Ships Destroyed upon entering Omicron Lyrae

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aggrressor
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Joined: Thu, 29. Jan 09, 10:21
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Ships Destroyed upon entering Omicron Lyrae

Post by aggrressor » Fri, 29. Jan 16, 07:43

Hi All,
I'm facing an issue of 2 of my 3 Taranis ships being destroyed(always #2 and #3) when I enter Omicron Lyrae, during the mission "The Battle For The Gate". I don't remember facing this issue in 1.0-1.6 versions 2 years ago. After doing some searching online, I've seen other instances of people complaining about this very same issue.
Is there still no solution and no workaround available, except to sell them?

1) I'm on an English Steam version 3.61 (202267 64-bit). I've reinstalled the game fresh, before starting the current playthrough.
2) The game is not modified in any way. I did modify the stats to lvl5 in the savegame of each of the employees on the ship. But that was a long time ago when I was trying to figure out why the DeVries shipyard is stuck at 0% NPC ship production(it's still stuck, have not found what it's missing for production)
3) Game Played - Campaign
4) The problem occurs when I arrive at the Omicron gate in DeVries, and being escorted by Argon. Before being escorted, ships are present. After appearing on the other side and the long talk, the ships are not in the "Property Owned" list. Upon inspection of the in-game log, it says "Taranis 2 was destroyed in system DeVries", "Taranis 3 was destroyed in system DeVries". Without actually saying by what.
5) Any possibly relevant changes you have made to your game, system, or software before the issue occurred? - Not likely. System is the same as it was 2 years ago with version 1.6 of the game.
6) Screenshot of lost ships in the log, as well as a savegame when I was on my way to Omicron.
https://onedrive.live.com/redir?resid=E ... file%2czip
7) ------------------
System Information
------------------
Time of this report: 1/28/2016, 22:36:40
Machine name: SYAVA-DESKTOP
Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.151230-0600)
Language: English (Regional Setting: English)
System Manufacturer: Gigabyte Technology Co., Ltd.
System Model: EP45-UD3P
BIOS: Award Modular BIOS v6.00PG
Processor: Intel(R) Core(TM)2 Quad CPU Q6700 @ 2.66GHz (4 CPUs), ~4.0GHz <-- This is incorrect. It's running at 3.2, since multiplier is at 8x and not at 10x
Memory: 8192MB RAM
Available OS Memory: 8190MB RAM
Page File: 7153MB used, 9225MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode

Additional Info:
Videocard = EVGA GTX 570 1.2GB VRAM


{Link fixed. - Terre}

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 29. Jan 16, 11:19

I'm not familiar with this problem but are the 3 ships in your Squad?

IIRC, the Argon tell us not to leave OL so maybe the mission gets confused and think those ships have entered OL and left again, and get destroyed.

Does the same happen if they are out of the Skunk Squad and left in DV?

aggrressor
Posts: 30
Joined: Thu, 29. Jan 09, 10:21
x4

Post by aggrressor » Sat, 30. Jan 16, 03:40

I've tried adding them to the squad, having them wander on their own, and assign them as subordinates to my URV station's Defence Officer. In each case, #2 and #3 are affected.
I've named my Taranis ships as Taranis 1, Taranis 2, and Taranis 3, to be able to tell one from another, withough digging deep into menus. So it's always Taranis 2 and Taranis 3, as you can see in the in-game log screenshot.

Sparky Sparkycorp
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Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
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Post by Sparky Sparkycorp » Sat, 30. Jan 16, 04:51

Thanks for the extra and thanks also for the Rebirth v3.61 save earlier.


All three Taranis hulls are subordinate to the plot URV Forge's DO, escorting the station's zone. They seem pretty much identical apart from skill variation in the minor skills.


Results after loading into v3.61 and the public beta (4.00 b6 HF1)
Upon arrival at the OL gate in DV, after being order to enter OL, the mission guidance was aimed at the nearby Jump Beacon. Once close to the Jump Beacon*, the Skunk automagically entered OL and all the long, unskippable plot audio began. After it finally ended, Taranis 2 and 3 were both dead again in for both installs.

IN test 3, I renaming "Taranis 3" to "Taranis 0", which moved that ship to the top position of the three within the Property Owned menu. However, that didn't stop Taranis 1 being the one only that survived again.


I'm not familiar with save game editing and as a general rule, it is considered that it has the chance to break a game. Please could you give your save a double-check just to see if perhaps there could accidentally be something different between the NPC code across the ships?


* The trigger may have been the end of plot dialogue rather than my proximity.

aggrressor
Posts: 30
Joined: Thu, 29. Jan 09, 10:21
x4

Post by aggrressor » Sat, 30. Jan 16, 18:10

Just a thought - Taranis 1 was a plot capture. It was a prison ship early in the Campaign and I was supposed to capture it as part of the campaign.
Taranis 2 and 3, if I remember right, were PMC Warden Destroyers. I captured both around the same time in Albion/Ascendancy or Inner Circle. Both were captured relatively recently.

Didnt do a filediff on those 3 ships yet though.

I also think I have found a workaround. Not that this issue shouldnt be looked into, but if it ever appears for someone else:
1) From DeVries, order problematic ships to go to Fields of Opportunity - thats the gate in Far Out. You would have to visit that system and its station once prior to workaround. It will make the ships take a route through friendly space in Omicron Lyrae.
2) Once there, send you ships to a shipyard in Albion/FarOut
3) Sell problematic ships
4) Buy new ones. You can do one at a time for capitals, so that you would be able to move your ship crew from old ship into the new one. <---- still testing it out. Will update if it works.

Update 1: First glance at filediff between Taranis 1 and Taranis 2 shows that Taranis 2 is missing a ton of <animation> code.

Update 2: Selling 2 Taranis destroyers and buying 2 new ones will result in a loss of about 25 mil credits. So either be prepared to lose a bunch of $$ or alter the save file to reimburse yourself the difference. Also, I can't seem to be able to replace captains on old Taranis ships, the option to "work here" for a new captain is greyed out, so I had to lose 2 good captains as a result.

Update 3: Confirmed. Selling those ships and buying new ones fixed the issue. Please forward these findings to the dev team. There is definitely something isn't right the way PMC Warden Destroyers are being created in the game.

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