[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

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TrixX
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Post by TrixX »

We'll be more certain at the end of next week. We have a ton of things being completed at the moment. Plus I just had a re-install of Windows to deal with too. That set me back about 3 days shuffling data through HD's and re-installing programs...
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Osiris454
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Post by Osiris454 »

I think I might have found something about the script slow down's. It seems to be the Argon causing it. When X3 begins to grind down I clean the universe and when the argon are done being cleaned, the lag stops.

Actually, nevermind. It wasn't the Argon this time. However, when setting the ship relations with the HotWar editor I found that the Split had over 9000 ships!
TouchMyNipple
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Post by TouchMyNipple »

Ah, those Split guys are making silly things from time to time...

Actualy it could be extremely kewl option to add a clearup "mission") Like at some amount of race ships you receive a message that those guys are going mad and have to be stopped. Then you can save your currnet notoriety settings, and get them fully refunded when you get that shipcount to a reasonable ammount)
Not like you can't do it now but still... maybe that will as well require mass hacking of stations i don't know...
And of course you do all that just for the art purpose. And any loot you get in progress :lol:
Haste-whip TrixX!
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joelR
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Post by joelR »

Osiris454 wrote: the Split had over 9000 ships!
OVER 9000!!! THERES NO WAY THAT CAN BE RIGHT!!!
Aegyen
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Post by Aegyen »

I am eagerly awaiting your return to this script... I used to play with the earlier versions of this, and am enjoying what you have done with it, right now, in a new game... Can't wait to see what develops as the game goes on. So, I am dealing with the little bugs as they come, and enjoying it, until you come back to it, and perfect it even more..

by then, I think I may have the Paranid on their knees.. they do have knees, right?.. :?
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LegendaryTeeth
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Post by LegendaryTeeth »

I just hit the extra ships bug as well. I am running XRM. If it helps, it looked like they were all Split Response fighters in Ghinn's Escape. I saw Acinnyxs, and Scorpion Vanguards, and Mamba mk Is, among others. There weren't an abnormal number of capital ships.

The count for the number of xtl.xtlc.job.responder scripts running was going up constantly in real time. I ran the clean script, and it took about two hours, and didn't seem to fix it. I at last count it was 103153 (yes, over one hundred thousand ships) before I nuked the sector. That didn't actually fix it though. They were spawning from a Military Outpost, and they didn't stop until I nuked that too. Hopefully it's actually resolved, I haven't had time to investigate further.

Lots of (looong) game freezes when trying to view that sector and nuke it and such, but amazingly it never crashed. Fpr anyone curious, Cycrow's Destroy Sector script works much better for actually seeing what's in an overwhelmed sector than the default sector view, as it never has to update until you tell it to.

I still have the save if you want any further investigation, but I am also running a bunch of other mods so I'm not sure how easy it would be for you to deal with.
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Post by Osiris454 »

Hmm. I had those 9000+ ships after only playing the game for a half-an-hour or so. It almost sounds like an infinite looping spawn ship command. I would love to run IR again, but it just bogs down the system to a crawl. Also, MBRR is kinda boring. :P
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Jack08
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Post by Jack08 »

  • Debug Hot-test:
  • Added a sanity counter to the response spawning logic to prevent more then 100 ships being spawned at once, please download and report back with the results... Please note that if a Military Base is currently stuck in an endless loop this patch wont abort its loop in progress.
Download: http://download.xtimelines.net/xtl.xtlc ... anager.xml (right click, save as)
Install: Copy to /scripts or /addon/scripts (depending on game) and overwrite the original file

edit: i think ive found the cause, its a syntax error

if $Arg

Returns true with negative numbers (as it should), when i wrote the code i forgot to take this into account, it should be :

if $Arg > 0

The above fix should allow the game to run without over spawning, please report back with the results, if positive ill deploy a patch..

This also explains why the races keep deploying entire fleets to deal with just a few fighters.
Last edited by Jack08 on Tue, 1. May 12, 06:31, edited 1 time in total.
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Osiris454
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Post by Osiris454 »

Jack I am unable to test this script until Friday, so others will have to relay the info to you. I can tell you what I've seen but that is it for now unfortunatly. I work nights. :xenon:
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Jack08
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Post by Jack08 »

Osiris454 wrote:Jack I am unable to test this script until Friday, so others will have to relay the info to you. I can tell you what I've seen but that is it for now unfortunatly. I work nights. :xenon:
Np ;) im pretty sure this will fix it
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Falcrack
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Post by Falcrack »

So I started a game with IR 2.0, no other mods, nostalgic Argon. I set the Argon and Paranid at war. After getting good rep with the Argon, I saw the alliance tactical network said an Argon task force was headed to Empire Mines. Needing cash, I decided I would follow the battle group and collect wares after the fight.

Prior to the fleet's arrival, I entered the sleepy sector, knowing the storm that would soon come. The local Paranid were not hostile to me.

When the fleet did arrive, instead of coming through the gate, they all spawned smack dab in the center of the sector. The Paranid response fleet jumped in ath the east gate.

Holy Cow, I have not seen such a slowdown in all the time I've played this game! At the height of the battle the game went at maybe 0.5 fps. Hundreds of fighter on both sides, about 5 captial ships on each side, and choppiness you would never believe.

It thought my processor was semi-decent (Core2Duo 2.7 GhZ E6700), but apparently not for this! I think I might have to enable the low CPU mode, or at least the "no carrier fighters" mode. I think it was the fighters that was killing the fps.
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joelR
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Post by joelR »

I wasnt having issues with overspawning but im running this anyhow. I will let you know if things look more normal.
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Jack08
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Post by Jack08 »

The other problem with vanilla is that the weapon effects drain massive amounts of performance; Might want to look into adding CMOD or Combat Effects fix or whatever its called ;)
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haerzog
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Post by haerzog »

How do I collect taxes from neutral stations which exist in sector's i own? I dont see them in my empire management and they dont show up in my regular taxation report.

Also, how do i recieve taxes from the planet? Is it reflected in the taxes i get from my local trading dock?
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Jack08
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Post by Jack08 »

haerzog wrote:How do I collect taxes from neutral stations which exist in sector's i own? I dont see them in my empire management and they dont show up in my regular taxation report.

Also, how do i recieve taxes from the planet? Is it reflected in the taxes i get from my local trading dock?
Stations in the sector owned by races that have a notoriety value tword you of less then 0 will not show up in the Empire Overview

Taxes are not collected from planets because sector population values cant be read by the script engine
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haerzog
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Post by haerzog »

Another question, which gives more taxes? Stations you control or stations other races control?
Falcrack
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Post by Falcrack »

Jack08 wrote:Taxes are not collected from planets because sector population values cant be read by the script engine
So, the engine can't read that little number on the universe map for the sector that gives the sector population? I've always wondered why that number was there. I guess I had always hoped that the sector population represented some functional aspect of the sector, such as the rate at which goods disapeared from local equipment docks or something. So it's just a meaningless number added for show I suppose.
Osiris454
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Post by Osiris454 »

OK. I've been running the fix and it stopped to ship spawn. :D
However, I have some bugs to report. :wink:

1. Constructor TL's don't have any shields, or weapons, or anything really.

2. Constructor TL's are random TL's within the race, like MK1 TLs, Troop Training transport, and etc.

3. Up to 4 constructor TL's will show up at once in a newly conquered sector and build multiples of the same or the first station to be placed (Trading station in this example).

4. The Split conquered Hatikvah's Faith while the Argon were sending in an assault fleet. The sector was instantly taken from the Split and given to the Argon without a fight. This was because the sector was previously owned by the Pirates and the Split destroyed all of their structures for their assault and the Argon were looking for Pirate structures not Split ones. Argon arrive, take the sector, and don't even notice the Split have already conquered it.

5. Random leftover assault fighters. I guess a simple 'kill' script could be used for any ship with 'assault' in it's name.

6. Paranid responding to the Argon in an Argon sector? Odd.
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Jack08
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Post by Jack08 »

1. Constructor TL's don't have any shields.
Ill look into it.
2. Constructor TL's are random TL's within the race, like MK1 TLs, Troop Training transport, and etc.
This is expected behavior... It comes from badly organised TShips files that a logic script just isn't able to sort out.
3. Up to 4 constructor TL's will show up at once in a newly conquered sector and build multiples of the same or the first station to be placed (Trading station in this example).
Sounds like your using XRM, The 120 shipyards make this eventuality uncomfortably common. ill see what i can do about it. (Yet another global array, here i come! *sigh*)
4. The Split conquered Hatikvah's Faith while the Argon were sending in an assault fleet. The sector was instantly taken from the Split and given to the Argon without a fight. This was because the sector was previously owned by the Pirates and the Split destroyed all of their structures for their assault and the Argon were looking for Pirate structures not Split ones. Argon arrive, take the sector, and don't even notice the Split have already conquered it.
This is a known bug, i just don't know what to do about it... there are no stations therefor there is no limiting factor. Perhaps ill add a timer, or about the invasion if the target sector is not the same race as expected
5. Random leftover assault fighters. I guess a simple 'kill' script could be used for any ship with 'assault' in it's name.
This is a known glitch, i believe the fighters in question belonged to a carrier that was killed, or jumped out of existence, ill look into the fighter script... However, if they are still moving around, then they are "Orphan" fighters that lost there home base, meaning they will dock and destroy them self's later on. String searching for "Assault", or any string really, is extremely inefficient.
6. Paranid responding to the Argon in an Argon sector? Odd.
Still haven't quite figured this one out...
haerzog wrote:Another question, which gives more taxes? Stations you control or stations other races control?
Neither. They are the same.
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Osiris454
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Post by Osiris454 »

Jack08 wrote:
1. Constructor TL's don't have any shields.
Ill look into it.
2. Constructor TL's are random TL's within the race, like MK1 TLs, Troop Training transport, and etc.
This is expected behavior... It comes from badly organised TShips files that a logic script just isn't able to sort out.
3. Up to 4 constructor TL's will show up at once in a newly conquered sector and build multiples of the same or the first station to be placed (Trading station in this example).
Sounds like your using XRM, The 120 shipyards make this eventuality uncomfortably common. ill see what i can do about it. (Yet another global array, here i come! *sigh*)
4. The Split conquered Hatikvah's Faith while the Argon were sending in an assault fleet. The sector was instantly taken from the Split and given to the Argon without a fight. This was because the sector was previously owned by the Pirates and the Split destroyed all of their structures for their assault and the Argon were looking for Pirate structures not Split ones. Argon arrive, take the sector, and don't even notice the Split have already conquered it.
This is a known bug, i just don't know what to do about it... there are no stations therefor there is no limiting factor. Perhaps ill add a timer, or about the invasion if the target sector is not the same race as expected
5. Random leftover assault fighters. I guess a simple 'kill' script could be used for any ship with 'assault' in it's name.
This is a known glitch, i believe the fighters in question belonged to a carrier that was killed, or jumped out of existence, ill look into the fighter script... However, if they are still moving around, then they are "Orphan" fighters that lost there home base, meaning they will dock and destroy them self's later on. String searching for "Assault", or any string really, is extremely inefficient.
6. Paranid responding to the Argon in an Argon sector? Odd.
Still haven't quite figured this one out...
haerzog wrote:Another question, which gives more taxes? Stations you control or stations other races control?
Neither. They are the same.
1. Thanks.

2. How about just designating a specific ship? When IR builds a station just use this vanilla TL only. Race specific of course.

3. Yay?

4. Only allowing 1 assault per sector at a time probably would do the trick. The only thing I can think of is to do a global sector check for any and all stations belonging to the target race or any other race. If the target race's stations are destroyed, then check for others. If it finds any other station that does not belong to it's own race, then attack it. Rince, and repeat.

5. I see. Although this would only run when the assault is successful.

6. Check for ownership of the sector first?

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