[TOOL] X4 Galaxy Creator
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Re: [TOOL] X4 Galaxy Creator
Found problems in the Galaxy Creator.
The removal Button for Gates has no effect, a placed Gate can not be removed.
The randomly chosen Clusters for the Datafaults in PlacedObjects.xml do not always correspond with Clusters to existing in the Galaxy.
There are double occupancy of Clusters.
The Generator not comply with existing conventions.
example
The generator generates macro of a zone
<macro name = "x3g_zone002_cluster01_sector001_macro" class = "zone">
_______________________________^ Underscore missing, change the case of zone to Zone and cluster to Cluster and add the underscore to Cluster = Cluster_
Original Macro of a Zone from X4 Stand V1.50
<macro name = "Zone003_Cluster_01_Sector001_macro" class = "zone">
The prefix may be Optional, as it is not mandatory.
The Generator should comply with existing conventions.
So the Mod remains compatible with Egosoft and other Mods.
Manual work is still needed to start the Game with the exported Galaxy.
Missing spaces between the Tags in Arrys in the Jobs.xml which causes problems when starting the Jobships.
Instead of:
[factionlogic, freighter, trader]
the Generator writes:
[Factionlogic,freighter,trader] <-- causes problems on Start
Job Editor lacks all existing jobs from Antigon, Scaleplate, Hatikvah and Ministry.
Here is an archive in which I have saved several export tests.
Information about the export errors are stored in the XML file.
Archive
To the map editor:
Even if there are factions that are not claimable. So you should still have your own colors.
Because this way, you know where you have placed these factions and you will not have to search for them later.
Also an info page would be a very good idea that you can call in the Menu and displays all information about the Galaxy.
In individual Tabs kann be displayed, for example.
Which Factions are present in the Galaxy.
Is the Ffaction claimable or not?
In which Sector is the HQ
Where are Shipyards, Equipmentdocks and Tradingstations.
Likewise a page indicating where ships or other has been placed in Sectors.
So you can easily make changes after some time, because you can see where you have placed something.
Greeting Cappy1401
sorry google translate is
The removal Button for Gates has no effect, a placed Gate can not be removed.
The randomly chosen Clusters for the Datafaults in PlacedObjects.xml do not always correspond with Clusters to existing in the Galaxy.
There are double occupancy of Clusters.
The Generator not comply with existing conventions.
example
The generator generates macro of a zone
<macro name = "x3g_zone002_cluster01_sector001_macro" class = "zone">
_______________________________^ Underscore missing, change the case of zone to Zone and cluster to Cluster and add the underscore to Cluster = Cluster_
Original Macro of a Zone from X4 Stand V1.50
<macro name = "Zone003_Cluster_01_Sector001_macro" class = "zone">
The prefix may be Optional, as it is not mandatory.
The Generator should comply with existing conventions.
So the Mod remains compatible with Egosoft and other Mods.
Manual work is still needed to start the Game with the exported Galaxy.
Missing spaces between the Tags in Arrys in the Jobs.xml which causes problems when starting the Jobships.
Instead of:
[factionlogic, freighter, trader]
the Generator writes:
[Factionlogic,freighter,trader] <-- causes problems on Start
Job Editor lacks all existing jobs from Antigon, Scaleplate, Hatikvah and Ministry.
Here is an archive in which I have saved several export tests.
Information about the export errors are stored in the XML file.
Archive
To the map editor:
Even if there are factions that are not claimable. So you should still have your own colors.
Because this way, you know where you have placed these factions and you will not have to search for them later.
Also an info page would be a very good idea that you can call in the Menu and displays all information about the Galaxy.
In individual Tabs kann be displayed, for example.
Which Factions are present in the Galaxy.
Is the Ffaction claimable or not?
In which Sector is the HQ
Where are Shipyards, Equipmentdocks and Tradingstations.
Likewise a page indicating where ships or other has been placed in Sectors.
So you can easily make changes after some time, because you can see where you have placed something.
Greeting Cappy1401
sorry google translate is
Jedes Kriegsschiff, das unsere Werften verlässt, jedes abgefeuerte Geschütz bedeutet letztlich einen Diebstahl an denen, die sich nicht wehren können, nämlich an unseren Kindern. Eine Welt bewaffnet bis an die Zähne feuert nicht nur gebündelte Energie allein. Sie feuert auch oft genug die Hoffnung ihrer Kinder nutzlos in den Weltraum hinaus. Doch hin und wieder lässt man uns keine Wahl, dann jedoch besteht jede Salve aus der geballten Hoffnung das endlich wieder Frieden herrscht.
Der Amazone
Der Amazone
Re: [TOOL] X4 Galaxy Creator
Quick reply before I head out.
I have already fixed it in the next version so you can remove gates.
The colour of the sector is related to who owns that sector - as some factions can not own sectors they do not get there own colour. I would like to add more info to a sector hex (or its popup) that will make it easier at a glance to see what is in each sector.
A sort of sector overview sounds like it could be a good idea. Ill think about that.
The stuff todo with the generation I will leave to celludriel to answer as I think that's to do with his tool (tho I could be wrong in a rush).
I have already fixed it in the next version so you can remove gates.
The colour of the sector is related to who owns that sector - as some factions can not own sectors they do not get there own colour. I would like to add more info to a sector hex (or its popup) that will make it easier at a glance to see what is in each sector.
A sort of sector overview sounds like it could be a good idea. Ill think about that.
The stuff todo with the generation I will leave to celludriel to answer as I think that's to do with his tool (tho I could be wrong in a rush).
Re: [TOOL] X4 Galaxy Creator
what would you say if the non-claimable factions share the color with the claimable factions?
Described differently.
Non-claimable factions have their own color, but do not stand by themselves.
The color occupies only one third of a sector, so it would be visible, that there is also a non Clamaible faction present and it is recognizable which one is.
Cappy1401
Described differently.
Non-claimable factions have their own color, but do not stand by themselves.
The color occupies only one third of a sector, so it would be visible, that there is also a non Clamaible faction present and it is recognizable which one is.
Cappy1401
Jedes Kriegsschiff, das unsere Werften verlässt, jedes abgefeuerte Geschütz bedeutet letztlich einen Diebstahl an denen, die sich nicht wehren können, nämlich an unseren Kindern. Eine Welt bewaffnet bis an die Zähne feuert nicht nur gebündelte Energie allein. Sie feuert auch oft genug die Hoffnung ihrer Kinder nutzlos in den Weltraum hinaus. Doch hin und wieder lässt man uns keine Wahl, dann jedoch besteht jede Salve aus der geballten Hoffnung das endlich wieder Frieden herrscht.
Der Amazone
Der Amazone
Re: [TOOL] X4 Galaxy Creator
My brain's not in the right place to make proper use of this right now, but just wanted to pop in and give this a huge thumbs-up. The potential for creative and awesome scenarios, even shared among different players, makes this idea a massive win for X4 in general. Well done. Keep it up!
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Re: [TOOL] X4 Galaxy Creator
I needed a little break from X4, after spending what feels like an eternity in md script getting fought by the language every step I took.
I'll have a look at the generator maybe I missed something. However it will have to wait till next weekend. I have a heavy work week ahead of me with plenty of java. Coming home and doing more java would fry my brain.
However here a few observations about your comments.
- The naming of the zones and clusters don't have to be egosofts naming conventions. In fact I chose my own because it was easier to work with.
- The spaces in the arrays don't matter for the arrays. However I do notice Factionlogic has a capital there instead of factionlogic. That could be the culprit.
- The datavaults could pick up the same sector, so two datavaults in one sector is perfectly possible
For now the custom factionlogic code is still not finished, not sure I'll ever be able to finish it. So creating galaxies will always work, having decent gameplay in them less so. The one guy asking to recreate x3 galaxy, I already did. Look for another thread from me where I did that.
I'll have a look at the generator maybe I missed something. However it will have to wait till next weekend. I have a heavy work week ahead of me with plenty of java. Coming home and doing more java would fry my brain.
However here a few observations about your comments.
- The naming of the zones and clusters don't have to be egosofts naming conventions. In fact I chose my own because it was easier to work with.
- The spaces in the arrays don't matter for the arrays. However I do notice Factionlogic has a capital there instead of factionlogic. That could be the culprit.
- The datavaults could pick up the same sector, so two datavaults in one sector is perfectly possible
For now the custom factionlogic code is still not finished, not sure I'll ever be able to finish it. So creating galaxies will always work, having decent gameplay in them less so. The one guy asking to recreate x3 galaxy, I already did. Look for another thread from me where I did that.
Re: [TOOL] X4 Galaxy Creator
Quick question:
Was there any particular reason this is restricted to only acceleration gates? I just managed to mod in a gate from antigone memorial to second contact XI in my game and was wondering if it would cause problems that I used a jump gate.
Was there any particular reason this is restricted to only acceleration gates? I just managed to mod in a gate from antigone memorial to second contact XI in my game and was wondering if it would cause problems that I used a jump gate.
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- Posts: 163
- Joined: Thu, 12. Sep 13, 11:29
Re: [TOOL] X4 Galaxy Creator
No there shouldn't be a problem to use different models. I just hardcoded the gate in my original galaxy generator. It could be a feature to choose the gate. I just never put any attention to it. When my mod batteries are recharged and I dive in the generator code again I'll see what I can do about that.
However top priority should still be finishing up the custom faction logic. However I just can't bring myself to do any md script. It drains your soul
Re: [TOOL] X4 Galaxy Creator
Thanks for the info! I barely mess around with the simple stuff, glad there are people like you who will tackle the hard things! Best of luck and don't burn yourself out.
Re: [TOOL] X4 Galaxy Creator
nice! hope for more updates!
Re: [TOOL] X4 Galaxy Creator
Can someone post the java files at a different link? I am not going to create an account at oracle just to download the run times.
Take it light.....
Malakie
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Malakie
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Re: [TOOL] X4 Galaxy Creator
Try the latest version of java instead it might work with that (no idea if it will or not but worth a shot).
Re: [TOOL] X4 Galaxy Creator
Do you know of a link that does not require me to have an account to get java files needed?
Take it light.....
Malakie
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Malakie
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- Joined: Fri, 12. Jul 19, 14:03
Re: [TOOL] X4 Galaxy Creator
I don't think that link requires an account? I only need to accept the license.
Re: [TOOL] X4 Galaxy Creator
It does.. I accept the license and it takes me to the create account or login pageteleportationwars wrote: ↑Tue, 1. Oct 19, 23:53I don't think that link requires an account? I only need to accept the license.
Take it light.....
Malakie
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Malakie
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Re: [TOOL] X4 Galaxy Creator
Here ya go.....Malakie wrote: ↑Wed, 2. Oct 19, 21:25It does.. I accept the license and it takes me to the create account or login pageteleportationwars wrote: ↑Tue, 1. Oct 19, 23:53I don't think that link requires an account? I only need to accept the license.
https://java.com/en/download/
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- Joined: Fri, 12. Jul 19, 14:03
Re: [TOOL] X4 Galaxy Creator
Dude needs the jdk... and yes, that does require a signin. Good to know that Oracle is still evil.Madwack wrote: ↑Sat, 5. Oct 19, 04:33Here ya go.....Malakie wrote: ↑Wed, 2. Oct 19, 21:25It does.. I accept the license and it takes me to the create account or login pageteleportationwars wrote: ↑Tue, 1. Oct 19, 23:53
I don't think that link requires an account? I only need to accept the license.
https://java.com/en/download/
Re: [TOOL] X4 Galaxy Creator
LOLteleportationwars wrote: ↑Sat, 5. Oct 19, 05:01Dude needs the jdk... and yes, that does require a signin. Good to know that Oracle is still evil.
FFS now I know why I could not get the damn thing to work.
Edit- I keep getting an error when trying to export as MOD.....Process must exit before requested information can be determined.
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- Posts: 158
- Joined: Fri, 12. Jul 19, 14:03
Re: [TOOL] X4 Galaxy Creator
the tool breaks the json pretty often so if you have any issues its either the excitingly undocumented lack of defaults for some required values or malformed json.Madwack wrote: ↑Sat, 5. Oct 19, 17:14LOLteleportationwars wrote: ↑Sat, 5. Oct 19, 05:01Dude needs the jdk... and yes, that does require a signin. Good to know that Oracle is still evil.
FFS now I know why I could not get the damn thing to work.
Edit- I keep getting an error when trying to export as MOD.....Process must exit before requested information can be determined.
Re: [TOOL] X4 Galaxy Creator
Thanks! Sorry for delay on my end.. real life!Madwack wrote: ↑Sat, 5. Oct 19, 04:33Here ya go.....Malakie wrote: ↑Wed, 2. Oct 19, 21:25It does.. I accept the license and it takes me to the create account or login pageteleportationwars wrote: ↑Tue, 1. Oct 19, 23:53
I don't think that link requires an account? I only need to accept the license.
https://java.com/en/download/
Take it light.....
Malakie
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Malakie
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