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Table of Contents
maxLevel3

 

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Jobs File

The jobs file has been expanded with additional information and features, jobs files from previous games will not be compatible with X3FL.
NOTE: the The new data columns added are not added at the end, but are mixed together with the existing ones.

Check Script:

Added after the config script.
This is an optional script that can be run when a job is about to be created. The arguments for the script are the Job ID, the Race, the Sector and the Wing Leader (if there is one).
You should return [TRUE] from this script if you want the creation to go ahead. Returning [FALSE] will cancel the job created, and the ship wont be created.

Plot Flags:

This is added Added after the Job Idle Rate
The plot flags are a series of flags that can enable different game states, these can be used by both scripts and missions. The plot flags are a bit mask, giving a total of 32 available (NOTE: Some of these are already used).
This should be set to a bitmask, which can contain 1 or more flags. The job will be disabled while the flags are not currently set, and then enabled, and jobs created when the flags are set on.
This allows you to disable/enable groups of jobs when the game is in a certain state (ie finished some kind of plot mission to adjust the universe)

Shiptype - Ship Classes:

Added after M7
The M7M and M7D classes have been added the class filters (after the M7).

Shiptype - New Races:The new

Added after Yaki
The newly added races, and including the inaction inactive ones, have been added so you can make use theseof them.Added after the Yaki, OTA, TerraCorp, Atrues, NMMC, Strong Arms, Beryll, Dukes, DarkSpace, Industritech, Race1, Race2, Corporation1,

  • OTAS
  • TerraCorp
  • Atreus
  • NMMC
  • Strong Arms
  • Beryll
  • Dukes
  • DarkSpace
  • Industritech
  • Race1
  • Race2
  • Corporation1
  • Corporation2

Shiptype - New Variants:

Added after Plus (Heavy) variant
The New variants have also been added to the ship type definitions
After Plus (Heavy) variant.
Advanced, Prototype, Experimental, Enhanced, Heavy Freight, Armoured Transporter, Heavy Miner, Extra1, Extra2, Extra3, Extra4

Location - Include Connected:

Added after , is not owner
When set, this will included the connected owner as a valid location as well. The connected owner is for the Corporation races that are linked to an existing Faction. IE if set, then OTAS will include both OTAS and Argon sectors as valid

Location - Trade/Pirate Dock:
Added after Has Shipyard
There are 2 flags, 1 for if the sector has a trade dock, and 1 if the sector has a pirate base

Location - Connected Sector:
Added after Sector X/Y
This is Coordinates
These are 2 values, the X and Y coordinates of a connected sector, or -1 for both to ignore
If this is set, then the location must have a connected route to this sector. IE setting this to 0,0 (Kingdom End) then the job will only be created in sectors that has a route to kingdom End.
in In X3FL the Universe is spilt split and some areas are isolated, this prevents jobs from being spawned in those isolated areas if you dont want them to.

Pilot - New Races:

Added after Pirate
The new races have also been added to the pilot mask, after Pirate

  • OTAS

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  • TerraCorp

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  • Atreus

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  • NMMC

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  • Strong Arms

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  • Beryll

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  • Dukes

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  • DarkSpace

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  • Industritech

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  • Race1

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  • Race2

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  • Corporation1

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  • Corporation2

 

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Galaxy Map

There have been a few additional parameters added to the galaxy map. These are largely optional so existing galaxy map files should work.
The galaxy editor has also been updated allowing you to make use of these new values.

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Any other value, will display that value instead, however, the value is in multiples of 1000. So setting a value of 1000, will display the population as 1M (1 million), 1100 would be displayed as 1.1M, etc. This allows a population display of upto up to 2 Trillion, or 2000Billion2000 Billion

Combat Track:
The value "c" in the file. Allows you to set a specific combat track for that sector

Planets Count:
The value "planets" in the file. This allows you to override the default planets count in sector information. Setting it to "-1" uses the default (counts number of planet objects). Any other value will display that instead

Moons Count:
The value "moons" in the file. This allows you to set the number of moons along with the planets. Using "-1" is the default, which hides the moons count.

Override Name:
Normally the game will use the sector coordinates to determine the text id of the name to use. But you can override this to use a different ID. Using "nameid" and "descid" to set the name and description text ids. (NOTE: the page remains the same)

 

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Globals

A number of additional global values have been added, some controlling new features, others for some existing features.

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Global

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Default

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Description
SG_DIPLOMACY_MAX_INFLUENCE

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1000Maximum influence storage
SG_LFLPOINTER_ICON_FAR_DISTANCE

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20000 
SG_LFLPOINTER_ICON_NEAR_DISTANCE

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5000 
SG_LFLPOINTER_DISCOVERY_DISTANCE

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1500 
SG_LFLPOINTER_VELOCITY_MAX

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65536360 deg/s

...

(pointer

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angular

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velocity)

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SG_LFLPOINTER_ACCEL_MAX

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262144040 * 360 deg/s^2

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(pointer

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angular

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acceleration)

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SG_LFLPOINTER_FRICTION_DEFAULT

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65536360 deg/s^2

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(default

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angular

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deceleration)

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SG_LFLPOINTER_FRICTION_MIN

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6553.6

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deg/s^2

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(when

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destination

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under

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crosshairs)

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SG_LFLPOINTER_RADIUS_PX

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120120 pixels (radius

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in

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HUD)

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SG_LFLPOINTER_FALLOFF_THRESHOLD_ANGLE

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327718 deg (angle

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from

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crosshairs

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where

...

friction

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reaches

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default)

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SG_LFLPOINTER_ANGLE_DEADZONE

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3281.8

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degree

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SG_HSAP_JUMPDISTANCE

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3000Distance to HSAP to use interplanatary drive, in m
SG_STATION_UPGRADE_TIME

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1800Base station upgrade time
SG_COMPLEX_CONNECTION_MULTIPLIER

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2Number of connections available in complex kits, multiplied by kit size
SG_MARINE_TRAINING_DEFAULT

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14Training flags for default stations. Sets the type of training available, 1 = Fighting, 2 = Hacking, 4 = Engineering, 8 = Mechanical
SG_MARINE_TRAINDURATION_BASE

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300Training time base value
SG_MARINE_TRAINDURATION_MULTI

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60Training time multiplier,

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applied

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per

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5

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skill.

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IE,

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duration

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=

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BASE

...

+

...

((skill

...

/

...

5)

...

*

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MULTI)

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SG_MARINE_TRAINCOST_BASE

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5000Training cost base value
SG_MARINE_TRAINCOST_MULTI

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2000Training cost multiplier,

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applied

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per

...

5

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skill.

...

IE,

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cost

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=

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BASE

...

+

...

((skill

...

/

...

5)

...

*

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MULTI)

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SG_MARINE_FACTORYSTORAGE

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2Storage capacity for marines at factories (Marine Training Barracks).

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Multiplied

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by

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scale

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factor

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SG_DIPLIMACY_TRADEMIN

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10000Minimum value of trade to trigger the trade bonus
SG_EXPLORE_POINTS_WAREDIV

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4This is the number of discovery points awarded when finding new wares: (Ware.RelVal

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*

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SG_EXPLORE_POINTS_WAREMULTI)

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/

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SG_EXPLORE_POINTS_WAREDIV

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SG_EXPLORE_POINTS_WAREMULTI

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1This is the number of discovery points awarded when finding new wares: (Ware.RelVal

...

*

...

SG_EXPLORE_POINTS_WAREMULTI)

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/

...

SG_EXPLORE_POINTS_WAREDIV

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SG_EXPLORE_POINTS_SHIPDIV

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100This is the number of discovery points awarded when finding new ships: (Ship.RelVal

...

*

...

SG_EXPLORE_POINTS_SHIPMULTI)

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/

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SG_EXPLORE_POINTS_SHIPDIV

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SG_EXPLORE_POINTS_SHIPMULTI

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1This is the number of discovery points awarded when finding new ships: (Ship.RelVal

...

*

...

SG_EXPLORE_POINTS_SHIPMULTI)

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/

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SG_EXPLORE_POINTS_SHIPDIV

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SG_EXPLORE_POINTS_STATIONDIV

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200This is the number of discovery points awarded when finding new stations: (Station.RelVal

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*

...

SG_EXPLORE_POINTS_STATIONMULTI)

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/

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SG_EXPLORE_POINTS_STATIONDIV

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SG_EXPLORE_POINTS_STATIONMULTI

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1This is the number of discovery points awarded when finding new stations: (Station.RelVal

...

*

...

SG_EXPLORE_POINTS_STATIONMULTI)

...

/

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SG_EXPLORE_POINTS_STATIONDIV

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SG_EXPLORE_POINTS_MAXCAP

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5000The maximum amount of points awarded for unlocking wares/stations/ships

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SG_EXPLORE_POINTS_SECTOR

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2000Points awarded when discovering new sectors
SG_DYNRACE_FRIEND_ALLY

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15The percentage of notoriety points Ally races receive
SG_DYNRACE_FRIEND_HERO

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10The percentage of notoriety points Hero races receive
SG_DYNRACE_FRIEND_KNIGHT

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5The percentage of notoriety points Knight races receive
SG_DYNRACE_ENEMY

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30The percentage of notoriety points enemy races lose
SG_DYNRACE_ENEMY_MAIN

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15The percentage of notoriety points enemy (in main sector) races lose
SG_DYNRACE_MAXENEMYNOTO

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33333This is the maximum amount of notoriety an enemy race can have. If you have a race with more than this value, any of them enemies will not be able to go beyond this point.
SG_PIRATE_SHIP_SPAWN

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0This adds pirate ships being spawned by GOD (instead of the normal jobs file)
SG_DESTROYED_LOG_MAX

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100The maximum number of entries in the Destroyed ship log (older entries will be deleted to make room)
SG_TRANSACTION_LOG_MAX

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100The maximum number of entries for your transaction logs (older entries will be deleted to make room). This is per account
SG_DIPLOMACY_SHOWINFLUENCE

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01 or 0 to show the influence amount needed by the task on the main diplomacy screen
SG_GOD_NEWS

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11 or 0 to display news from GOD to the encyclopaedia (Station Destruction events)
SG_BOARDING_SENTRY

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200The fight value added by Sentry Lasers
SG_BOARDING_MAXDIFF

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35The maximum difference between attack and defence before no loses occur (Percentage of maximum fight value)
SG_BOARDING_HULLDAMAGE

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60The percentage of hull damage during the boarding operation (this is the maximum when engineering is 0)
SG_BOARDING_FIREWALL

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70The hacking defence value added by the Firewall
SG_BOARDING_POLARIZE

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150The Cutting defence value added by the Hull Polarizer
SG_BOARDING_RND_HULLMULTI

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1The random factor to add to hull cutting, (skill * SG_BOARDING_RND_HULLMULTI)

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/

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SG_BOARDING_RND_HULLDIV.

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Default=+-

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10%

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SG_BOARDING_RND_HULLDIV

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10The random factor to add to hull cutting, (skill * SG_BOARDING_RND_HULLMULTI)

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/

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SG_BOARDING_RND_HULLDIV.

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Default=+-

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10%

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SG_UPGRADE_FACTORY_S

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1500The relval production amount needed before upgrade from S is available
SG_UPGRADE_FACTORY_M

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5000The relval production amount needed before upgrade from M is available
SG_UPGRADE_FACTORY_L

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20000The relval production amount needed before upgrade from L is available
SG_UPGRADE_FACTORY_XL

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100000The relval production amount needed before upgrade from XL is available
SG_DYNRACE_FRIEND_ALLOWCORP

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11 or 0 to allow Corporations notoriety increase/decrease

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by

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dynamic

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relations

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SG_DYNRACE_MIN_CAP

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-10000

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The

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minimum

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of

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notoriety

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needed

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before

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dynamic

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relations

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start

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SG_BESTBUYSELL_MAXRANGE

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5The maximum selectable range of the Best Buy/Sells

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TBoarding

This file contains the values used for marines and boarding

TFacSizes

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devices

 

TBoarding:

This files contains the parameters used for marines and boarding for ships.

Similar to other TFiles, this is a semi-colon delimited list.  The first line is the file version "1" and the entry count

You can set the values to individual shiptypes, or whole classes/races

 

Code Block
themeMidnight
SHIPTYPE;SS_SH_OTAS_HCF;5;180;40;60;30;4;50;50;20;50;100;1;12;

 

  1. SHIPTYPE
  2. shiptype id
  3. Number of Decks
  4. Hull Strength (for entering check)
  5. Base Defence (fighting stage)
  6. Hack Value
  7. Hack Random
  8. Shield Threshold (percentage)
  9. Total Marines
  10. Equipment (percentage chance of defensive equipment when spawned)
  11. Minimum Marines to spawn with
  12. Maximum Marines to spawn with
  13. Marine skill when spawned (percentage)
  14. Can board via spacewalk (0 or 1)
  15. Kill Rate per Deck (Percentage of total marines killed per deck, attackers + defenders)

CLASS:

Code Block
themeMidnight
CLASS;BIG;6;3;10;20;30;10;10;10;20;0;10;20;0;12;
  1. CLASS
  2. Class name
  3. Race ID
  4. Number of Decks
  5. Hull Strength (for entering check)
  6. Base Defence (fighting stage)
  7. Hack Value
  8. Hack Random
  9. Shield Threshold (percentage)
  10. Total Marines
  11. Equipment (percentage chance of defensive equipment when spawned)
  12. Minimum Marines to spawn with
  13. Maximum Marines to spawn with
  14. Marine skill when spawned (percentage)
  15. Can board via spacewalk (0 or 1)
  16. Kill Rate per Deck (Percentage of total marines killed per deck, attackers + defenders)

If the shiptype doesn't exist, it will find the closest class of the maker race.  If that doesn't exist, it will check for the global race, (raceid = 0)

 

Any ship can be set to be able to board, but they will need at least some marines as well.

setting the decks to 0 prevents the ship from being boarded. Only ships of sub class BIG can be boarded.  M6/TM up

TFacSizes

This file contains the dimensions of each station, used for Complex Construction

Similar to other TFiles, this is a semi-colon delimited list.  The first line is the file version "1" and the entry count

Each item is made up of 7 values, the first is the station id (from TFactories) and the other 6 are the distance from the centre in all 6 directions (+x, -x, +y, -y, +z, -z)