M5's explode when spawning

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Anita Bidet
Posts: 11
Joined: Fri, 24. Dec 10, 05:51

M5's explode when spawning

Post by Anita Bidet »

Hi all,

I am posting here because I believe the issue is related to a custom script (list below). Now, I am hoping that other people have run into this issue as I use quite popular mods. Also, the thought of having to manually go through and clean all the changes from the mods isn't pleasant. Hopefully one of you has an idea whats going on...or I will have to start the tedious process.



**The problem: On various missions (usually combat/patrol, but also including the starter Terran Plot missions) when there is a group of ships that spawn due to the mission progression (eg: the Xenon m5's that jump in near the jump beacon in the first terran mission) they appear, but are immediately destroyed for no apparent reason.



So far it's just m5's, I believe I had a patrol mission where the first wave was an m5 wing (instant death) then wave 2 was an m6 and m4/m3's (they attacked as normal and actually required me to shoot them before they exploded).



I have used faster ships to position myself near to where the ships will spawn/jump in sector. There is never another ship close enough to fire, and the time frame is way too short for it to be missiles from roaming m8's or m7m's etc etc. Its: spawn, half second or so pause, death. I see no collisions, nor do I see any weapons fire directed at them.



I have already had to remove LV's version of ... er Race Response Fleets (?) because it triggered (a small few) plot ships jumpdrives to go mental and jump several meters from there last position every few seconds. I'm guessing this is a similar issue.



I have gone through several threads for the mods that I consider to be the likely culprits...but to no avail.



*Mods used are:


ADAMS - ITT
ATF Shipyard v6
Auto-Rename Player Property
Collect Wares Mk2
Explorer Command Extension
Global Friend Foe Upgrade
Improved Boarding
Intelligent Targeting System
Invasion Warnings
Military Base Response Revamp
NPC Bailing addon
Salvage Claim Software
Salvage Commands and NPCs
Ship killed notifications
Station Camper
Terran Revitalisation Project (all mods included are enabled)
Wing Command Equip Like Extension/Fix
Wing hotkeys



Libraries:

Chem String Functions Library (lib.chem.strings)
Imperial Libraries
JSON parser libraries


It's just m5's, so who cares right? Well its still very annoying to say the least, and it's all ships I'd rather be killing myself. Ending every patrol mission in a new game with zero kills is just plain wrong.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

MBRR has jobs-spawn suppression, that might be it
Anita Bidet
Posts: 11
Joined: Fri, 24. Dec 10, 05:51

Post by Anita Bidet »

djrygar wrote:MBRR has jobs-spawn suppression, that might be it
Absolutely spot on! Thanks.

I never realised just how many m5's there were in the first few terran missions.

This bug affects ALOT of ships.


I'll mosey on over to that thread then.

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