[script] Improved Races (r14 RC2 Available)

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shilhi
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Post by shilhi »

IceSilver wrote:just seeing this now, this looks so epicly badass!

With the Xenon invasions, it looks like the ATF may "loose some ships during transit" due to mysterious circumstances :twisted:

Mind you, if I'm the reason my universe gets pulled into a Terminatoresque place where the machines run it all with living beings hiding i'll be saddened.

Speaking of which, what would happen if the Xenon or Kha'ak managed to overcome the odds and takeout all the races for whatever reason? would GOD intervene or would I have to try and remove the virus myself?
You would be utterly screwed while GOD laughed at your suffering.
But yea, you'd be screwed. :)
7ate9tin11s
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Post by 7ate9tin11s »

r8 status update: Testing 70% complete

Problems found: RRF Kha'ak invasions cause a lockup, turn them off and things stabilize.

Solutions to choose from:
Quick: Turn off rrf ki when ik running
Dirty: Reset signals on all Kha'ak ships to make them belong to ik as needed
Right?: Ignore rrf ki ships correctly so both can be run at once.

Best? :headbang:

Still get lockups with rrf ki disabled though, much rarer but still happen. I may just have to make a simple RRF light functionality and declare incompatability between them :headbang: :evil: :doh:
Scoob
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Post by Scoob »

Hi,

70% - good news!

The freezes I was getting all occured even though I always turn off RRF Kha'ak/Xenon invasions, RRF sector take over etc.

Basically I've always just used RRF for pure response to hostile action rather than to add threats to the universe so to speak. So IR provides the threat, RRF provides the response for the most part. Counterstrikes keep things interesting :)

Still currently using r5 with RRF and it works great - not sure where this freeze issue crept in.

Cheers,

Scoob.
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Didn't notice this was ported to TC until now... I am so pumped. You have no idea. :twisted: Finally something worthwhile to do with my Phoenix...

Glad to see the pirates/yaki/vanilla races getting a healthy performance enhancing shot as well. Keep it up! :D :thumb_up:
My music - Von Neumann's Children - Lasers and Tactics

I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
7ate9tin11s
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Post by 7ate9tin11s »

Tenlar Scarflame wrote:Didn't notice this was ported to TC until now... I am so pumped. You have no idea. :twisted: Finally something worthwhile to do with my Phoenix...

Glad to see the pirates/yaki/vanilla races getting a healthy performance enhancing shot as well. Keep it up! :D :thumb_up:
Nice to see you again, I hope improved races makes life more interesting for you :roll:

Update on r8
Long term testing with rrf using no invasion (Kha'ak or vanilla) worked out fine...with them enabled RRF locks up. Going to try just Races and just Kha'ak to find out which is causing the problem, or if it is both.

I locked up after an rrf Xenon invasion started or when a Kha'ak one was was initializing, debug log file showed no loops on my end :shock:

edit:
how...odd :headbang:

I removed setting homebases on ships to prevent automatic rebuilds by the x3 engine and rrf seems to be working fine...I will set up another long duration test and wander down to teh beach for a couple hours. We may have a release today :D
IceFire909
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Post by IceFire909 »

shilhi wrote: You would be utterly screwed while GOD laughed at your suffering.
But yea, you'd be screwed. :)
CHALLENGE ACCEPTED!
Incoming Message (4 New Messages)
Your Xenon K has Blue Screen of Death'd.
Your #deca CPU ship has 404'd.
Your Xenon P was docking and has stopped responding.
Your #deca.cefa has limited or no network connectivity.
7ate9tin11s
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Post by 7ate9tin11s »

IceSilver wrote:CHALLENGE ACCEPTED!

Code: Select all

if $player.name == 'IceSilver'
  $mode = $MODE.INSANE
@  =[THIS]->call script 'plugin.ir.k.spawn' : target=[PLAYERSHIP] override=4 
end
Looks like I need another 'bug' in the code... :fg: :roll: :lol:

In more serious news, with all aspects of RRF running I had a random lockup after 21121 seconds (about 6 hours). So I will release this version and ask you not to use the rrf sector takeovers and Kha'ak invasions after I have run my non-debug mode test.

As this is a fairly radical update it will clean all old ir ships and basically start from scratch to destroy your universe again. It also starts quite a bit slower giving you time to prepare. There are a few new options and some common options have been moved into a univeral options page. There is also a full debugging system in the universal options.

Here are some of the changes:

Debug Options
Debugging only applies to ships and stations built after debugging is turned on and there is no way to turn debugging off on a ship or station that has it on. Debugged objects will:
1. Be known to the player when stations, or at least the sector will be known as ships.
2. Change their name as they do things
3. Produce a log file (log08972.txt in your documents\Egosoft\x3tc directory). This log file is cleared once a minute by the al routine.
4. Turn on loop detection for all job scripts

Statistics Options
You can now alter how statistics are generated or turn them off to make menu access faster. There are 3 settings:
1. Fast - This will bring up basic statistics which are essentially a summary of messages you could have received about sector takeovers and counterstrikes
2. Detailed - This will tell you everything fast does plus: the number of ships a race controls, where and how many IR ships are in the universe, the number of ships in each counterstrike, sector ownership statistics and player known sector statistics. Note that certain details may be hidden in enemy territory :fg:
3. Disabled - No statistics generated, instant menu.

Notification options - You can have only subtitle, only message, both, or no notifications for counterstrikes and takeovers (seperately set).

Infinite Counterstrikes - There is no limit to the number of counterstrikes that can be active in the universe now. However, a station will only strike at their taken over sectors that are within 10 jumps. They also have a certain amount of time that is needed to rebuild their forces between strikes. ATF and OFF do not have a range limit, but are relegated to specific stations in the universe (The Moon and Argon M148 respectively). Both ATF and OFF counterstrikes now require that racial counterstrikes be enabled in the universal options and use the universal strength options.

Massive AI Changes - The Kha'ak AI has been updated for TC, they are consitantly more nasty...but you will see less of them in the universe until they have a good foothold. The Xenon and counterstrikes have had minor AI tweaks which should reduce their memory footprint and cpu load. The Yaki have not been throughly updated and I suggest turning them off for now.

Back to testing...
:P
SoniG
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Post by SoniG »

I encountered several lockups after your update (to r7), I do use several other scripts (including STO) but not RRF. Could it be, that STO is causing some trouble, or is r7 a bit more bugged then previous version? :D
Anyways enjoying the mod, to see how my universe is slowly getting consumed and races cant do much without my help :)
7ate9tin11s
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Post by 7ate9tin11s »

SoniG wrote:I encountered several lockups after your update (to r7), I do use several other scripts (including STO) but not RRF. Could it be, that STO is causing some trouble, or is r7 a bit more bugged then previous version? :D
Anyways enjoying the mod, to see how my universe is slowly getting consumed and races cant do much without my help :)
...I cannot seem to find a script with the acronym of STO in the library post (or I missed it), what is STO?

Also, r7 is a bit unstable. Especially the Yaki beta. r8 seems to be alot more stable now (especially with rrf!), but I never even had problems with r7...sooo /shrug
SoniG
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Post by SoniG »

I dont use Yaki, STO is a script to overtake sectors written by Trickmov. (Linky)

When will r8 be out? :D
7ate9tin11s
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Post by 7ate9tin11s »

SoniG wrote:I dont use Yaki, STO is a script to overtake sectors written by Trickmov. (Linky)

When will r8 be out? :D
Well, the takeovers may cause minor problems, but ir usually just causes the newly built station to self destruct if it notices strangeness in sector ownership. Should not cause a problem unless you are trying to restore your universe to default (ir will not know if the sector was changed by STO and will not restore it properly in some cases).

r8? I am still getting strangeness with rrf in very rare cases. I may release it with a use rrf at your own risk disclaimer :headbang:

I have a unique idea to lessen the need for rrf, without having masses of omnipotent jump to point destroyers, that I am thinking of implementing anyways. :D
SoniG
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Post by SoniG »

Sounds like fun :D

I guess its not STO as these lockup hapends more or less randomly, but quite often :/

I will see then if r8 fixes the problems once you have finished it, if not it must be something else then but atm I cant think of anything else...

Should try to test with difrent configs then I guess...
7ate9tin11s
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Post by 7ate9tin11s »

SoniG wrote:I will see then if r8 fixes the problems once you have finished it...
Give it a try then.

r8 up, enjoy :fg:
tc3
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Post by tc3 »

cheers man, very intrigued to try this out :D
Chris0132
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Post by Chris0132 »

This 'Hikari Lasertower' thingy sounds pretty interesting.

I don't suppose you could make it available to the player could you? Like as a command to drop lasertowers in a ring around a gate and have them defend it? I've been dropping boatloads of the damn things around the gate in gaian star but they keep getting blown to bits by the occasional fighter patrol.

Considering the amount of conflict the mod adds, more defensive options would be helpful. I imagine it would be comparatively simple to allow the command to be run on any AI controlled ship, using the ship's homebase as a resupply point and a gate to be selected manually.

If you have anything that lays minefields that would also help, maybe have the race fleets mine the gates out of xenon sectors every now and then to contain them or something.

It's a shame orbital weapon platforms don't have a giant laser in the bottom, they're the perfect shape for it and they can already turn slowly.
shilhi
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Post by shilhi »

That would be cool. Chris has a good idea. Defensive options would be an awesome addition to your mod 7ate9tin11s.
Chris0132
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Post by Chris0132 »

I mean I like lasertowers as they are, they're pretty effective against most things if you get them in groups, but they're kind annoying to have to replace all the time and they also look really untidy when you have to dump them around gates in big heaps.

There's plenty of cool stuff in the game for defensive purposes but most of it lacks ease of use functions.
7ate9tin11s
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Post by 7ate9tin11s »

Chris0132 wrote:This 'Hikari Lasertower' thingy sounds pretty interesting...
If you run

Code: Select all

plugin.ir.y.gate.lt.star
on one of your ships with improved yaki enabled you can make one for yourself right now, but I could fairly easily make it so the player can deploy them (Would require alot of materials to balance out their power!). Another option is the ring of fire script (look in the library sticky), which puts lasertowers around the edge of the gate and can make them cloak.

So for fairness sake you would need (N is a number between 1 and 4 to make the array larger, in IY easy mode = 1, insane = 4):
  • 8 * N + 1 lasertowers as the base components.
  • 8 * N + 1 microchips for ai improvements.
  • 16 * N + 2 fighter drones for drone production parts.
  • 1 System Override Software for reprogramming.
  • 1 Software Signiture Scrambler so the police do not detect you using illegal Yaki technology.
Sounds doable. I think I will put it in, may need more cost though (they are quite effective from my testing).
shilhi
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Post by shilhi »

Sweet. Now I can use those monster Hikari rays. I jumped through a gate with one of those and it tore my M7 apart.
Rheikon
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Post by Rheikon »

When you guys talk about the game "locks up" or "freezes" are you saying you have to exit the game then and restart from a previous save or its like a stutter in the game?


Either way I am using RRF 1.51(not 1.61) and IR r7 and never get these issues.
going to try out r8 now.

also thanks for this mod and Universe explorer they rock ;)

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