zanraptora wrote:They're X3's SPECTRE, and they do not expect you to Comm, they expect you to die.
[AL Plugin] Litcube's Phanon Corporation V1.21
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- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- PlasticineDog
- Posts: 40
- Joined: Sun, 23. Jun 13, 22:40
I'm getting the same problem as a couple of people mentioned in the previous page. I've spotted two Tandicorp traders just sitting next to stations doing nothing. As the others said, shooting them doesn't help. Nor does closing down and reloading the game.
I hope there's a way to fix this short of reloading the entire script. I've already had them running for a couple of days and their military is just starting to build up, I wouldn't want to shut them down just as it's getting interesting.
Strangely enough - just before I started seeing this, I got a humongous lag spike which dropped me down to about 2 FPS. The lag stopped as soon as I entered a new sector. The spike happened at exactly the same time I got a new update from Tandi. It could be a coincidence. It could be that something else caused the lag, and then Phanon was broken due to the overly taxed CPU.
Apart from the little muck-up the script has been working perfectly.
EDIT: Alright. Here's the deal. I've been investigating the problem, and long story short - I think the source of the issue is that the AI is attempting to use the jumpdrive to jump into a Terran gate. Which, of course, it can't do. But it doesn't know that it can't do that, and gets stuck indefinitely. I have installed the TOA to jumpgate mod, and I'm going to see what happens. Unfortunately It seems I'm going to have to either restart Tandi or kill the freighters because they' don't realize that their destination gate has changed. (Assuming I'm even right here). I will reset them, let them build some freighters, and wait to see if the problem happens again.
I think the problem has been solved. I've run the script for roughly 8 hours or so. I don't think that's long enough to be absolutely certain, but using cheats to put satellites in every sector, and the SEWN plugin, I tracked all of Tandi's traders and I watched them jump in and out of Terran space several times without error. Interestingly, though, they seem to know how to deal with the Albion gates. (which don't get converted to jumpgates by the conversion mod) They jump into the nearest gate they can find, and fly the rest of the way. I've only seen this once, though.
Over a day after installing the TOA mod and not a single trader has gotten stuck.
I hope there's a way to fix this short of reloading the entire script. I've already had them running for a couple of days and their military is just starting to build up, I wouldn't want to shut them down just as it's getting interesting.
Strangely enough - just before I started seeing this, I got a humongous lag spike which dropped me down to about 2 FPS. The lag stopped as soon as I entered a new sector. The spike happened at exactly the same time I got a new update from Tandi. It could be a coincidence. It could be that something else caused the lag, and then Phanon was broken due to the overly taxed CPU.
Apart from the little muck-up the script has been working perfectly.
EDIT: Alright. Here's the deal. I've been investigating the problem, and long story short - I think the source of the issue is that the AI is attempting to use the jumpdrive to jump into a Terran gate. Which, of course, it can't do. But it doesn't know that it can't do that, and gets stuck indefinitely. I have installed the TOA to jumpgate mod, and I'm going to see what happens. Unfortunately It seems I'm going to have to either restart Tandi or kill the freighters because they' don't realize that their destination gate has changed. (Assuming I'm even right here). I will reset them, let them build some freighters, and wait to see if the problem happens again.
I think the problem has been solved. I've run the script for roughly 8 hours or so. I don't think that's long enough to be absolutely certain, but using cheats to put satellites in every sector, and the SEWN plugin, I tracked all of Tandi's traders and I watched them jump in and out of Terran space several times without error. Interestingly, though, they seem to know how to deal with the Albion gates. (which don't get converted to jumpgates by the conversion mod) They jump into the nearest gate they can find, and fly the rest of the way. I've only seen this once, though.
Over a day after installing the TOA mod and not a single trader has gotten stuck.
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- Posts: 185
- Joined: Sat, 20. Jun 09, 16:13
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- Posts: 644
- Joined: Tue, 24. Aug 04, 11:41
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- Posts: 185
- Joined: Sat, 20. Jun 09, 16:13
I've hit a problem - and hopefully found a solution
al.LitQB.PhanCorp.Task.Sortie is completely destroying fps.
I'm certain it has something to do with a mod, as it occurs whenever I am 'within range' of Tandi HQ and no one would miss such a bug.
I 'solved' it with a 'wait 100 ms' right after the loop (Start:)
Here's the modified loop
Question:
What I'd like to know is whether this script is working properly - what is it supposed to do.
The Tandi bombers and M1 started attacking me, so I doubt that is the issue.
I remember some fighters after I added the wait, but not before.
Investigation:
Apparently '!fight.attack.object' is exiting immediately (for something) so I will start looking there.
Only one instance of this script was showing in the 'running' dialog - so perhaps it is only a problem on one type of object.
My 'guess' is that Tandi HQ is the problem
- it can't 'attack.object', so it would immediately return
- there's only one, which matches the number of running scripts.
I'm guessing the original cause of the problem is the performance enhanced vanilla scripts I think I installed (long long ago).
I'll be diffing the vanilla script to find out.
al.LitQB.PhanCorp.Task.Sortie is completely destroying fps.
I'm certain it has something to do with a mod, as it occurs whenever I am 'within range' of Tandi HQ and no one would miss such a bug.
I 'solved' it with a 'wait 100 ms' right after the loop (Start:)
Here's the modified loop
Code: Select all
= [THIS]-> call script 'al.LitQB.PhanCorp.RenameCorpObj' : Object=[THIS] TypePrefix='Sortie Response'
$Class = [THIS]-> get object class
$HQ = get global variable: name='PhanonCorp.HQ'
$HelpSector = $HelpObject-> get sector
= [THIS]-> call script 'al.LitQB.PhanCorp.AddWareToShip' : Ware={Energy Cells} Amount=1500
= [THIS]-> call script '!move.jumptosector' : targetsector=$HelpSector jumptoo=[FALSE]
Start:
= wait 100 ms
$Enemy = [THIS]-> find nearest enemy ship in range: class=null
while not $Enemy
= [THIS]-> follow object $HelpObject with precision 10000 m : timeout=10000 ms
$Distance = get distance between [THIS] and $HelpObject
do if $Distance < 15000
break
$Enemy = [THIS]-> find nearest enemy ship in range: class=null
end
skip if $Enemy
goto label WaitAround:
$Fighters = [THIS]-> get ship array from sector/ship/station
$FighterCount = size of array $Fighters
$Pos = [THIS]-> get position as array
while $FighterCount
dec $FighterCount
$FighterCurrent = $Fighters[$FighterCount]
START $FighterCurrent-> call script '!fight.attack.enemiesrange.land' : station=[THIS] range=30000 arefpos=$Pos noidle=[TRUE]
end
= [THIS]-> call script '!fight.attack.object' : victim=$Enemy follow=[FALSE] onlyShields=[FALSE]
goto label Start:
What I'd like to know is whether this script is working properly - what is it supposed to do.
The Tandi bombers and M1 started attacking me, so I doubt that is the issue.
I remember some fighters after I added the wait, but not before.
Investigation:
Apparently '!fight.attack.object' is exiting immediately (for something) so I will start looking there.
Only one instance of this script was showing in the 'running' dialog - so perhaps it is only a problem on one type of object.
My 'guess' is that Tandi HQ is the problem
- it can't 'attack.object', so it would immediately return
- there's only one, which matches the number of running scripts.
I'm guessing the original cause of the problem is the performance enhanced vanilla scripts I think I installed (long long ago).
I'll be diffing the vanilla script to find out.
Yup. I do think I remember running into a bug on one of my own scripts eons ago that involved fight.obj kicking out early.
I have a habit of not including wait in some of my loops despite best practices expressed on this forum. The reason being, I need to know there's unexpected behavior. That comes in the form of a lockup.
Your assessment is correct, I believe. Fight is kicking out early, and due to the absence of the wait, it's locking. Your fix is fine.
This particular script is called when a factory is attacked and Phanon is called in to investigate. It sends an M1 with fighters.
I have a habit of not including wait in some of my loops despite best practices expressed on this forum. The reason being, I need to know there's unexpected behavior. That comes in the form of a lockup.
Your assessment is correct, I believe. Fight is kicking out early, and due to the absence of the wait, it's locking. Your fix is fine.
This particular script is called when a factory is attacked and Phanon is called in to investigate. It sends an M1 with fighters.
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- Posts: 34
- Joined: Tue, 16. Oct 07, 09:44
- ubuntufreakdragon
- Posts: 5195
- Joined: Thu, 23. Jun 11, 14:57
There seams to be a bug in X3AP with this AIplugin when using !move.jumptostation by one of the Phanonship if the nearest "Gate" is a jumpbeacon, the script frezzes completly at this point.
Other race ships normaly needs relation friend to the owner of the beacon to use it, you may need to white your own jumptostation.
a renamed copy of all needed vanilla X3TC jump scripts should be enough, these scripts should be:
!move.jump.xml
!jumptogate.nearest.xml
!move.jumptostation.xml
Other race ships normaly needs relation friend to the owner of the beacon to use it, you may need to white your own jumptostation.
a renamed copy of all needed vanilla X3TC jump scripts should be enough, these scripts should be:
!move.jump.xml
!jumptogate.nearest.xml
!move.jumptostation.xml
My X3 Mods
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
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- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
I updated inbetween generations, so that might be the cause, but I just noticed something strange as soon as the new one popped out:
[ external image ]
The initial fund grant turns out as a null value. However it looks like they settle in fine anyway, as they did indeed spawn with what seems an adequate number of cap ships and bombers - for the current level - in their home sector.
[ external image ]
The initial fund grant turns out as a null value. However it looks like they settle in fine anyway, as they did indeed spawn with what seems an adequate number of cap ships and bombers - for the current level - in their home sector.
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- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
It's the Megax, so I was between the fifth and the sixth generation. I had already beaten the previous one (Omicron Ltd) a few hours before updating to the new version.
I'll edit the T file to make the generations respawn much faster and cheat through them a bit to confirm if the problem is there even at other levels and/or after resetting the plugin from the beginning.
EDIT: The issue does indeed represents itself on further generations, and even by resetting the AL plugin so that the Phanon restarts from the beginning. The asset reports turn out bugged as well, as you can see here (the report from the Megax in my current game)
[ external image ]
and here (after restarting the plugin)
[ external image ]
What's been shown is my actual game clock.
I'll edit the T file to make the generations respawn much faster and cheat through them a bit to confirm if the problem is there even at other levels and/or after resetting the plugin from the beginning.
EDIT: The issue does indeed represents itself on further generations, and even by resetting the AL plugin so that the Phanon restarts from the beginning. The asset reports turn out bugged as well, as you can see here (the report from the Megax in my current game)
[ external image ]
and here (after restarting the plugin)
[ external image ]
What's been shown is my actual game clock.
Last edited by Kadatherion on Sun, 15. Dec 13, 16:35, edited 1 time in total.
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- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Manually running the spy report script gives me this (taken with the Megax generation just after it being spawn), and clicking on the money line adds ~5 million credits per click.
Interesting enough, the TL row shows the sector where the Phanon spawns rather than the actual number of TLs they have.
Interesting enough, the TL row shows the sector where the Phanon spawns rather than the actual number of TLs they have.
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- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Not sure if it might help or save you some time, but here is a screen of the debug report taken in the same conditions (right after the spawning of the Megax generation), with the old 1.21 scripts (and the t file reverted to its defaults for the timers).