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Loriel
04-01-2013, 11:32 PM
I offer this thread as a central place to discuss the issues in making these scripts compatible - instead of having partial discussions scattered over multiple threads.

Apparently the issue is that the fix that Lucike provided for XTC1.2 no longer works in XTC 2.0 - there is now a single command slot used by two different commands.

Proposed alternative fixes can be found on the Egosoft Forum XTC 2.0 compatibility thread at http://forum.egosoft.com/viewtopic.php?p=4000549#4000549
and on the XTC 1.2 compatibility thread here at http://www.thexuniverse.com/threads/20437-X-Tended-Terran-Conflict-Compatibility-List-Version-1-2/page27 (bottom of page - post 270)

UPDATE
Two ready-packaged solutions are now available -
CLS is covered in this thread (http://www.thexuniverse.com/threads/23425-Lucike-s-Commodity-Logistics-Patch-for-XTC-2-0)
CLS + CAG is covered in this thread (http://www.thexuniverse.com/threads/23430-Lucike-s-CAG-scripts-compatibility)

I intend to install the Lucike scripts at some future date, but not in the immediate future. I therefore have nothing to add in terms of personal experience, but would be interested in hearing the experience of others.

Loriel

Turnus
05-01-2013, 12:05 AM
The fix given to me on this page seems to work properly, however I have not used it to it's fullest extents. ==> http://www.thexuniverse.com/threads/23216-Pirate-start-FAQ/page2

Edit: I actually believe it was the fix you pointed out to someone else forwarded to me. So thanks.:lol:

mikems22
05-01-2013, 12:22 AM
Today I spend few hours searching for a solution of my problem and nothing... I've installed Commercial Agent, Commodity Logistics Software MK1 and MK2, Economy and Supply Trader scripts and I have problems with internal commodity logistics, because I can't select any consumer station (my stations are exeptions). I don't know if it is general issue. The rest seems to work just fine.

Xydonus
05-01-2013, 06:10 AM
Today I spend few hours searching for a solution of my problem and nothing... I've installed Commercial Agent, Commodity Logistics Software MK1 and MK2, Economy and Supply Trader scripts and I have problems with internal commodity logistics, because I can't select any consumer station (my stations are exeptions). I don't know if it is general issue. The rest seems to work just fine.

You should be using external logistics, and not internal? If your stations are exceptions (blacklisted you mean?) then that's why its not working.

Internal >>> Logistic trade between your stations only

External >>> Logistic trade between your stations and NPC stations only

Edit* Forgot to include my experience so far with Lucikes Script Collection

Here's what I've got installed from that collection:

CODEA - Partially tested, all features work far as I can see; just have to assign them hotkeys
CAG - Fully tested, working as desired without side effects
CLS - Fully tested, working as desired without side effects
EST - Fully tested, working as desired without side effects
Personnel Transport - Fully tested, was able to hire personnel for my ships
Prospector - Not yet tested
Basic Salary - Fully tested, working as desired without side effects
Dockware Manager - Not tested, but someone reported that it works fine

Nightchade
05-01-2013, 06:48 AM
Any chance of step-by-step install instructions and file links? I tried to install these scripts, and got the ominous red "2.0" when I started the game back up.

stemardue
05-01-2013, 09:19 AM
red "2.0"

That's because some of the installed add-ons replace some of the XTC files, so the integrity check fails.

It may be that the replaced files don't actually break any of the XTC features, and that allows the external scripts or files to be compatible.

You can have a look here http://www.thexuniverse.com/threads/23164-How-to-test-for-X-tended-in-a-script?p=214785&viewfull=1#post214785 for some discussion about compatibility and files usage.

Scoob
05-01-2013, 10:58 AM
Hi,

Both CAG's and CLS traders are working just fine for me in 2.0. They always were as I used part of the older 1.2 fix provided by Lucike. However, while working, they had overwritten a couple of XTC's commands and broken another script. Applying the fix by vukica in the linked (above) Egsoft thread seemed to fix things for me. The missing commands returned and the broken one started working as it should.

Hopefully we'll get something official soon either directly from Lucike, or via the XTC team. I firmly believe that Lucikies scripts, at least the trade & prospector ones, are ESSENTIAL for anyone who wants to run a factory. If they did not work, I'd simply not bother.

Cheers,

Scoob.

mikems22
05-01-2013, 12:41 PM
Internal >>> Logistic trade between your stations only

Then I'm sorry. I was sure, that I can check any station, not just mine, and I considered it as a bug. Thanks for clarification :D

Nightchade
05-01-2013, 09:01 PM
Really wishing for an "official" fix for this... can anyone get in touch with Lucike? If so, does he plan to fix this? These scripts are an essential (Scoob's words), and I know a LOT of people are waiting for a 100% compatible fix for the CAG, EST, and CLS, not to mention MEFOS and CODEA....

stemardue
05-01-2013, 09:23 PM
can anyone get in touch with Lucike?

This place might be a good place to start calling for help ^^ http://forum.dvbtechnics.info/showthread.php?t=16877 - though i am not sure he is willing to making a fix or compatible set...

Nightchade
05-01-2013, 11:39 PM
I don't speak german, and google translate is being difficult. So I am personally unable to "call for help" via the aforementioned site.. if anyone has any success contacting Lucike, please let me know.

-Edit : and as far as his willingness to update his stuff.... the only thing I can say is, he did for 1.2a, so here's hoping...

Comander-07
06-01-2013, 04:16 AM
Quess who made the last post in his forum :D Yes, it was me. I will let you know if something is going on there ;)
But I think Lucike is going to do this.

Nightchade
06-01-2013, 05:11 AM
Thank you! Let me know what you hear.... it'd be nice to have those back...

Urizen
07-01-2013, 03:27 PM
Prospector is working fine so far for me, i have six up and running.
CODEA, running fine
MEFOS, not yet tested
CAG, working as intended
CLS, never used it, might do so at one point or another
EST, working as intended, why should i bother with ST/UT :D
Basic Salary, working
Military Transports, havent seen a racing TP yet, but i barely venture into argon sectors at the mom
Complex Planner, working, even takes products of configurable fabs into account, only downside, you get one fab for free
Dockware Manager, working
Missile Defense Mosquito, active, but has yet to see combat for thorough testing
Rescue and security service, not tested

S!

Nightchade
07-01-2013, 03:56 PM
Yes, but my understanding was they broke part of XTC, hence the need to wait for a patch...

xfromxbtf
07-01-2013, 04:42 PM
Hey, I'm just wondering what in xtc gets broken by these scripts? I have the script colection and want to install it, but won't be able to apply the fix till I can get to a pc with the net.

Scoob
07-01-2013, 05:19 PM
Certain commands under "Trade" and "Special" get overwritten by Lucike's scripts if you simply install them. The obvious ones are ship missile and ammo production commands. However, applying the revised files as instructed will see these commands available once more, as well as Lucike's.

Basically, unless you know what to look for it seems like Lucikes scripts all work fine - which indeed they do - however they break certain XTC features.

Scoob.

xfromxbtf
07-01-2013, 05:38 PM
Thank you for the explanation Scoob, would I be able to install the collection tonight and carry on playing, then fix it tomorrow?

Scoob
07-01-2013, 06:48 PM
I think you will be ok, but doing it right the first time would still be my advice. I initially added Lucike's (latest) scripts and part of the old 1.2a fix, I then later applied the adjusted text file and all seems to be ok. Things, other than the missing commands of course, appeared to work just fine before the extra fix.

Scoob.

code99
07-01-2013, 10:10 PM
only downside, you get one fab for free

Im sorry, what do you mean by this ?

Urizen
11-01-2013, 12:05 AM
code99 the script spawns one fab in a random sector, if you selected for example a Missile production complex xl and then set it up for dragonfly missiles, one fab with the chosen product will be spawned.

code99
11-01-2013, 08:43 AM
@code99 (http://www.thexuniverse.com/member.php?u=13203) the script spawns one fab in a random sector, if you selected for example a Missile production complex xl and then set it up for dragonfly missiles, one fab with the chosen product will be spawned.

Oh I see. Any reasons as to why it does that ? If you know ofcourse .. I havent used the script before so idk, it might be the normal behaviour of it.

Char
11-01-2013, 11:17 AM
I only installed the trader 3 scripts. Working very well sovar however i noticed CAG can be a real bitch sometimes.

I set up one complex in Atropos IV and CAG didnt work there and gave no hint why. What i read sofar this can be caused by a hidden hostile ship somewhere in sector tho i couldnt find any. So after trying and searching allot i just moved the complete complex to the next Teladi sector and there CAG suddenly worked like a charm right away.

Xydonus
11-01-2013, 11:22 AM
I only installed the trader 3 scripts. Working very well sovar however i noticed CAG can be a real bitch sometimes.

I set up one complex in Atropos IV and CAG didnt work there and gave no hint why. What i read sofar this can be caused by a hidden hostile ship somewhere in sector tho i couldnt find any. So after trying and searching allot i just moved the complete complex to the next Teladi sector and there CAG suddenly worked like a charm right away.

Check your message log, usually if there is an enemy present, even one you can't see, the CAG agent will send you a message. You could also try restarting the CAG, that will get it working again.

Scoob
11-01-2013, 03:04 PM
Actually, I find that CAG's rarely send a message if there's hostiles about. Though, invariably, manually checking their destination sectors shows that there are hostiles present. I'm unsure of the rules of exactly when we get a log book entry about such things, but while the reaction to hostiles works, the messaging is intermittant at best.

Their behaviour can be odd, i.e. they've sold/bought their target ware in the target sector, then a hostile appears in that sector. A promoted CAG could easily jump back and be in no danger, yet it will still wait at the station. It seems while they know a hostile is present, they have no idea as to it's proximity and the real threat present against a jump drive equipped trader.

Scoob.

Xydonus
11-01-2013, 03:12 PM
Their behaviour can be odd, i.e. they've sold/bought their target ware in the target sector, then a hostile appears in that sector. A promoted CAG could easily jump back and be in no danger, yet it will still wait at the station. It seems while they know a hostile is present, they have no idea as to it's proximity and the real threat present against a jump drive equipped trader.

Just because they have a jump drive equipped, doesn't mean they'll use it. Can't be sure on the ranks, but I know its a fairly high rank for them to use the Jump Drive, then there is all sorts of rules set in their settings on when they can/can't use it. Although I don't ever recall CAG ever using the JD unless their attacked, and that's in vanilla.

To be honest I've not really noticed anything odd about their behavior. I do get messages about hostiles now and again, but I've not noticed anything that could be explained as odd behavior due to XTC.

code99
11-01-2013, 03:28 PM
its a fairly high rank for them to use the Jump Drive

Yes, it takes some experience for them in order to use JD. For me once they reached that rank they use it for every movement between sectors (i have allowed them to jump even to the adjacent sector due to the size of the sectors in XTC and low speed for the haulers). I dunno how they react when enemies are preset however ... I only know that i once lost a CAG pilot to some pirate m3, idk how that happened but since then everything works well..

One thing i cant seem to manage is to activate EST (i know its offtopic but still, worth mentioning). Every time i activate the guy he just sits on standby ... Idk what else to do, the settings for the EST have been set properly as far as i know .. so now im using sector/universe traders sadly ...

Scoob
11-01-2013, 03:57 PM
Yes, they need to be Trader or higher to jump - I'm pretty good with my CAG's and the like :)

EST's can be funny, but very useful. When low ranked, and not using Mk3 Trader Software, they start out only being able to trade ONE ware. This may sound a bit poor, but imagine if he's got a 5,000+ hold and is buying EC's for 12cr and selling for 19 - all automatically of course. They have great potential. With the Mk3 Trade software, they work a little differently, however I usually use them without. Coming from the XRM mod that Mk3 software was so very expensive!

Back to CAG's - they can sometimes exhibit odd behaviour and do silly things. The prime example is when they are attacked, have loads of EC's on board etc. yet decide to fly somewhere manually. There was (maybe still is) a glitch whereby they'd have plenty of EC's to jump to safety, yet would choose a sector out of range, this would then trigger them to fly manually to the nearest SPP. Daft. Still, I do genuinely consider CAG's a must have as they are far far better than vanilla trade scripts...by far :)

Scoob.

CubemonkeyNYC
11-01-2013, 07:03 PM
Yes, they need to be Trader or higher to jump - I'm pretty good with my CAG's and the like :)

EST's can be funny, but very useful. When low ranked, and not using Mk3 Trader Software, they start out only being able to trade ONE ware. This may sound a bit poor, but imagine if he's got a 5,000+ hold and is buying EC's for 12cr and selling for 19 - all automatically of course. They have great potential. With the Mk3 Trade software, they work a little differently, however I usually use them without. Coming from the XRM mod that Mk3 software was so very expensive!

Back to CAG's - they can sometimes exhibit odd behaviour and do silly things. The prime example is when they are attacked, have loads of EC's on board etc. yet decide to fly somewhere manually. There was (maybe still is) a glitch whereby they'd have plenty of EC's to jump to safety, yet would choose a sector out of range, this would then trigger them to fly manually to the nearest SPP. Daft. Still, I do genuinely consider CAG's a must have as they are far far better than vanilla trade scripts...by far :)

Scoob.

I thoughts CAGs (as part of the bonus pack) didn't work with XTC.

Also, is there a link to where everybody is downloading Lucike's scripts? Is this the right place? (http://www.google.com/url?q=http://forum.egosoft.com/viewtopic.php%3Ft%3D271491&sa=U&ei=3W_wUKifA46F0QGM54HYAw&ved=0CBQQFjAA&usg=AFQjCNF2H0cyte_xgfh-IhzG6NP1Dup5cw). Those forums are blocked at work.

Scoob
11-01-2013, 07:15 PM
thoughts CAGs (as part of the bonus pack) didn't work with XTC.

Also, is there a link to where everybody is downloading Lucike's scripts? Is this the right place?. Those forums are blocked at work.

Lucike's scripts from the bonus pack are ancient compared to the newer versions. I also suspect there are other aspects of the BP that can break things.

That looks like the correct thread, ultimately it should link you to Lucike's site where they're hosted, if I remember correctly. Note: you DO need to apply the fix as detailed earlier.

Scoob.

Char
11-01-2013, 11:46 PM
EST is a gem early in Game when you dont have stations/complexes nor cash to buy mk3 tradesoft. Also especialy useful to boost particular local economy with needed equipment like advanced satellite factories or military shield facilities etc. that just idle empty forever because noone ever sells them a load of energy cells.

The setups are a little complicated indeed but thats just the natural other side of its medal in versibility.

code99
15-01-2013, 03:21 PM
I sure do miss the bonus pack CAGs

erm ... you can have CAGs in XTC if you install Lucike's scripts ... there was a post around here somewhere detailing how to make it work since some scripts of that pack cause some issues ... let me look for it and ill update this post with the link.

I am using CAG in my game and EST :)

UPDATE : There you go, follow what Commander says and you should be fine : http://www.thexuniverse.com/threads/23216-Pirate-start-FAQ?p=215106&viewfull=1#post215106

CubemonkeyNYC
15-01-2013, 04:13 PM
erm ... you can have CAGs in XTC if you install Lucike's scripts ... there was a post around here somewhere detailing how to make it work since some scripts of that pack cause some issues ... let me look for it and ill update this post with the link.

I am using CAG in my game and EST :)

UPDATE : There you go, follow what Commander says and you should be fine : http://www.thexuniverse.com/threads/23216-Pirate-start-FAQ?p=215106&viewfull=1#post215106

That's great news.

So I go here: http://www.xuniversum.info/index.php?option=com_content&view=section&layout=blog&id=89&Itemid=160 (Click)

Then download the top zip, and bottom patch, then modify the patch files what what Commander produced, and install the whole thing? Or do I install the base script pack first and then do the rest?

draeath
15-01-2013, 04:46 PM
I don't suppose we can just get a zipfile to extract and call it done? Why the song and dance?

EDIT: also, does anyone have any good download links? All I can find is in German, and it's a huge zipfile full of other zipfiles, all with german names (so I have no idea what is what, what's required, etc)

code99
15-01-2013, 05:05 PM
The instructions is all there ... Go here http://forum.egosoft.com/viewtopic.php?t=271491 and see what scripts you like to install from Lucike (since his collection is all in german you will need to get the translation here in this thread)

Download the script collection from that link and use that post to identify the scripts you want. Once you know what scripts you want from that collection, install them. Follow then by installing the libraries (which can be found at the same link, second post). After that, install the x-tended compilance update from here http://www.xuniversum.info/download/x3_tc/upgrades/Upgrade_XTended_XTC_1.2a.zip without the t files (this is very important, do not install the T folder, only the script folder) .
Once you have done that, download the file comander-07 gave us and place that file in the t folder in your X3 installation folder and overwrite if asked. Thats it, sadly there isnt an easier way ... you will have to make do with this ...

Important thing, install everything in that order.


I don't suppose we can just get a zipfile to extract and call it done? Why the song and dance?

Nope you cant.

draeath
15-01-2013, 05:11 PM
I don't see CAG in there, nor anything like 'combat air group' (or even anything remotely similar). What am I missing?

I've seen several references to a "CAG" script by this Lucike, but I can't actually find that in his pack. Rather I don't speak German, there's no mention of CAG or combat air group in it's "translation thread" - nor are there any words that I recognize that might be related to such.

Can anyone steer me in the right direction?

Loriel
15-01-2013, 05:36 PM
I've seen several references to a "CAG" script by this Lucike, but I can't actually find that in his pack. Rather I don't speak German, there's no mention of CAG or combat air group in it's "translation thread" - nor are there any words that I recognize that might be related to such.
Wrong acronym:- CAG = Commercial Agent.
His CODEA script, offering carrier commands, might be what you are looking for.

Loriel

code99
15-01-2013, 06:14 PM
The CAG he was refering to is something called Combat Air Group, i never heard of it before ...

Heteran Leticron
15-01-2013, 06:23 PM
Are you guys sure, i dont need to copy the t folder at all? i only need the .xml? not the .pck files that were also in that folder? Maybe you ment, replacing the xml with the modified one?

Because following your instructions, i ended up having faulty installations of lucikes scripts, im still lacking the language files.

draeath
15-01-2013, 06:28 PM
The context was that the script would cause ships to fight in a group intelligently, eg a replacement for "wings" - Commercial Agent makes no sense to me in this context, but they were calling it "CAG" - and the only expansion that makes sense to me would be the "combat air group" - my mistake?

EDIT: apparently the correct expansion would be "carrier air group" and that term went away in the 60s in favor of "carrier air wing"

code99
15-01-2013, 08:28 PM
Because following your instructions, i ended up having faulty installations of lucikes scripts, im still lacking the language files.

Well I dont know what to tell you, following those exact steps you should not have a problem. NOTE, I said leave the T folder only in the XTC 1.2 compilance! not the rest of the scripts. Install everything until you reach the XTC 1.2 compilance patch and then install ONLY the scripts. The T file you take from the link Comander-07 has given on the other thread which i copied here now : http://www.thexuniverse.com/threads/...l=1#post215106 (http://www.thexuniverse.com/threads/23216-Pirate-start-FAQ?p=215106&viewfull=1#post215106) <<--- T file (its an xml file)

Dont forget to install the libraries aswell ... want me to mail you the instructions step by step .. by step ?



@ (http://www.thexuniverse.com/members/9394-draeath)draeath (http://www.thexuniverse.com/member.php?u=9394) I dont know why they are calling it CAG but thats how its called ... yes, normally CAG stands for what you said but here, apparently, it doesnt ...

CubemonkeyNYC
15-01-2013, 10:26 PM
The instructions is all there ... Go here http://forum.egosoft.com/viewtopic.php?t=271491 and see what scripts you like to install from Lucike (since his collection is all in german you will need to get the translation here in this thread)

Download the script collection from that link and use that post to identify the scripts you want. Once you know what scripts you want from that collection, install them. Follow then by installing the libraries (which can be found at the same link, second post). After that, install the x-tended compilance update from here http://www.xuniversum.info/download/x3_tc/upgrades/Upgrade_XTended_XTC_1.2a.zip without the t files (this is very important, do not install the T folder, only the script folder) .
Once you have done that, download the file comander-07 gave us and place that file in the t folder in your X3 installation folder and overwrite if asked. Thats it, sadly there isnt an easier way ... you will have to make do with this ...

Important thing, install everything in that order.



Nope you cant.

Did all this. Lots of overwriting of the same ~set.ini file. I guess each specific script comes with its own copy and they all overwrite each other as they go in.

Fingers crossed.

Heteran Leticron
16-01-2013, 10:28 AM
I fixed it.

Generally, just install the libraries and all the scripts you are interested in, install the 1.2a patch and then just copy the .xml into the t folder overriting the original .xml.

(Only works with an english installation of the game, otherwise, the game is looking for a .xml with 49 instead of 44, a simple renaming should enable german players to use the same xml)

CubemonkeyNYC
16-01-2013, 01:07 PM
My install of Lucike's scripts went fine, though I do have two sets of binding options for Commercial Agents (CAGs), one of which is in yellow text in the interface menu, and another for ESTs, which seem to be the exact same thing.

It was a bit confusing, given the above, and the CAGs sure seemed to be a LOT dumber than the official Egosoft CAGs. After about an hour of fiddling and testing, I finally managed to get all the CAGs for my station working correctly. Five hours of SETA cheesing later, I woke up to 40 million more credits in my account.

I can confirm that a Solar Power Plant L in Rhonkar's Hindsight absolutely prints money. I also have a Silicon Mine+Computer Plant M in Revolving Wreckage that is hilariously profitable with a mid-40s silicon yield asteroid. I'm going to have to make a Computer Plant plex with my two Silicon Mines in Sirius II, but it seems that I'm going to need to tow them around before I can connect them, and I'm not sure how to go about the towing.


The context was that the script would cause ships to fight in a group intelligently, eg a replacement for "wings" - Commercial Agent makes no sense to me in this context, but they were calling it "CAG" - and the only expansion that makes sense to me would be the "combat air group" - my mistake?

EDIT: apparently the correct expansion would be "carrier air group" and that term went away in the 60s in favor of "carrier air wing"



@[/URL]draeath (http://www.thexuniverse.com/member.php?u=9394) I dont know why they are calling it CAG but thats how its called ... yes, normally CAG stands for what you said but here, apparently, it doesnt ...

In the context of X3, CAG refers to Commercial Agent. It's the abbreviation of Commercial Agent that was widely adopted when Egosoft released the official X3TC bonus pack a number of years ago. If you guys came straight to XTC after finding X3TC, I wouldn't be surprised that you weren't familiar with it.

draeath
16-01-2013, 01:13 PM
I actually came here straight from X:3 Reunion (x-tended) - I never bothered to try X3TC vanilla.

CubemonkeyNYC
16-01-2013, 01:16 PM
I actually came here straight from X:3 Reunion (x-tended) - I never bothered to try X3TC vanilla.

Makes sense.

If you don't use CAGs or ESTs (which seem to be the same thing) they're pilots that level up like ST/UT and can single handedly supply a station or plex, given enough freight capacity. They'll also sell the products, by default, if needed. Much easier than having one freigher per resource/product doing trade runs.

code99
16-01-2013, 02:17 PM
In the context of X3, CAG refers to Commercial Agent. It's the abbreviation of Commercial Agent that was widely adopted when Egosoft released the official X3TC bonus pack a number of years ago. If you guys came straight to XTC after finding X3TC, I wouldn't be surprised that you weren't familiar with it.

Yes I know that, thats exactly what i was telling draetah ... i was also saying that i do not know why they chose to call commercial agent, CAG and not something else
I've used CAG (commercial agent) since X3R ...


Oh and btw, EST aint same as CAG. EST is an alternative to UT, in theory it works better than UT. EST stands for Economy and supply trader for those wondering and UT for Universe Traders.

CubemonkeyNYC
16-01-2013, 02:50 PM
Yes I know that, thats exactly what i was telling draetah ... i was also saying that i do not know why they chose to call commercial agent, CAG and not something else
I've used CAG (commercial agent) since X3R ...


Oh and btw, EST aint same as CAG. EST is an alternative to UT, in theory it works better than UT. EST stands for Economy and supply trader for those wondering and UT for Universe Traders.

Since Egosoft is based in Germany, I doubt that they're familiar with US military acronyms.

If I activate the EST script on a UT, any idea if the EST retain the UT's rank and abilities?

code99
16-01-2013, 05:08 PM
If I activate the EST script on a UT, any idea if the EST retain the UT's rank and abilities?

Nope, he will start from zero since EST and UT have different ranks. EST uses its own system and UT completly different ones.

Tritous
18-01-2013, 04:58 PM
@draeath (http://www.thexuniverse.com/member.php?u=9394)

I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s). For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here.

https://docs.google.com/file/d/0BwKeBQWlRiHlYkxxTHZhWDlBcE0/edit

Credit goes to @Turnus (http://www.thexuniverse.com/member.php?u=14780) for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (http://www.thexuniverse.com/member.php?u=15757) for the original patching.

If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. makes it easier to remove after.

Turnus
18-01-2013, 05:12 PM
@draeath (http://www.thexuniverse.com/member.php?u=9394)

I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s). For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here.

https://docs.google.com/file/d/0BwKeBQWlRiHlYkxxTHZhWDlBcE0/edit



Credit goes to @Turnus (http://www.thexuniverse.com/member.php?u=14780) for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (http://www.thexuniverse.com/member.php?u=15757) for the original patching.

If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. makes it easier to remove after.
Don't mind at all. draeath be carefull not to overwrite the 7213-L044.xml as that is the fix (I don't know if each of his scripts have a copy of it or if it was a CLS exclusive. (Think I'll post up a copy of it just incase someone overwrites the fixed file)

Loriel
18-01-2013, 05:58 PM
Original Post now updated to include links to the two pre-packaged solutions - CLS and CLS+CAG.

Loriel

Tritous
18-01-2013, 07:17 PM
Turnus I checked quickly, it seems that it is a shared file, so the updated file (in there) works for both. I took out the german lang file you left in though since that doesn't contain the fix. IIRC if a lang resource is missing it will use another alternative, and I assume the German speakers would prefer English text to a broken game. I'm using it myself atm, looks like smooth sailing so far

Turnus
18-01-2013, 07:26 PM
Turnus I checked quickly, it seems that it is a shared file, so the updated file (in there) works for both. I took out the german lang file you left in though since that doesn't contain the fix. IIRC if a lang resource is missing it will use another alternative, and I assume the German speakers would prefer English text to a broken game. I'm using it myself atm, looks like smooth sailing so far

I see so the xml fix is for the library not the script? Well it still won't hurt to keep the xml up, curious minds and all that.

Bishop149
19-01-2013, 12:07 AM
@draeath (http://www.thexuniverse.com/member.php?u=9394)

I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s). For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here.

https://docs.google.com/file/d/0BwKeBQWlRiHlYkxxTHZhWDlBcE0/edit

Credit goes to @Turnus (http://www.thexuniverse.com/member.php?u=14780) for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (http://www.thexuniverse.com/member.php?u=15757) for the original patching.

If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. makes it easier to remove after.

Can I just confirm?
------------------------------------------|
If I have a fresh install of to XTM2.0 (no scripts currently installed) and I extract the contents of that zip file to the appropriate places then fully 2.0 compatible CAG and CLS will then be installed?
--------------------------------------^^^^^
Sorry for clarification request but the trying to work all this out is a maze of about 6 different threads over 2 forums!


EDIT it's XTC!!! for archpriest Paranidia's sake! :D

Tritous
19-01-2013, 08:38 AM
@Bishop149 (http://www.thexuniverse.com/member.php?u=1909)

That's the plan yes. I can't guarantee 100% compatible, but as far as we see there are no missing references, no overlapping resources or IDs and it seems to be working for me well enough.

It may be easier to use Cycrow's installer. It supports adding archives too which isn't much more than a case of it extracting, but it means if you ever want to uninstall it it is much easier. At the end of the day it's just a zip with the files in the right folders. All I did was extract the CLS, get the CAG script, get the fixed text resource, and put it back together in a zip.

Oh, and you owe me 30% of all profits made EDIT tsk tsk... black on blue is even sneakier than small print! ^^

Gululu Fi
20-01-2013, 09:39 PM
Hello everyone ... and onto my first post here

About CODEA

I dont know if its just me being stupid ... but to me it seems that i cant assign ships on my Pleco wich have Fight command Software MK1 preinstallled to the battlegroups (Interceptor/fighter).
In the Commodre hangar they appear but not in the others.

Since every other equipment is the same i asume the error lies there

Bought 2 Barracuda which have those preinstalled.. wont work.. 2 bailed m4 do work where the MK1 is not displayed as preinstallled

Well i hope its not again just me being unable to use CODEA :P if so.. please enlighten me^^

lookastychy
20-01-2013, 10:25 PM
If your fighter fright shows Fight C S MkII it probably has MkI aswell. I had a little issue with a few bailed ships, despite the fact they were equiped properly, codea simply refused to recognize them. So i sold them out. Every single figher bought in the shipyard works for me.

You need fight command software Mk I Mk II nav software and a pilot with recruit rank. I also install docking computer and duplex scanner. Dont forget that figher must have at least 1 weapon installed. U cant have SETA, googles, boost extension installed on fighter or codea wont recognize them.

Nightchade
20-01-2013, 10:46 PM
I have Lucike's CAG, CLS, and EST + Libs installed... and yes, it uses commander's fix. I can upload it as a .rar or .zip to save ppl the trouble if you guys want. Let me know....

- Oh, yeah, I almost forgot to mention, they all work. No problems I have found in a week of testing on 3 different systems by 3 different users.

The above was posted by me earlier today.... I didn't see this thread then. I'm still willing to upload this, if you guys want.

stemardue
21-01-2013, 09:33 AM
About CODEA

Hi and welcome to TXU!

In one of the first posts (http://www.thexuniverse.com/threads/23239-Compatibility-XTC-2-0-with-Lucikes-Script-Collection-for-X-Terran-Conflict?p=215258&viewfull=1#post215258) of this thread Xydonus mentions CODEA and says it's functional once you assign the needed hotkeys.

Can't help with much more, since i never used it myself ;)

Xydonus
21-01-2013, 02:41 PM
It may be easier to use Cycrow's installer.

I would very much advise against using Cycrow's installer. The reason I say this is because I remember reading that Cycrow installer can cause a corruption with some mods, fouling up the install. It's happened to me before, I Googled it and came across that information. Installing mods is quite easily done manually, and would be safer than to rely on a tool that could cause problems with Xtended.

Tritous
21-01-2013, 06:42 PM
you install cycrow's AFTER you put base mods on anyway, it's much harder work to get it to work with multiple mods, etc. However, just using it to organise and turn on/off scripts is much easier. particularly for turning them off

Bergiel
21-01-2013, 08:51 PM
hey, just to expand on bishop149s question post from a couple of days ago, as im not a modder, im having a little issue with the placement of the files from the repackaged CLS and CAG download. ive placed the scripts and t files in their respective folders, over writing when prompted, but im not too sure what to do with the script delete and script uninstall folders or have i made a complete hash of it so far, any help anyone could give would be greatly welcomed. Thanks

reinhart_menken
27-01-2013, 02:25 AM
Hi all, just returning to X3TC after finding out that XTM has just came out with a latest version. First off, thanks Loriel for making a ready-packaged solution. From what I understand, since that already contains all the fixes and whatnot needed to make Lucike's scripts work, would I be able to just install one of those (say the CAG + CLS one) and then install EST and the EST portion will work?

Loriel
27-01-2013, 04:47 AM
Hi all, just returning to X3TC after finding out that XTM has just came out with a latest version. First off, thanks Loriel for making a ready-packaged solution. From what I understand, since that already contains all the fixes and whatnot needed to make Lucike's scripts work, would I be able to just install one of those (say the CAG + CLS one) and then install EST and the EST portion will work?
Don't thank me - I just started this thread to collect comments on how everybody found the various fixes worked. Credit should go to Turnus and Tritous for their packages and Comander-07 for the original fix.

Haven't tried it myself, but that should work.

It's possible that EST overwrites the fix, so you might need to install EST first, then the fixed CAG/CLS package.

Loriel

PS To avoid confusion, this is XTC, not XTM which was the corresponding mod for X3 Reunion.

reinhart_menken
27-01-2013, 05:04 AM
There's a thought, I'll check both packages and see if there's overlapping files. Cheers.

You're right, it's XTC. I was just reading something somewhere where someone said XTM and it just got stuck, heh.

Edit: Just checked, there doesn't appear to be overlapping files except for "!init.set.modified".

dctrjons
31-01-2013, 04:18 AM
I'm hoping this might be a good place to ask.
Had a "red" install, with Lucikes and a couple other mods. But everything seemed to work perfectly. But it annoyed me...so fresh install, used this CAG/CLS set and added the other mods and now I have a "green" install...one problem.
Now the AI won't recognize integrated jumpdrives (on my TL's so far). I can jump as a pilot, but I can't make them jump no matter what command I use, and they are all still there (including the 'ship tools' scripts).

Is there anything part of this set that would disrupt this? Tried duping the ships, remove/install jumpdrive (won't let me remove...which makes sense), buying new ones...pretending to exchange it...nothing tricks it.

stemardue
31-01-2013, 09:12 AM
Now the AI won't recognize integrated jumpdrives (on my TL's so far). I can jump as a pilot, but I can't make them jump no matter what command I use, and they are all still there (including the 'ship tools' scripts).

Thank you for pointing this out. It could be that this is a function being broken by the 'fix' that no one else had spotted until now.
All other users who are posting in this thread should try and verify it...

Xydonus
31-01-2013, 10:39 AM
I've jumped several of my ships without problem, remotely. Not tried it on TL's though.

dctrjons
31-01-2013, 04:06 PM
I've jumped several of my ships without problem, remotely. Not tried it on TL's though.

That have integrated jumpdrives?

Was going to cheat/ buy some cap ships which I assume have integrated drives to test tonight...I'm assuming M2/M1's have it.

Will see if starting a new game makes any changes too.

King of the World
31-01-2013, 07:55 PM
While sitting in my TL I needed an emergency jump. The jumpdrive is a built-in component. Using the emergency jump hotkey will remove/ destroy this normally in smaller ships but it lookslike that built-in components can't be destroyed.

dctrjons
01-02-2013, 04:54 AM
Tried some other ships and it appears to be true for all my integrated jumpdrives.

Another thing that I don't know if is related or always this way. When I go to exchange freight from a TL and another ship, if the other ship doesn't have a jumpdrive...it doesn't appear on the trade list (this I assume was always like this.)

However if the other ship does have a jumpdrive, it appears on the list and each will say "1". However if you highlight the jumpdrive as if to do a trade the...?progress bar? (I guess I'll call it) will show the TL having 0 and the other ship having 1, but not able to shift the bar. This makes sense since you shouldn't be able to put two on the TL, but I'm wondering if the jump script for the AI is seeing this "0" instead of, well, however else it's flagged in the game. The game obviously knows it's there, it lets me use it and lets me set the auto/emergency jump settings...even though the AI doesn't use it.


Edit: Something is pointing to the default install. I've gone to a few new sectors and I think I am hearing old (vanilla) betty callouts. Like Xenon XXX in one of the races' sectors, and "The Moon" I think in a Boron sector. These are called out immediately before and overlapped by the XTC sector name.

stemardue
01-02-2013, 10:21 AM
I think I am hearing old (vanilla) betty callouts.

If that is happening, some extra script has invalidated (overwriting or replacing) at least one of the XTC scripts or files, so the 'add-on' to which that script pertains can not be considered fully compatible with XTC.

In particular, in this case a new script had to intercept the vanilla call to old sectors spoken names and replace it with a new call to the extra voicing with the new names.

dctrjons
01-02-2013, 03:44 PM
Very strange since I have in fact less of Lucike's scripts running this time around (didn't re-install all of them yet). Guess I will just try and undo the scripts piece by piece till I find out what is doing what.

Edit: Going to call it fixed and going to blame an oddball Win 7 file protection as the cause.

jebu
29-04-2013, 04:00 PM
greetings,

one hint for players who got problems with ideling ESTs and CAGs ect...(btw CAGs: germans do know US military terms and lucike is not from egosoft)
try altering:
show as enemy if enemy to me - to NO on that ships
because there r many TS and M0s from hostile species traveling around which r escorted by some M3s and so they wont start. afaik those escorts wont attack normaly and the union pilots will jump away if attacked by someone no matter which color it has. just enable emergency jump and shield strenght to 99% or something.

to codea mefos...
i play the space shanty scenario (bonehead pirate northeast of split), it seems at least argon, boron ,aldrin and terran ranks r locked at a certain level. afaik i need a good standing with argon to profit from the military transports which provide the personnel for codea and mefos. since i cant raise my argon standing i will have difficulties gaining the personnel for codea and mefos. for mefos its no problems cause i intend to use mars anyway but running a codea carrier could be difficult.

most m4 and m3 figthers have a built in booster wich is restriced by codea, is this not a problem too?

Starman
14-05-2013, 07:59 AM
And again I need to ask for help with the CAG's, sorry :( Has anyone noticed that problem and can maybe offer an solution to me ?

I played XTC for a while, and the CAG was just working fine.

Now, I started a new game, and the CAG refuses to work.... And I think I know why, but I don't understand why it's happening, I haven't changed anything in the installation, just started a new game :

This is what happens : When I edit the ware list, and add a ware to the "trade list", it is also being added to the black list.... When I remove it from the black list, it also get's removed from the trade list... Obviously, those two lists are mixed together, because afaik it shouldn't be that way (i never used black list though)... But the CAG only says "standby" which is logic, because he has the goods on the blacklist.....

Any idea how to fix that, anyone ever noticed that ?

Thanks for helping :)

(edit) never mind, the bitch is working now.... I restored defaults, entered exactly the same as before (doublechecked it's the same) and now it works..... Lists are not messed, seems to be normal... However, in that case I have no idea how some should add anything to the black list.

dctrjons
14-05-2013, 06:19 PM
Understand that there is no white list / black list. It is logically redundant. Therefore, there is actually only "the" list and you pick if it's black or white.

Everything that is not on a whitelist is logically already on a blacklist.

Just an FYI into the mechanics of it so you might have a better understanding of how to use it.

Loriel
14-05-2013, 06:57 PM
I've never used lists of either variety with CAGs - not seen any need to complicate the system - so don't have any direct experience to offer.

Whitelists with ESTs seem to work fine - I would assume you could do the same with CAGs.

Loriel