and script the solution.
iXenon wrote:
Fri, 14. Jul 23, 12:57
For the Resource and Product it works clear and obvious, but these type of good could be bought or sold only. And it doesn't allow TDR to pick up resources, for example. That's the reason players may stick to use 'Buy at the best price' for each type of good and them sell them by SM.
Unfortunately "Buy at best price" is not an option for me. It would require too many ships, the micromanagement would be intensive, and the docking space in some trading stations is very limited. My boron trading station only has space for 5 ships :rant: ... Ah but the boron equipment dock has infinite docking slots hehe :D
iXenon wrote:
Fri, 14. Jul 23, 12:57
If the Tradeable type had both the prices, it would allow SM to buy not at the lowest price, but at the exactly specified price and not a penny more. And it would then sell them high without any additional tricks and manual goods moving.
I get the idea, it actually existed in the bonus pack in X3 Reunion if I recall correctly, but the configuration part was horrible, we didn't have the nice looking menus we have now. :wink:

So, you are suggesting basically a new feature, I agree it would be a great addition, it would allow us to maximize profitsss. :teladi: 8)

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

Post by The Captain » Sat, 15. Jul 23, 21:44

Hi Cycrow - I have a question about affects this fix might have on other scripts...

I've been using the NPC bailing addon by ThisIsHarsh with FL, and it seemed to be working quite well until I installed this patch.

Now, if I'm the one doing the shooting, pilots seem to bail as I have the script set. If the battle is taking place out of sector though, that part of the script seems to be hampered as nothing ever bails OOS anymore.

I'd love to be able to have a look through the scripts and see if I can fix the issue myself, but I haven't got a clue where to start. Is the information I gave enough to give you some idea of what may be wrong?

Terraformer33
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Re: [MOD] Unoffical Patch : V1.3.10 : 2023-07-01

Post by Terraformer33 » Mon, 17. Jul 23, 10:44

In gameplay\control Active Turbo Booster
is not active, key cannot be assigned :( Please do something with this.

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

Post by -XeNoN- » Mon, 17. Jul 23, 13:35

The Captain wrote:
Sat, 15. Jul 23, 21:44
Hi Cycrow - I have a question about affects this fix might have on other scripts...

I've been using the NPC bailing addon by ThisIsHarsh with FL, and it seemed to be working quite well until I installed this patch.

Now, if I'm the one doing the shooting, pilots seem to bail as I have the script set. If the battle is taking place out of sector though, that part of the script seems to be hampered as nothing ever bails OOS anymore.

I'd love to be able to have a look through the scripts and see if I can fix the issue myself, but I haven't got a clue where to start. Is the information I gave enough to give you some idea of what may be wrong?
Im using NPC bailing and it works fine with newer release, do you have any other mods?

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

Post by Cycrow » Mon, 17. Jul 23, 13:41

i havn't looked how the script works exactly, but im assuming its just attached to an attacked signal. There are some changes to how that signal works in the unofficial patch, but it shouldn't really stop it from working

darkangel666
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Re: [MOD] Unoffical Patch : V1.3.10 : 2023-07-01

Post by darkangel666 » Mon, 17. Jul 23, 19:47

Any chance to fix that horribly bugged tube placement on complex hubs? Stations are totally fine but the hub is only connected right when it's orientation is "north" on the sector-map, basically a 180° rotation on alpha, beta and gamma being 0°.
Basically the tubes never connect to the hub itself but instead are forced onto a certain position ignoring any rotation made. Issue also happens without this patch so it's some vanilla issue.
As in......this absolutely doesnt look right at all .-.
https://imgur.com/qUuqvUO

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

Post by The Captain » Tue, 18. Jul 23, 17:43

-XeNoN- wrote:
Mon, 17. Jul 23, 13:35
The Captain wrote:
Sat, 15. Jul 23, 21:44
Hi Cycrow - I have a question about affects this fix might have on other scripts...

I've been using the NPC bailing addon by ThisIsHarsh with FL, and it seemed to be working quite well until I installed this patch.

Now, if I'm the one doing the shooting, pilots seem to bail as I have the script set. If the battle is taking place out of sector though, that part of the script seems to be hampered as nothing ever bails OOS anymore.

I'd love to be able to have a look through the scripts and see if I can fix the issue myself, but I haven't got a clue where to start. Is the information I gave enough to give you some idea of what may be wrong?
Im using NPC bailing and it works fine with newer release, do you have any other mods?
Ok, so the list is as follows:

Cheat collection package - Cycrow
MW Hijacker - Maileweaver
NPC Bailing Addon - Thisisharsh
Salvage Claim Software - Cycrow

Old Plots - Cycrow
Unofficial Patch - Cycrow

Community Plugin COnfiguration - Cycrow
Cycrow Libraries - Cycrow
Hotkey Manager - Cycrow
JSON Parser Library - ThisiIsHarsh
Ware Manager - Cycrow

Now, I decided to run a few overnight tests and see what I could find out. I set my ship to God Mode and hung out in Hatikvas Faith to see what would happen and I left advanced sats in Nop. Memorial, Aladna Hill and Light of Heart.

No unofficial patch or Old Plots enabled - bailing in sector and out of sector was consistent and changed depending on how the bailing script was set.

Both enabled - In sector, M3,4,5, TS and TP including the heavies and the mini carriers like the Magnetar would bail, but only with a tiny fraction of the hull left no matter what I set the bailing script to. Out of sector bailing happened super infrequently (one TS over 8 hours), and no capital ships or corvettes would bail anymore. They will bail if I'm the one shooting at them though, just not if it's anyone else doing the shooting.

It's not a world ending issue at all, and I can work around it if I need to. I just remember having found a happy medium in AP and if I can figure out how to get FL to follow suit I'd be delighted :)

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

Post by OrionTaltos » Sat, 19. Aug 23, 22:00

I applied the patch and noticed I no longer saw an Akurei that was being repaired at the HQ. It's still docked as neutral like it gets when being repaired, but it's no longer actually being repaired. If I put something else up to repair, I see that new ship go to repairing as if nothing was already there.

So make sure you're not actively repairing when you apply this patch.
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Hairless-Ape
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Re: [MOD] Unoffical Patch : V1.3.10 : 2023-07-01

Post by Hairless-Ape » Fri, 25. Aug 23, 17:04

Setting up FL for the first time.. Grabbing a bunch of scripts here. Looking good.

Question though: Is there a "revised" X3FL.exe out there that we're supposed to use? I.E. one that doesn't try to launch Steam? I have one for X3AP, but not for X3FL.

Thanks.
Out of my mind. Back in 5 minutes.

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

Post by Cycrow » Fri, 25. Aug 23, 17:22

the no steam exe should be available from the downloads section of the main Egosoft site (X3FL has a separate section)

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

Post by Hwitvlf » Mon, 28. Aug 23, 02:32

Thanks for all the work on this :) Nice to see an expansion of Pirate missions in the new patches, but maybe a bug:

1. Some "Deliver Ship" missions seem to be asking for pirate versions of ships which don't exist (Pirate Manta etc). Delivering a regular Manta won't complete the mission.

2. Escort pirate convoy spawns a multi-faction fleet (boron, argon, split etc). Perhaps they're disguised pirates, but it seems they can't dock at the the target pirate station so just fly around forever. Pirate ships also attack them - similar to the disguised Dukes M7Ms.

3. Destroy Pirate Convoy missions also spawn commonwealth ships, not pirates, and lower your commonwealth rep for destroying them.

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

Post by Cycrow » Mon, 28. Aug 23, 03:18

i will take a look at the pirate missions for the next version

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

Post by OrionTaltos » Wed, 30. Aug 23, 03:21

Does the patch take over handling of fleet commands? Something has gone mad with my game and I don't know if it's related to this mod or the standard game. The only mods I have are this and the Diplomacy Extension.

I can't give any orders to fleeted ships now even to get them somewhere they need to repair. I have to remove them from the fleet to give them any sort of orders. Call to Arms is not active of the lead ship. I can at least work around this.
Previous they stayed together. Now a couple jump off a sector away doing crap but saying it's rejoining the fleet and burning through their energy. (It's already weird enough where those ships emergency jump to, but that goofiness was before a mod)

My TS that I have in my fleet is now going nuts on sending message notifications. I can't truly tell what it's doing. It says "Resupply ships" repeatedly. It ended up with several hundred mosquito missiles which is well beyond what it would need to resupply the 20-40 the few ships have set. It did have energy but that's gone... somewhere.

In writing this post I receives 30 notifications from the transport and 5 from an M6. And most of the time they're doing nothing. I'm going to clear out the fleets and just have them work together in a protect bundle.
Arrow + Auto-Pillok + SETA = White Knuckle Terror

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

Post by alexalsp » Wed, 30. Aug 23, 08:47

Provide the author with the save file if you would like get assistance with your issue.

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

Post by OrionTaltos » Thu, 31. Aug 23, 00:40

That's a good point. Though I'm not sure if it's the mod or an existing bug.

This is a save file where Holy Resupply has quite a few messages and more incoming. Fleet commander is Holy Brigandine (my names are not exciting lol) in Enduring Light (Xenon Hub). At this point, the resupply ship has burnt through its energy cells attempting to jump and cancelling... It's been confusing. I modified the missile resupply of a few ships but some already had it set anyway.
Unofficial Patch and Diplomacy Extension active.
https://drive.google.com/file/d/1lvcYZ6 ... sp=sharing


In a later save, I've just taken it from the fleet. And trying to reassemble the fleets hopefully without the issue. Some M6s were doing unusual jump choices which burn their ecells up. So it's hard to have them jump ready if I need to move the fleet. The fleet's job is just to defend one sector.
Arrow + Auto-Pillok + SETA = White Knuckle Terror

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

Post by FriendlyFirePhoenix » Fri, 1. Sep 23, 23:31

Hi Cycrow,

Is there any way to differentiate between different versions of the unofficial patch in a script? I want to prevent my mod from initialising if the version is anything less than 1.3.10. I use some of the newer commands so I want to avoid causing crashes.

I tried "get script version" but this can only get the version of the script being executed.

I looked at all the global vars and the only useful looking one is "patch.version". But this global is set to "3" for versions all the way back to 1.3.1 so it's not accurate enough.

Potentially I could use "does script name exist" to look for the script "plugin.patch.checkhq" which only exists in 1.3.10. But this method will fail if you delete or rename this file in later versions making it highly dodgy.

Any alternatives?
I made a couple of X3 mods | Colour By Race | True Relations

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

Post by Cycrow » Sat, 2. Sep 23, 00:36

there isn't an easy way currently, but in 1.3.11 you will be able to use the 'get script engine version' command (this will be increased in the next release)

The global var is just for the setup script, this is only incremented when the running scripts need to change (its just to allow dynamic patching of background scripts)

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

Post by Cycrow » Sat, 2. Sep 23, 00:41

OrionTaltos wrote:
Wed, 30. Aug 23, 03:21
Does the patch take over handling of fleet commands? Something has gone mad with my game and I don't know if it's related to this mod or the standard game. The only mods I have are this and the Diplomacy Extension.

I can't give any orders to fleeted ships now even to get them somewhere they need to repair. I have to remove them from the fleet to give them any sort of orders. Call to Arms is not active of the lead ship. I can at least work around this.
Previous they stayed together. Now a couple jump off a sector away doing crap but saying it's rejoining the fleet and burning through their energy. (It's already weird enough where those ships emergency jump to, but that goofiness was before a mod)

My TS that I have in my fleet is now going nuts on sending message notifications. I can't truly tell what it's doing. It says "Resupply ships" repeatedly. It ended up with several hundred mosquito missiles which is well beyond what it would need to resupply the 20-40 the few ships have set. It did have energy but that's gone... somewhere.

In writing this post I receives 30 notifications from the transport and 5 from an M6. And most of the time they're doing nothing. I'm going to clear out the fleets and just have them work together in a protect bundle.
The patch doesn't change the fleet commands, it only makes them visible (which was previously broken)
But the basic fleet functions should be pretty much the same as AP.

It's possible that you also have carrier command software running with separate resupply ships, which may cause a problem.

i will check your save game when i get some spare time

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

Post by FriendlyFirePhoenix » Sat, 2. Sep 23, 02:59

Cycrow wrote:
Sat, 2. Sep 23, 00:36
there isn't an easy way currently, but in 1.3.11 you will be able to use the 'get script engine version' command (this will be increased in the next release)

The global var is just for the setup script, this is only incremented when the running scripts need to change (its just to allow dynamic patching of background scripts)
Thanks and yes of course, that is the logical function to use. I do use it to check if the game is FL but didn't know if it was ever going to be incremented. Would it be possible to increment this for every patch which includes changes to the scripting engine?
I made a couple of X3 mods | Colour By Race | True Relations

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

Post by OrionTaltos » Sat, 2. Sep 23, 03:39

Cycrow wrote:
Sat, 2. Sep 23, 00:41
The patch doesn't change the fleet commands, it only makes them visible (which was previously broken)
But the basic fleet functions should be pretty much the same as AP.

It's possible that you also have carrier command software running with separate resupply ships, which may cause a problem.

i will check your save game when i get some spare time
Cool! I didn't see any fleet specific changes in the log, but I was a bit lost on what the heck I did.

Thanks for the idea! I can check on where I have software setup. It's inconsistent where I have some equipment ('legitimate' salvage). Conflicting resupply commands would definitely drive it nuts.
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