[AL PLUGIN]Conflicts Official Release Thread - v0.85 released -> Collaboration works!

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Mavor
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Post by Mavor » Mon, 1. Dec 08, 02:52

I doubt the crash is due to too many scripts on the stack... though it *is* possible.

Perhaps the race patrols script is using a Jumpto command instead of a put into enviroment command, in which case it's going to crash the game (in my experience... something really doesn't like that jump to command).


--Could you try running a new game with those suspect mods disabled for the time being, to check what the problem is? It would really help to know if the crash is being caused by conflicts alone, or if it is the interaction between other scripts--


**I think you are getting the crashes because conflicts really adds alot of ships to the universe (though it has a cap now), and these mods are applied on all ships (I think that the creators just used a blanket statement to grab all ships in the universe, for MARS, or for the race patrol). Mabye race patrol is trying to remove conflicts ships? haha.

Thrandisher
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Post by Thrandisher » Mon, 1. Dec 08, 03:24

With my blackscreen issue, i do not use sector takeover or race patrols at all.

I can give ya a list of what scripts i use, but it is pretty big list. I do have a save game that is 3 or 4 sector's away from where i get the black screen, but can be jumped to but without the mods the game might not load.
Ones i have in common with spenzOT are, community plugin config, improved boarding, mars 4.02, invasion warnings, crystal free SPP, NPC Bailing addon, salvage commands and npc's, marauder shipyard.

Mavor
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Post by Mavor » Mon, 1. Dec 08, 03:42

Do you have mars enabled for AI ships?

Thrandisher
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Post by Thrandisher » Mon, 1. Dec 08, 04:09

Yes i do. Hmm, the 2 m2's that i remember seeing with satalites were close to the gate i was trying to go in.

Mavor
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Post by Mavor » Mon, 1. Dec 08, 04:22

Mars is probaly conflicting with the ships conflicts is introducing.. try disabling mars and start up a new game/fresh save and see if you hit any crashes :)

Thrandisher
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Post by Thrandisher » Mon, 1. Dec 08, 04:36

Ok, ill try that tommorow. Finnaly got a setup i mostly want, cept the mass fighting, so gonna kill around a bit. Im only limited to 3 restarts in one day ;)

BlackRain
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Post by BlackRain » Mon, 1. Dec 08, 05:12

Hey Mavor, Okay this is what I think is a serious issue. There are a lot of fights going on in various sectors, which is fine but the problem is they are destroying all the stations in a sector. This is depopulating the X3 universe of stations which means my traders are starting to have a harder time finding places to trade at. This would be fine if I could make money another way, say taxes for sectors owned, but I can't, I rely on traders. Actually it still wouldn't be fine because the Economy of the universe falls apart. So soemthing needs to be done about this. Perhaps have a specific target the enemy goes after to take a station. Maybe add a certain station to every sector and when that station is destroyed the sector along with all assets transfers over, given all defenders are destroyed or you have to immediately populate the sector with stations. Perhaps there should be some rhyme or reason to the invasions. For instance, make it so they can only invade bordering sectors to their territory. For instance, the Argon can only attack sectors bordering its territory. As it increases its territory it can attack more sectors further along, etc.

SpenzOT
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Post by SpenzOT » Mon, 1. Dec 08, 07:31

Well I did a little testing and it first appeared that it was a combination of the MARS script and the patrol mod that was crashing the game for me.

I turned off race patrols and tuned down MARS so that AI ships could not use the script and it wasn't crashing for me. I turned the AI usage of MARS back on and it appeared stable (though I didn't do a thorough test).

I figured out why the patrol script was causing issues. Bala Gi's Joy and Hatikvah's Faith are currently holding two massive endor battles that are involving hundreds of ships each (no seriously it looks like something out of Endor or Episode III there are so many capital ships). Heck Hatikvah's faith is a 3-way battle between the split/paranid (allies), the boron, and the argon/OTAS.

As cool as this is, it brings my computer to its knees even with the dynamic combat mod (a mod that increases performance by a great degree). I can also see how it would cause overloads. Even with OOS combat, having so many ships and so many variables (going on in more than one place to boot) is certain to do something.

Alas if only this game had multi-threading.

XFree
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Post by XFree » Mon, 1. Dec 08, 13:02

I have NOT any claim sector script and MARS active ONLY for my ships (my ship and owned ship) and it freeze.

Maybe i will to try do deactivate MARS for owned but unpiloted ships...

PS : MARS is not supported for AI (not owned) ships since 3.20 release)

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Post by BlackRain » Mon, 1. Dec 08, 13:45

That is incorrect, I have the latest version of mars vs 4.02 and you CAN have AI ships use Mars by checking the option in the AL menu. So yes, AI can use MARS.

Mavor
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Post by Mavor » Mon, 1. Dec 08, 14:48

Ok, two things so far that I am working on adding into the next pass.

1. Conflicts ships will target only military targets, NOT factories. This will perserve the universes economy while still allowing for sectors to switch hands.

2. Lower the default cap on universe wide ship #'s (I was afraid after lowering it from the last pass there would not be enough conflict, but I will add in an option on the menu to increase the universe cap) which should keep battles under 150 ships or so. Mabye I will tighten up the targetting and decrease the amount of weight that conflicts admirals give to certain sectors? We are seeing these big battles because I have a supply line rule in place where the AI can only attack sectors that are one jump away from a allied or same-race sector. Therefore the most important, valued sectors that are on the border are always going to be the main targets, and will cause very large battles.

**Edit: Found the cause for the race patrols / conflicts interaction lockup. The method that race patrols is using to bring ships in does NOT interact well with the conflicts script (for whatever reason) and so whenever race patrols is jumping something in to help them, its locking up the game.

So, for the time being, i am going to post a warning about NOT using race patrols with the conflicts mod.

Mavor
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Post by Mavor » Mon, 1. Dec 08, 18:15

Posted version 0.82 with the changelog. I believe it should solve many of the "too-much" issues some of you are experiencing :)

JJPHATX
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Post by JJPHATX » Mon, 1. Dec 08, 21:00

under what in the UI do u find the options menu for this mod while in game?

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Malakie
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Post by Malakie » Mon, 1. Dec 08, 23:14

Mavor wrote:Ok, two things so far that I am working on adding into the next pass.

1. Conflicts ships will target only military targets, NOT factories. This will perserve the universes economy while still allowing for sectors to switch hands.

2. Lower the default cap on universe wide ship #'s (I was afraid after lowering it from the last pass there would not be enough conflict, but I will add in an option on the menu to increase the universe cap) which should keep battles under 150 ships or so. Mabye I will tighten up the targetting and decrease the amount of weight that conflicts admirals give to certain sectors? We are seeing these big battles because I have a supply line rule in place where the AI can only attack sectors that are one jump away from a allied or same-race sector. Therefore the most important, valued sectors that are on the border are always going to be the main targets, and will cause very large battles.

**Edit: Found the cause for the race patrols / conflicts interaction lockup. The method that race patrols is using to bring ships in does NOT interact well with the conflicts script (for whatever reason) and so whenever race patrols is jumping something in to help them, its locking up the game.

So, for the time being, i am going to post a warning about NOT using race patrols with the conflicts mod.
I like this script and I also like Race Patrols.. What about talking to that author and setting up something where if the two scripts are both active they work together... In other words, lets say your script confirms that Race Patrols is running.... Have some of your ship and fleet spawns and battles occur when one of the Patrols find an incursion of enemy ships etc.... You could even then possible have Race Patrols go into standby mode for those specific sectors now under siege...when the siege is over, Race Patrols start again patrolling those sectors...

The other thing you also want to start thinking about is talking to LV about making your script work with his Race Response Fleets. He IS working on the port and MANY, if not MOST of us WILL be using that script because of how awesome it is.... Having these three scripts function nicely with each other would really bring the universe alive... that would be probably the greatest way we could really see some diverse and interesting battles in the X universe...
Take it light.....

Malakie

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Mavor
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Post by Mavor » Tue, 2. Dec 08, 02:43

LV's RRF should work fine. He was running into the same crashing issue that race patrols is giving conflicts now and we found out that it is being caused by a jump function that is commonly used to move AI ships around.

He said its the only reason RRF's arn't out yet, so I am fairly confident that once he fixes that, it will work fine with conflicts.

Mavor
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Post by Mavor » Tue, 2. Dec 08, 02:57

JJP, the menu is located under "custom" in your ships command console.

BlackRain
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Post by BlackRain » Tue, 2. Dec 08, 04:54

Mavor, some things I think need to be seriously thought about.

For one, when you say they will attack only military stations, does that mean Shipyards, equipment docks and military stations? The problem with this is, without shipyards we can't buy ships, no equipment docks, we cant upgrade, and no military stations means the default game wont work the same as patrols and the default games military responses are tied to the military bases.

I read that when a sector changes hands, an equipment dock is spawned so that fixes that issue, however, the shipyard issue is a serious one. There is a considerable amount of conflict going on in the universe, and I can guarantee lots of shipyards will be blown up. There aren't that many shipyards to begin with so this will be a problem. In my game, Kingdom end was completely wiped out and so was Omicron lyrae so that is 2 shipyards gone.

Military bases aren't as big a deal but something should still be done i suppose. I still think it would be best for you to add a sort of "Conflict Military base" to the script which is spawned in every sector and the conflict ships have to destroy this station to take over the sector. You can make the station have lots of shielding and hull so it doesn't go down easily. When the new race takes over the sector, a new "Conflict Military Base" is spawned for that race.

Mavor
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Post by Mavor » Tue, 2. Dec 08, 05:08

Well it makes sense that the winning side should slowly crush the losing side, don't you think?

And shipyards will spawn in taken over sectors, i implemented that in 0.81 :D

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Cheers

Post by nolon » Tue, 2. Dec 08, 06:00

I know it doesn't bring anything to your thread or its problems but I wanted to say thanks for the script, it's gonna ensure a more interesting game. It's too much work for the likes of this grunt, so cheers!
I'm just a space-cadet, he's the commander

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Malakie
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Post by Malakie » Tue, 2. Dec 08, 06:44

Mavor wrote:Well it makes sense that the winning side should slowly crush the losing side, don't you think?

And shipyards will spawn in taken over sectors, i implemented that in 0.81 :D

That is good to know.. With that is it safe to say you designed it to spawn 'non-standard' stations to insure the game can still keep its economy on track... even if for a while a lack or slow down of products available might occur due to combat? Like Shipyards, do military facilities respawn eventually as well if destroyed, except under whoevers ownership now owns the sector?

And lastly are the taken over sectors still open to all races for trade and standard station building (as long as they are not enemies of course) once things quiet down in the sector after battle?
Take it light.....

Malakie

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