RRF (Race Response Fleets with Race Wars) 2.2 21/9/10

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Wolf-R1
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Post by Wolf-R1 » Mon, 26. Jan 09, 19:17

Change of heart I see. ;)

amirite
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Post by amirite » Mon, 26. Jan 09, 20:00

Very sweet. I think this fills a much needed gap between Race Patrols and Conflicts. Both are extreme ends of the scale and while I like Race Patrols a lot, this seems a little deeper (but not conflicts-crazy).

To be honest I like the idea of neverending loops. I mean one side has to win eventually, but as long as there a crashing safeguards in place I would love to see a battle going on for days in one sector :D

Question: what are the 'boundaries' of the responses? I have a game where my character is super pissed at the Paranid and would like to start pirating some of their ships for payback. I want there to be some degree of risk vs. reward though. If I attack a Paranid freighter in a Teladi sector I assume I'd probably get away scot-free, but at which point (in relation to this mod) will I be pushing my luck?
-TEVE

spacehunt
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Post by spacehunt » Mon, 26. Jan 09, 20:19

Hehe i just thought....imagine whta it would be like if LV and Mavor got together and basically combined RRF with Conflicts :P


That would be sweet :)

KillingMonkey
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Post by KillingMonkey » Mon, 26. Jan 09, 20:39

That'd be GOLD!!! Pure, yellowish, peely, wonderful.... Wait, wait, wait... I'm dreaming of bananas again... Nvm... It will be gold if it came out...
LV,
I don't quite get you there... 'nobody had made'?? What? Where? And what's Adam got to do with spaceflight?
Anyways... Great script you got there... You still want that banana fudge?
To each, his own.

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joelR
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Post by joelR » Tue, 27. Jan 09, 05:38

Ok heres a bug report:


My game freezes when I load my save after installing the plugin. It works again after I uninstall it. Heres my scripts list to help you track the problem down:


Script Packages:
Auto-Rename Player Property :: Graxster :: Yes :: 1.0 :: 25/11/2008
Cmod3 for Terran Conflict :: Ulfius :: Yes :: Beta 4.2 :: 15/01/2009
Community Plugin Configuration :: Cycrow :: Yes :: 1.10 :: 28/10/2008
Imperial Laboratories :: Lord Vader :: Yes :: 1.3 :: 25/01/2009
Invasion warnings :: ThisIsHarsh :: Yes :: 1.1 :: 28/11/2008
Khaak Invasions :: ttl :: Yes :: 1.1 :: 22/01/2009
Military HUD for Terran Conflict :: Ulfius :: Yes :: 1.0 :: 25/10/2008
Mobile Ship Repairs :: Graxster :: Yes :: 1.7 :: 06/11/2008
NPC Bailing Addon :: ThisIsHarsh :: Yes :: 1.6.3 :: 05/12/2008
Salvage Claim Software :: Cycrow :: Yes :: 1.00 :: 25/10/2008
Turbo Booster :: Cycrow :: Yes :: 1.00 :: 20/10/2008

Also included is MARS, EST, Prospector and CAG.

Eightbit
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Post by Eightbit » Tue, 27. Jan 09, 06:50

I get the same issue. Tried starting a fresh game without any scripts or mods except for rrf (x3 tc version 1.4) and it wouldn't even start a new game.

It is still possible my install directory is dirty however. (i only removed everything with the plugin manager - not a clean install)

Legartius
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Post by Legartius » Tue, 27. Jan 09, 09:12

KillingMonkey wrote:I don't quite get you there... 'nobody had made'?? What? Where? And what's Adam got to do with spaceflight?
He's basically just saying that everything has been made before by someone else... And is 'peely' an adjective? :)

Unkillable Cat
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Post by Unkillable Cat » Tue, 27. Jan 09, 10:15

Sorry LV, have the same issue as the other two.

RygelUK
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Post by RygelUK » Tue, 27. Jan 09, 14:04

I have the same issue as the previous posters. I load RRF and I cannot continue a saved game - looping on station welcome message.
If I try to start a new game, the game hangs on the loading screen. Only way to exit is to CTL ALT DEL and close from there. I have noticed that cpu usage is doubled compared to a running game. Removal of RRF makes the game work fine again, I can carry on from existing save or start a new game.

Hopefully this can be ironed out, I'm looking forward to seeing its ingame effects on the universe. :)

KillingMonkey
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Post by KillingMonkey » Tue, 27. Jan 09, 14:28

Legartius wrote: He's basically just saying that everything has been made before by someone else... And is 'peely' an adjective? :)
Don't know... Probably... I just like words connected with bananas.... I also like bananas...
To each, his own.

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Telkorenar
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Post by Telkorenar » Tue, 27. Jan 09, 14:54

Same issue here. Immediate crash after loading a savegame.

lastebil
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Post by lastebil » Tue, 27. Jan 09, 15:49

I allso have the same problem...

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LV
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Post by LV » Tue, 27. Jan 09, 19:49

issue fixed

it was the setup script from TR that is now deleted from the package

please remove your current rrf version and install via the links in the first post

If you have manually installed the plugin without cycrows installer make sure you delete setup.rrf.commands from your script dir
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

lastebil
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Post by lastebil » Tue, 27. Jan 09, 22:51

Btw LV, your dma, IL and RRF seem to make the game crash

I tried the DMA without the IL, and game crashed, but only in the area where the DMA is going on, and only in intence battles.

I tried having only IL installed, and it crashes when I'm in an area with a lot of fighting.

RRF same thing. Tried only having that one installed, and game crashes.

I've never seen the game crash without one of those mods installed.

Since the mods seem to bring in a lot of different ships, this leads me to believe that it might bring in some ships with weapons or something like that that are a bit unfinished or something like that?

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LV
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Post by LV » Wed, 28. Jan 09, 19:57

none of these are mods, there are no new ships or weapons

my suspicion especially as your saying all 3 cause crashes which others are not having is that there is a cpu overload element where the player is in a sector with an intense battle

what are your specs?
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

Unkillable Cat
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Post by Unkillable Cat » Wed, 28. Jan 09, 23:35

Just a quick one to say that the new version works a treat, one minor bug outside of the extra cpu overhead slowdown is that the autopilot ow occasionaly forgets what it is doing and stops dead

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LV
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Post by LV » Thu, 29. Jan 09, 00:07

how often?

xxdh2kxx
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Disabling RRF

Post by xxdh2kxx » Thu, 29. Jan 09, 07:27

Hey LV the script is working fine but just in case something comes up in the near future can you share with us the best way to remove the script without corrupting the saved games....I have the newest version of DMA along with IL...thanks

Infector
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Post by Infector » Thu, 29. Jan 09, 22:22

Unkillable Cat wrote:Just a quick one to say that the new version works a treat, one minor bug outside of the extra cpu overhead slowdown is that the autopilot ow occasionaly forgets what it is doing and stops dead
sounds like the old memory leak problem... Serial Kicked faced it with his pirate guild... it means that an array got too big to be read completly and stops all other scripts from running... just a little question... are npc escorts standing still while the traders are still flying while you are in the same sector.. it's the most reconizeable sign for a bad memory leak.

Unkillable Cat
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Post by Unkillable Cat » Fri, 30. Jan 09, 00:16

It happens in asteroid covered sectors semi regularly but there is no reliable way to reproduce it.
The opposite seems to happen, small light craft move about as if all were fine but the traders stand still.

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