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DrBullwinkle
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Post by DrBullwinkle » Thu, 17. May 12, 04:25

garrry34 wrote:just installed the new version, DC improvements are awesome
Excellent. Thanks for the report, garry.
though the freighters have the upgrades as well, its a massive drone war lol...
When you say "freighters", are they TS class? Or TL? It *is* possible for DCS to run on a TL, since it is a carrier-class ship. Although I do not know how the NPCs would turn the software ON. I will try to reproduce it. If you have a specific list of steps that reliably reproduces the behavior, that would be helpful.

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Post by garrry34 » Thu, 17. May 12, 04:58

just ts class so far, they are launching 11 of each from what I can see, they haven't killed my DC so it leads to think maybe they are just being given the drones in their cargo bays and they are launching them as they do but its always 11 each of each varient, lol I just a little pissed the argon are using keris I could live with the other 2...
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Post by DrBullwinkle » Thu, 17. May 12, 05:11

garrry34 wrote:just ts class ... they are launching 11 of each ... they are just being given the drones in their cargo bays and they are launching them
Wow, that is really interesting. 11 of each does happen to be the default number of drones that DCS keeps ready to launch. I chose that number because it is different than typical NPC loadouts (to make it easier to identify).

The intentions of the code are that it will not run on a TS and that it requires a human to enable the software on each ship. So your report has my attention. :)

Would you run a couple of tests for me?

1) Destroy some of the NPC drones. Does the TS create more drones? Check its cargo hold with a freight scanner, if you have one.

2) In the Script Editor, turn on "Additional information". Then target the TS and get its information screen (i, u). Scroll down to the list of running scripts. Do you see anything on the list with either BW.DCS or LSDC in the script name?

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Post by Aegyen » Thu, 17. May 12, 06:32

garrry34 wrote:just ts class so far, they are launching 11 of each from what I can see, they haven't killed my DC so it leads to think maybe they are just being given the drones in their cargo bays and they are launching them as they do but its always 11 each of each varient, lol I just a little pissed the argon are using keris I could live with the other 2...
Would you tell me the loadout you are equipping your ts's with? I want to see if I can reproduce it on my setup.

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Post by DrBullwinkle » Thu, 17. May 12, 06:37

I think that garry meant other race's TS's are spawning drones that look suspiciously like DCS drones.

I am hoping that it is merely coincidence. If it turns out to be a bug, then I will squash it. I cannot reproduce it, however.

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Post by Aegyen » Thu, 17. May 12, 09:09

I am running Mars, with Goblins, so will pay attention and see if anything pops up with this arrangement.

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Post by DrBullwinkle » Thu, 17. May 12, 09:12

OK.

There really should not be conflicts with other scripts (other than LSDC and SSDN, which are currently incompatible).

But let me know your experiences. Good or bad. :)

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Post by garrry34 » Thu, 17. May 12, 09:49

yep did as you suggested, they are showing plugin.lsdc.track.enemy

only seems to be enemy freighters though, I checked some friendly in the same sector and they aren't running it...
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Post by DrBullwinkle » Thu, 17. May 12, 10:59

garrry34 wrote:yep did as you suggested, they are showing plugin.lsdc.track.enemy
OK... that is definitely not right.

Can you send me your saved game, along with a list of any mods you are using?

Thanks for the report, garry.

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Post by DrBullwinkle » Sat, 19. May 12, 02:23

@garry34: I have been over the code several times, and even had a code review with some experts. I do not think that the effect you are seeing is caused by the current version of DCS. It may have been caused by a previous version.

In any case, the next version will make certain that the effect you report will be impossible. If it bothers you, then I can write a "cleaner" script. However, if it is just an odd quirk that does not bother you, then ignore it for a game day or two... it should disappear on its own.

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Post by DrBullwinkle » Sun, 20. May 12, 09:45

.


Signal_Targeted for TC/AP
[ external image ]v1.07 (with Emergency Jump)
[ external image ]v1.05 (signal only - no emergency jump)
:arrow: Also: Signal_Targeted Library (for script-writers)
[ external image ]


Signal_Targeted alerts you when your ships have been *targeted*... which is often a few vital seconds before they are *attacked*. This gives you a better chance to rescue them.

New! Emergency Jump automatically jumps the attacked ship to a nearby (random) sector, then resumes previous command.

If you run Signal_Targeted on the player ship, it will send you an email with a list of all of your ships running Signal_Targeted.

History
  • v1.07 2013-05-09
    - Updated Emergency Jump text to work for capital ships.
    - begin task if there is nothing to interrupt (jumps even if ship has no current orders).
    - Improved auto-update on new version.
    - Cleaned up setup script.
    - Added compatibility with Emergency Jump script.

    v1.06 (2013-05-08 )
    - Increased scan range.
    - Added Emergency Jump routine (only when player is not flying the ship).

    v1.05
    - Colored indicator added to the menu choice, so that you can easily see when Signal_Targeted is running on a ship.
    - Toggle menu description to indicate running state.
    - New command slots 453 and 454 to avoid conflict with Ship Loot! by Mailo

    v1.04 Bullwinkle 2012-05-09
    Based on v1.03.1 (for X3: Reunion) by eladan (X3:R Thread: http://forum.egosoft.com/viewtopic.php?t=158071)
    Recompiled for X3TC and X3AP







* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tech Talk: Version 1.05 uses a trick to change the menu, which consumes three command slots. Although I picked empty slots from the registry, there are not all that many slots available. Therefore, I left version 1.04 posted, just in case v1.05 causes compatibility problems for anyone (either now or in the future).

v1.04 (Only if you have compatibility trouble with v1.05)

Version 1.04 is a straight recompile of eladan's Signal_Targeted from X3: Reunion.







.
Last edited by DrBullwinkle on Fri, 10. May 13, 18:17, edited 7 times in total.

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Post by garrry34 » Mon, 21. May 12, 08:07

sorry for taking so long in getting back, been otherwise occupied over the weekend, did a bit of experimenting, if i stop the DCS on the DC the problem stops but if I start it on them again the problem returns, seems it only take affect on enemy ships in the same sector as active DC.
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Post by DrBullwinkle » Mon, 21. May 12, 08:44

garrry34 wrote:if i stop the DCS on the DC the problem stops but if I start it on them again the problem returns, seems it only take affect on enemy ships in the same sector as active DC.
Bizarre. I don't see any way that a task running on one ship could affect the others.

My only theory is that you might have an old copy of LSDC interfering with DCS.

However, if you don't want to send me a saved game to examine, then our debug options are limited. Here is one thing you could try:

1) Back up your scripts folder.
2) Back up your saved games.
3) Delete scripts\plugin.LSDC.*
Delete scripts\al.LSDC.event.xml
Delete scripts\al.plugin.LSDC.register
4) Install the following special version that I made just for you:

DCS Drone Carrier Software v1.31 -- Attempt to fix garry34's problem.
Last edited by DrBullwinkle on Mon, 21. May 12, 08:48, edited 1 time in total.

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Post by garrry34 » Mon, 21. May 12, 08:48

sorry, the only reason I haven't sent the save game is because I am using a personal edit of XRM and I would need to send you more than just the save files, I will gice 1.31 a whirl and let you know later whats happening...

...thanks for the additional help...
Last edited by garrry34 on Mon, 21. May 12, 08:52, edited 1 time in total.
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Post by DrBullwinkle » Mon, 21. May 12, 08:51

garrry34 wrote:I am using a personal edit of XRM and I would need to send you more than just the save files
OK. That is possible, but more of a chore.

Try the above test first, and let me know if it helps. If that does not work, then consider posting the save and your .cats/.dats.

(You can zip them up to make them smaller.)

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Post by DrBullwinkle » Wed, 23. May 12, 01:28

Updated Free Jump for AI's:

v1.4.03 Bullwinkle 2012-05-21
- Package actually works now. Previous version had missing .pck's. (Thanks for the reports)
- Added jump timer for AI's.
- Re-implemented charging credits for jump. (But jump even if we have to borrow credits from a friend.)
- AI's should no longer ask about jumping with followers.
- Fixed obscure bug in !move.jump that could cause jump to null sector if targetPos passed in incorrect format.
Last edited by DrBullwinkle on Sat, 9. Jun 12, 08:47, edited 1 time in total.

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Post by Aegyen » Wed, 23. May 12, 03:02

Will let you know if it does anything 'funky'.. :P (Free Jump)

As of yet, DCS has yet to be anything other than what the tin says. I was considering suggesting that it be made into it's own piece of ware, that would justify it only requiring FCS, the other software routines being built-in. I saw in another thread, the discussion about creating, and using new wares, so that would have to be up to you.

Another thing, to make it more immersive, would be to make it so it can 'control' only so many drones of each type, but you must supply the drones. (MARS like)

And, in considering MARS, please make sure nothing in your script would interfere with MARS' turrets. Considering the amount of room the DC's have, for autolooting, and the missile defense, MARS offers, this is very handy to run on the same ship. A drone ship in every sense of the word.

The only conflict that could arise (that I can easily see), would be if there were not enough drones on board to meet both scripts requirements. Not sure what would ensue if they both tried to 'program' the same drone. :roll: (I will try it tonight, and tell you.. :twisted: )

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Post by DrBullwinkle » Wed, 23. May 12, 04:06

Thank you for the report.
Aegyen wrote:I was considering suggesting that it be made into it's own piece of ware
DCS's ancestor, LSDC, required Fight Command Software, Carrier Command Software, and Patrol Command Software. In my experience, both personal and observations on the forum, it seems that people have trouble keeping track of all of the required wares for various scripts. It is frustrating when a script does not work and you don't know why!

That is why only Fight Command 1 is required. It could be Carrier Command Software, but I have heard that there are players who do not even know that it exists. So I stuck with FCS1. At least that is common.

I am open to other ideas, but my thought about equipment, in general, is that the best gameplay experiences with equipment happen early in the game; when you are trying to scrape together enough cash to be able to afford your first jumpdrive... if only you could find one. That's fun! But, later in the game, equipment is more hassle than fun.

On the other hand, the pricing and behavior of the Turbo Booster are excellent. That is one custom ware that I like in mid-game. So custom wares can be good... it is just that most of them seem flawed in some way. The EMP system is very restrictive, in that prices and required notoriety are already set.

If I find a reliable way to make a custom ware that works well, then I will certainly add it.
make it so it can 'control' only so many drones of each type
Yes, that is the primary feature of the planned "Balanced Mode". Also, it will have different behavior when In-Sector with the player. Possibly no drones at all in-sector... or maybe just fewer. I am not sure yet. Also, Balance Mode will charge more for on-board drone replication. I am thinking on the order of hundreds of thousands of credits. A Drone Carrier is so much easier to use than a real carrier -- there is no reason for it to also be less expensive.

Operating costs for a drone carrier will be somewhere near the costs of a real carrier; perhaps a bit more or less. There might even be the possibility of varied costs depending on the battle power of the carrier. For example, the ability to launch 25 drones might be less expensive than a normal carrier. The ability to launch 75 drones might cost *more* than a normal carrier. There may even be the possibility to purchase upgrades to the DCS software. We shall see.
but you must supply the drones.
There are issues with the player supplying the drones:
  • - The logistics are complicated.
    - The primary role of the Drone Carried is automated OOS patrol. Constantly feeding it drones seems contrary to the main goal.
    - Some ships will launch drones on their own, and can spam them, especially OOS. So, if your Drone Carrier carries 1,000 drones, the vanilla routines might launch a hundred of them. That's bad. The best "cure" is to limit the number of drones on board. However, that more or less requires the ability to replace them on demand.
Eventually, I hope to expand DCS to include the new ship-type "race" drones in AP. When that happens, other possibilities open up.

No matter how you do it, if your Drone Carrier is out of drones when he is out on patrol, then he is going to get hammered by the first Q he runs into.
please make sure nothing in your script would interfere with MARS' turrets.
Of course. So far, DCS does not conflict with anything. MARS is one of my favorites, as well. Note that turrets are meaningless OOS, which is where the Drone Carrier should be, most of the time, so there is little chance for conflict anyway.
The only conflict that could arise (that I can easily see), would be if there were not enough drones on board to meet both scripts requirements.
Yeah, that might require some creativity. I would have to keep a small surplus number of drones on board. I think I can do it, but I can also envision potential complications. We shall see.
I will try it tonight, and tell you.
I would expect the current system to coexist OK with MARS goblins.

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Post by tejjets » Thu, 24. May 12, 11:46

Hi Dr Bullwinkle
Just tried to install DCS 1.31 and it comes up : error opening <the .spk> Unknown Error

Using Plug in Manager Lite 1.4 Beta 13 into Steam X3 AP

Please advise

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Post by DrBullwinkle » Thu, 24. May 12, 12:54

I just downloaded the .spk and installed it with no problem, tejjet. My only guess is that you got a bad download. Please try again.

I assume that you can install other .spks without trouble?

Also, the changes from 1.30 to 1.31 are minor. Mostly 1.31 checks for an unusual set of circumstances reported by garry34. While 1.31 is "good" as far as I know, you could also try 1.30 without fear of missing any great new features.

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