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[script] Improved Kha'ak 2: The Revenge [Updated: 2013.05.17]
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malyen777





Joined: 11 Feb 2014
Posts: 9 on topic

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PostPosted: Wed, 12. Feb 14, 01:55    Post subject: Reply with quote Print

SirDeathwalker wrote:
1: wild ones are exactly that, use swarm settings for ship selections, but basically a random acting kill them all type...

2: eggs are remnants of swarm, possibly wild one...

3: never had an issue when I did it after activation, tweaking the settings and such..

you can disable and tweak, and re-enable later....


Many Thanks! Smile

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grayx





Joined: 02 Oct 2005



PostPosted: Sat, 26. Jul 14, 21:14    Post subject: Reply with quote Print

Hi, guys.

Little help please. I'm planning to try LU mod but I would like to try some of my favorite mods.

Does this mod works with LU megamod? If not, is it possible to adapt it? Any thoughts?

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SirDeathwalker





Joined: 06 Aug 2010
Posts: 286 on topic

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PostPosted: Sat, 26. Jul 14, 21:31    Post subject: Reply with quote Print

has yet to be tested, all we can do is to try and report

that being said, I have not seen this break any other mods so far (except the possibility of them going in and destroying a sector needed from some plot, but the other stuff will repopulate eventually)

I have been trying to put this mod directly into opposition of other mods that cause conflict potentially directed at the player, this, plus yaki armada, the shady business plot, the improved races (race rapid response fleets),etc... in the hopes of starting a 3 to 6 way war in a sector (all to see the ensuing fireworks)

now to get the Xenon, the Kha'aak, the Yaki pirates, the terrans, and the commonwealth races and corporations to all be fighting in the sector Phaenon corp tries to take over .... ah, to be a space fly on the wall when that hits the rotary air impeller device.,, it would be beeeee-utiful
(though, it might make the processor go "...urk!?!")

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grayx





Joined: 02 Oct 2005



PostPosted: Sat, 26. Jul 14, 21:53    Post subject: Reply with quote Print

SirDeathwalker wrote:
has yet to be tested, all we can do is to try and report

that being said, I have not seen this break any other mods so far (except the possibility of them going in and destroying a sector needed from some plot, but the other stuff will repopulate eventually)

I have been trying to put this mod directly into opposition of other mods that cause conflict potentially directed at the player, this, plus yaki armada, the shady business plot, the improved races (race rapid response fleets),etc... in the hopes of starting a 3 to 6 way war in a sector (all to see the ensuing fireworks)

now to get the Xenon, the Kha'aak, the Yaki pirates, the terrans, and the commonwealth races and corporations to all be fighting in the sector Phaenon corp tries to take over .... ah, to be a space fly on the wall when that hits the rotary air impeller device.,, it would be beeeee-utiful
(though, it might make the processor go "...urk!?!")


If you manage to do it, make a video! I'm certain many of us would like to see it:)

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FriendlyFirePhoenix





Joined: 14 Feb 2017
Posts: 41 on topic

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PostPosted: Mon, 13. Mar 17, 03:56    Post subject: Reply with quote Print

Sadly this script seems to be totally borked. By which I mean causing constant crashes. Boohoo, as while it was working the Kha'ak invasion I witnessed was glorious to behold.

I tried setting small, medium and large eggs to 0 on a new game start but it still crashed the game shortly after.

A fix to this script would be wondrous. I glimpsed at a couple files but would have no clue where to start.

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TechSY730





Joined: 26 Jul 2016
Posts: 57 on topic

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modified
PostPosted: Sun, 30. Apr 17, 01:54    Post subject: Reply with quote Print

Unless the author says it is a problem, I am working on making an updated version. No new features (for now), just bug fixes.

For right now, the only fix is the "large egg" count problem. The issue was that the conditional it was checking whether it was OK to spawn a new large egg was comparing the limit of large eggs to the current count of medium eggs.
Specifically, line 41 in file plugin.ik2.eggs.cmd.xml
It was
Code:
$large.open = $large.limit - $medium.count

when it should have been
Code:
$large.open = $large.limit - $large.count


This would explain why sometimes large eggs never seem to be laid, and sometimes large eggs would be laid in excess of the limit.

While I was at it, I added logic to restart the egg laying script if a new version was detected.

Sadly, these changes cannot be retroactively applied.

To get the fix, you must restart the egg laying scripts using the new option "Reset egg laying scripts" under the new "Debugging options" section in the config menu

I tried to get this to run once upon upgrade, but I haven't figured out a clear way to do it yet; the initialization logic is hard to parse.


As for the crash: I haven't found any obvious causes of the crash, nor have I reproduced it myself. But I will keep a lookout (in particular, I will do an audit of all script references to make sure they are valid, especially in egg related scripts).

If anyone can get me an easy way to reproduce, let me know so I can debug it.

ImprovedKhaak2_IK2_r4_TechSY730_hack.zip:
<link removed, this version is broken; see below for r5>



Last edited by TechSY730 on Mon, 8. May 17, 05:32; edited 1 time in total
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Joelnh





Joined: 03 Mar 2010
Posts: 386 on topic

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PostPosted: Sun, 30. Apr 17, 12:15    Post subject: Reply with quote Print

will this or the new one work in LU ?

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FriendlyFirePhoenix





Joined: 14 Feb 2017
Posts: 41 on topic

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PostPosted: Sun, 30. Apr 17, 17:26    Post subject: Reply with quote Print

@TechSY730

You rock. I'll download your updated script tomorrow and see if I can get the crash to happen reliably again.

Update: I made 3 crashes happen in a row when I went into a sector under Kha'ak attack and destroyed a medium egg. A few seconds after the explosion the game crashed. But then I loaded and repeated and didn't get a crash a couple of times. So narrowing the cause is not so easy.

For sure though, the crashes happen when I am in a sector which contains eggs.

I can try to help out more, but would need a little direction as I'm not familiar with X3 scripting.

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TechSY730





Joined: 26 Jul 2016
Posts: 57 on topic

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PostPosted: Mon, 8. May 17, 05:29    Post subject: Reply with quote Print

Version r5:
* Fixes a critical error with the egg layer self-restarting logic
TO NOT BREAK EGG LAYERS, you must go into the "Improved Kha'ak, the revenge" config in the community configuration menu and press "Reset egg layers" option. IF YOU DO NOT, EGG LAYING SHIPS WILL STOP DEAD AND DO NOTHING.

I made a critical error when I implemented the egg layer self-restarting logic. I tried to start a new task in a script running in that same task, without realizing that doing this deadlocks that task...

This has been fixed and a safe way to self-restart scripts has been implemented.

ImprovedKhaak2_IK2_r5_TechSY730_hack.zip:
<Link removed because this is also broken...sigh>

I have removed the links to the broken versions.

@FriendlyFirePhoenix Thanks for the info. That sounds like it is either an issue with the "manage eggs" script that gets spawned doesn't properly check to make sure the egg still exists before trying to make it do stuff. I will take a look in those places, and maybe have a potential fix soon.

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TechSY730





Joined: 26 Jul 2016
Posts: 57 on topic

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modified
PostPosted: Wed, 10. May 17, 04:09    Post subject: Reply with quote Print

Version r6:
* Fixes a typo in the egg layer self-restarting logic introduced in r5
* A script named what the typo was has been added, so as to not break people upgrading from r5; it is a simple script that just calls the correctly named script
* Make both egg layers and eggs gestating (waiting until time to hatch) a bit more paranoid about checking to make sure it still exists before doing stuff
* I doubt this will actually fix the crash, but it was worth doing
* To get the fix for existing eggs, you must restart the egg hatching scripts using the new option "Reset egg hatching scripts" under the new "Debugging options" section in the config menu
* If you are upgrading from r3 (the last official version), you will need to click "Reset egg laying scripts" in this new section as well
* Fixes an issue where some of the new scripts were set to "Albion Prelude" compatibility level

ImprovedKhaak2_IK2_r6_TechSY730_hack.zip:
<Link removed because this is, yet again, broken... Embarassed>

@FriendlyFirePhoenix Let me know if this helps any, but I doubt this was the cause, or at least the only cause. Without knowing what types of script errors can cause crashes, I am sort of "shooting in the dark".



Last edited by TechSY730 on Tue, 1. Aug 17, 03:24; edited 1 time in total
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TechSY730





Joined: 26 Jul 2016
Posts: 57 on topic

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modified
PostPosted: Sat, 13. May 17, 22:05    Post subject: Reply with quote Print

Version r7:
* Fixes a freeze that could occur if an egg tries to hatch when the number of wild Khaak is already at its limit
* The game should automatically pick up the fix before it triggers the next latent freeze, but if it doesn't, click the "reset egg hatching scripts" option in the configuration menu.

ImprovedKhaak2_IK2_r7_TechSY730_hack.zip:
<Link removed because this is, yet again, broken... Embarassed>


I don't think this fixes the crash that can occur when killing eggs, but at least this is one issue down.



Last edited by TechSY730 on Tue, 1. Aug 17, 03:24; edited 1 time in total
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FriendlyFirePhoenix





Joined: 14 Feb 2017
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PostPosted: Wed, 17. May 17, 06:25    Post subject: Reply with quote Print

@TechSY730 I haven't had much time to play in the last week. Will get onto trying r7 as soon as I can. I didn't get a single crash after the 3 in a row I reported despite repeating the behaviour another 10 times or so. That was running r5. Eventually I left that 'scenario' behind and continued with my game.

So it looks like maybe the crashes I did see were a very amazing coincidence. I will keep playing with r7 when I get more time and keep my eyes open. Thanks for the updates too. They are much appreciated.

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TechSY730





Joined: 26 Jul 2016
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modified
PostPosted: Sun, 25. Jun 17, 04:49    Post subject: Reply with quote Print

Version r8:

New Features:
* Wild Kha'ak now wander to other sectors occasionally, instead of staying in their birth sector for their entire lives
> You can adjust the chance they will do so in the new section "Wild Kha'ak..." in the options menu.
>> Chances are out of 10000 instead of 100, because even 1% proved to be too often
> There is some degree of organization, wild Kha'ak will be more likely to wander if another ship near it is wandering, and if that ship is bigger than it, it will escort it
> They will (usually) only wander to a new sector if there are enough other Kha'ak left over to guard eggs and enough wild Kha'ak in the universe total
> For this feature to apply to existing savegames for an upgrade from r7 or before, you will need to select the "Reset fight scripts" option in the Debugging options in the options menu
> Balance of the default wandering rates is experimental; let me know if you think it is too often or too rare

* The self-upgrade and reset egg laying/hatching option logic will now also reset player ships/eggs

* The "decorative" eggs spawned when creating a hatchery (there so the hatchery maintains a unique appearance of a lot of eggs, much more than the normal caps) are no longer "stillborn", they can hatch now (with 3x the gestation time, so the deluge of eggs doesn't overwhelm the player early on)
> "Decorative" eggs do not count towards the total egg counts.
> For this feature to apply to existing savegames for an upgrade from r7 or before, you will need to select the "Reset egg hatching scripts" option in the Debugging options in the options menu
>> A word of caution, when upgrading from r7 or below using the method above, "decorative" eggs in the hatchery will start hatching with normal gestation time, not 3x. This is because by the time the eggs have finished being created, whether it was a "decorative" egg or not has been lost, so it is too late to tell retroactively.
> The queen, when in the current hatchery, is also able to replenish hatched "decorative" eggs (these eggs will also have the 3x gestation time and not count towards the egg type caps)

Balance tweaks:
* Reduced enemy scan ranges to less absurd values (some of them were up to 150km long, now they are down to more reasonable 30-80km, depending on the context, which is still a long ways, but no longer crazy long)

Bug fixes:
* Fixed Kha'ak ships getting "stuck" if their current target docked at a station or just got way out of its range
* Fixed Kha'ak ships rarely getting upgrades (Engine tuning, rudder optimization, etc)
> This was because the check whether to upgrade (only apply the ship not being mobile) was done against the ship building the new ship, not the ship being built. When the builder is an egg, most of the time eggs aren't mobile, so the check would always fail even though what is hatching is mobile
> This will not apply retroactively to existing ships, but with the new wild wandering logic, over time, the ships will naturally cycle out as they get killed

Planned future improvements:
* Make the queen cheat less, but still keep the original "spirit" of the fight
> The queen will still "cheat", but will do so a bit less blatantly

ImprovedKhaak2_IK2_r8_TechSY730_hack.zip:
<Link removed because this is, yet again, broken... Embarassed>



Last edited by TechSY730 on Tue, 1. Aug 17, 03:24; edited 2 times in total
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FriendlyFirePhoenix





Joined: 14 Feb 2017
Posts: 41 on topic

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PostPosted: Sun, 25. Jun 17, 08:09    Post subject: Reply with quote Print

Nice update TechSY730, that's a big one! I've been using r7 for a while with no observed problems, though I haven't gone queen hunting or anything like that. Installing r8 now for fun and profit!

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Iceciro





Joined: 23 Jul 2011
Posts: 40 on topic

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PostPosted: Sat, 15. Jul 17, 20:56    Post subject: Reply with quote Print

Hey I've got Readtext errors in the IK options now:

Readtext 8974-152

Readtext 8974-155

Readtext 8974-156

readtext 8974-602

I don't see either of them in the t file itself, either.

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