Reveal all HSAP without ‘modified’ tag

This is a log rather than a tutorial. It does one very specific thing, to reveal all HSAPs without getting 'modified' tag. Though I think the method of injecting/calling script without modified tag is worth sharing.

Senario

I have my HQ deployed at Unclaimed Sector behind Xenon Secot 524. So When I learned there could be a Unclaimed Sector beta but it's not in my game due to some game start randomness I try to bring it back without losing my game progress or getting a 'modified' tag.

Tools

Procedure

  • write a script z.cheat.mkmark.revealall.hsap.xml to reveal all HSAPs based on cycrow's revealall cheat script, and add a fake signiture
  • extract plugin.turbo.hotkey.xml from corresponding pck file, backup the pck, then replace the pck by a modified xml where z.cheat.mkmark.revealall.hsap are replaced by plugin.turbo.activate
  • follow the 'Unmodifier' instruction to launch a game
  • activate turbo boost in game

the plain script of z.cheat.mkmark.revealall.hsap.xml

$main.universe = get global variable: name='main.universe'
skip if $main.universe -> exists
  $main.universe = get sector from universe index: x=0, y=0
skip if $main.universe -> exists
  $main.universe = [PLAYERSHIP] -> get sector

$x = get max sectors in x direction
while $x
  $y = get max sectors in y direction
  dec $x =
  while $y
    dec $y =

    $sector = get sector from universe index: x=$x, y=$y
    skip if $sector -> exists
      continue

    $flags = [Find.ExcludeTerranGates] | [Find.ExcludeGates] | [Find.Hyperspeed]
    $hsap = find gate: flags=$flags, refobj=$sector, max dist=null, refpos=null
    if $hsap -> exists
      if $hsap ->is hyperspeed access point
        if not $hsap ->is hsap discoverable
          if is valid route between sectors $main.universe and $sector
            $hsap -> set hsap discoverable [TRUE]
          end
        end
      end
    end

  end
end
return null

Reference

X3FL – Board Q with 0 Casualty

Boarding a Xenon Q with 0 casualty was easy in TC since one can save load at each deck. Need a little more SL in AP, but was easier than P IIRC. Now it's very hard, but I finally made it after 717 attempts.

So I lower the Q's shield, launch 21 marines, initiate the jump sequence, keep shields low, and save right before boarding pods hit Q. After each reload, once the jump is completed, I open the property menu to watch the marine status, take a screenshot at the hacking stage, save the game, and copy the save to somewhere else.

I wrote a .ahk script to automate the above process, gathering a lot of saves and corresponding screenshots. The screenshots are later processed and clustered using python.

Of all the 793 scenarios recorded, 101 times Q launched a Firestorm Torpedo against me but ironically destroyed itself due to close-range detonation by my anti-missile system.

Of the remaining 692 scenarios, 447 times the marines did not survive till hacking the core. The other 245 (almost) successful scenarios have a distribution of remaining crews as follows at the hacking stage. Note there are occasions when less than 16 marines made it to this stage but were not eliminated.

Only in one scenario, at the 717th attempt, did all 21 crews survive the operation.

X3 可利用BUG合集

Original post on deeptimes 以下内容均为本人凭记忆手打,如有出错遗漏欢迎各位大佬指出。 所有BUG基于原版(Vanilla),因为修改版(Modified)作弊可以直接用脚本编辑器调出,不需要利用卡BUG这种低阶方式。所有列出的BUG不会导致Modified Tag。 鉴于LZ本人只玩过TC2.5, AP3.3, 所以下文的适用版本号都是凭印象给的,基本准(cuo)确(wu)。当然如果你看到了Lv.6-7, 你会发现神马版本号都是浮云。