EnglishGermanFrenchRussianItalianSpanish
Log inRegister
 
[Question]spawning of ships in more than one file????
Post new topic Reply to topic
View previous topic :: View next topic
Author Message
ravayen





Joined: 25 Jan 2016



PostPosted: Tue, 11. Jul 17, 14:35    Post subject: [Question]spawning of ships in more than one file???? Reply with quote Print

So i'm in maelstrom after using cwir mod to conquer every xenon sector in the galaxy and xenon are re spawning instantly with no timer.
It's not the cwir mods jobs because all cwir jobs are finished for the xenon and are stopped by the mod (they are also not invasion/defense fleets).

I made a patch to lower all quotas for xenon jobs to 1 per cluster/sector/zone in order to test it but it had no effect, also these spawns only seem to happen when the player is in the sector which wouldn't be controlled by jobs.xml
Also this only seems to be happening in Sable Vortex and not the other sectors.

So my question is this, is there another file that can/does control spawning of vanilla ships not defined in jobs.xml specifically around the player or player assets?


I did look in MD but didnt see anything.

Before anyone states i should ask in cwir (lol i know thats coming) i already did but they are busy on another mod and i dont want to clutter their mod page when i already know these ships are the xenon spawns that were already present in vanilla.

Back to top
View user's profile Send private message
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)

MEDAL

Joined: 20 Nov 2005
Posts: 13470 on topic

Thank you for registering your game
PostPosted: Tue, 11. Jul 17, 15:25    Post subject: Reply with quote Print

i cann imagine that there are practically other ways used for Ships Spawning than creation via MD and creation via Jobs. Technically AIScripts may also create Ships, but i doubt this is the case here.
Keep in mind that one Job Ship might have multiple escorts and that deactivating the Jobs via MD is not instantly at the beginning - the Jobs might spawn a few Ships in the first milliseconds before they are deactivated (thats what the startactive=""-Atribute takes care of Wink ), and in this case they will exist until they naturallly despawn, they wont get removed


to track this down further: what kind of Xenon Ships are there and what are they doing? are they really spawned when you enter the area or were they possibly just not visible to you before?


_________________
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter Wink

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help Wink
Back to top
View user's profile Send private message
ravayen





Joined: 25 Jan 2016



PostPosted: Tue, 11. Jul 17, 16:36    Post subject: Reply with quote Print

they are fighter squads consisting of a lead ship either p/m/n accompanied by say 8-10 others fighters with the escort command, i sat with a few ships in sector and watched friendlies along with my ships killing them for about 30 mins and could visibly see on the map a new squad spawn in the moment one was killed off i.e. instant respawning.
This was happening consistently for the entire 30 mins that i was testing in all zones of sable vortex in maelstrom and only that sector not the other 2.
All squad leaders have patrol commands allocated and i guess there is no real way to check if they are already there before a player asset is because you cant see unless there is lol its just the impression i get when im there also way too many are spawning for a station to survive there but the hoa station that was built by cwir is still there and never damaged while im out of sector.
its between 3-6 squads per zone i think but with the chaos it creates its hard to count them on the map.
At this point of messing with the files i am damn sure they are not created by jobs.xml or by cwir.
I'm actually gonna use a term for this i haven't used in years......mind boggling.
Thanks for helping btw Smile

Back to top
View user's profile Send private message
ravayen





Joined: 25 Jan 2016



PostPosted: Thu, 13. Jul 17, 00:51    Post subject: Reply with quote Print

hmm could this be related to the ship in distress mission where the you know what appears maybe it didnt end properly and ships are still spawning. not sure if the mission spawns constant fighter waves in maelstrom coz i never actually got to play it the mission was completed by friendly ships before i got there Sad

Back to top
View user's profile Send private message
ravayen





Joined: 25 Jan 2016



PostPosted: Mon, 17. Jul 17, 08:21    Post subject: Reply with quote Print

still cant narrow down these ships if anyone knows please respond they only do this in the sable vortex sector of maelstrom and even disabling all xenon jobs galaxy wide had no effect proving conclusively that they are NOT spawned by the jobs file.
I cant see anything in MD that controls them either but my ability with these files is limited at best.
It makes life in sable vortex pointless as you cant stay there before your fps hits rock bottom because of all the wrecks.
Could this be tied to fight rank?, are they spawned because they were added on the map when the map was made and set to respawn somehow?
Also they appear before the ship in distress missions so that was a dead end.
another thing to note is that they do not have a station as a commander so they aren't tied to a station either Sad
Another interesting thing i noticed is after installing lost sectors recently which adds the xenon L as a fighter craft they are now included in the squads as well so it seems these squads are set to spawn ANY xenon small fighter including newly added ones???!!?? this prompted me to look at the 'create enemy' script but damned if i know when its fired lol.

Back to top
View user's profile Send private message
Marvin Martian





Joined: 08 Apr 2012
Posts: 2311 on topic

Thank you for registering your game
PostPosted: Mon, 17. Jul 17, 11:41    Post subject: Reply with quote Print

try this

cwir/md/mmvoyager.xml

find <cue name="MMVoy_dosomething"
find and replace
Code:
         <conditions>
            <cue_is_complete cue="md.Setup.Start"/>
            <check_value value="md.CM_Config.Settings.$Check? and md.CM_Config.Settings.$Check == 1" />
            <check_value value="md.$scoutmatches?" />
         </conditions>

with
Code:
         <conditions>
            <cue_is_complete cue="md.Setup.Start"/>
            <check_value value="md.CM_Config.Settings.$Check? and md.CM_Config.Settings.$Check == 1" />
            <check_value value="md.$scoutmatches?" />
            <check_value value="false" />
         </conditions>


Back to top
View user's profile Send private message
ravayen





Joined: 25 Jan 2016



PostPosted: Mon, 17. Jul 17, 22:45    Post subject: Reply with quote Print

Nope that didnt do it but thnx for trying, can anyone confirm it happening on their game with or without cwir coz im pretty sure its not cwir ships and they are only doing this in sable vortex sector of maelstrom but not the rest of maelstrom.

Back to top
View user's profile Send private message
ravayen





Joined: 25 Jan 2016



PostPosted: Tue, 18. Jul 17, 02:07    Post subject: Reply with quote Print

[UPDATE] Panic over i have finally narrowed it down after searching pretty much everything i finally found a ton of jobs in ego_dlc_2 that had really short spawn times <time interval="76"/> and they coupled with a few i'd missed in cwir were just spawning back to back.
I thought i'd caught the all the ones in cwir which were pretty ridiculous for spawning in that area but apparently not and i had a bug that had kept the jobs from the 'ship in distress' mission still running too so the 2 together was a mess lol.
thanks for the help guys i prob would have just lost heart and given up if you hadnt responded with ideas Smile

Back to top
View user's profile Send private message
Raider480



MEDALMEDALMEDAL

Joined: 30 Jul 2010
Posts: 184 on topic
Location: Alphabet soup
Thank you for registering your game
PostPosted: Sun, 17. Sep 17, 16:20    Post subject: Reply with quote Print

I know this topic is a little stale by now, but could you detail what exactly you did in order to keep these spawns from happening? I'm having very nearly the same problem that this thread was created for to begin with, only they are mostly capital ships spawning (Ks, in Prevarication).

It's bad enough that I would probably have ditched CWIR already if not for the ability to destroy stations and take over sectors. But when new capital ship squads are spawning in as quickly as I can even cheat-kill them, I don't know that this mod setup will work for me.

I have the difficulty at Normal to keep that from adding to the jobs spawning craziness. I have also made several changes to the cm_config.xml file to drastically reduce fleets, including disabling retaliation fleets, setting low chances for invasions at long delays, reducing capital ship counts to 1, etc. None of this seems to have helped.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
Control Panel
Login Data
The time now is Tue, 12. Dec 17, 02:38

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2017
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.07780 seconds, sql queries = 23