Litcube's Universe

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Joefesok
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Re: I think.

Post by Joefesok » Fri, 21. Oct 16, 18:36

Phaenthonx wrote:The problem is that they're downloading just X3AP on steam without having X3TC installed first. When you install Ap solo, the .exe there for AP shows as though it's for TC. I ran into this when I was trying to install the mod, and finally tried another clean install and downloaded TC then AP, so it would have the .exe for both games in the folder. (Just renaming the TC to the AP file for it to be overwritten by the installer does not work, that was my first step in trying to fix it lol.)
When I installed the game with just AP, I got the AP exe on its own- without the TC exe.

VincentTH
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Post by VincentTH » Sat, 22. Oct 16, 22:58

LU 1.72
only mod: Adv Satellite monitor

I have a Boron Equipment Dock with MLCC enabled.

I assigned M6, M7 (Cobra, Aquilo and Segaris), M8 (Aquala) and configure attack and missile ROE.

I see Tornado for my M6 listed in Dock Manager, but no Flail and/or Hammer Torpedo are listed.

What should I do in order for Freighter from the Dock to load missiles from my Flail & Hammer Torp SCHs?

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Litcube
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Post by Litcube » Sat, 22. Oct 16, 23:03

Weapons menu, set a resupply.

VincentTH
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Post by VincentTH » Sat, 22. Oct 16, 23:03

Litcube wrote:Weapons menu, set a resupply.
That was fast customer service!!!!

VincentTH
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Post by VincentTH » Sun, 23. Oct 16, 01:43

Game is about 3 days old
I have this repeatable hang captured with this save.

After loading the game, just jump to the North gate and fire the Tornado missiles at the Xenon J.

Actually, it just hang a few minutes after loading the game, regardless of what I do.

LU-1.7.2 + Satellite monitor mod.

andreihaiducul
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Post by andreihaiducul » Sun, 23. Oct 16, 15:18

VincentTH wrote:Game is about 3 days old
I have this repeatable hang captured with this save.

After loading the game, just jump to the North gate and fire the Tornado missiles at the Xenon J.

Actually, it just hang a few minutes after loading the game, regardless of what I do.

LU-1.7.2 + Satellite monitor mod.
Freeze happens when your Segaris docks. To workaround this bug for now, issue a standby order to that ship. It's probably an MLCC bug w/ carrier assault.

EDIT: think the problem is in Lib.Cmd.MLCC.S.Assist.Carrier.F:61 :

Code: Select all

= [THIS]-> escort ship [HOMEBASE]: timeout=15000 ms
times out instantly when [HOMEBASE] is docked, leading to an infinite loop.

VincentTH
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Post by VincentTH » Sun, 23. Oct 16, 22:43

andreihaiducul wrote:
VincentTH wrote:Game is about 3 days old
I have this repeatable hang captured with this save.

After loading the game, just jump to the North gate and fire the Tornado missiles at the Xenon J.

Actually, it just hang a few minutes after loading the game, regardless of what I do.

LU-1.7.2 + Satellite monitor mod.
Freeze happens when your Segaris docks. To workaround this bug for now, issue a standby order to that ship. It's probably an MLCC bug w/ carrier assault.

EDIT: think the problem is in Lib.Cmd.MLCC.S.Assist.Carrier.F:61 :

Code: Select all

= [THIS]-> escort ship [HOMEBASE]: timeout=15000 ms
times out instantly when [HOMEBASE] is docked, leading to an infinite loop.
Thanks for debugging it. I was ordering the Segaris to dock while her fighters were still out. Will try to issue a fly-to-pos in the future instead of fly-and-dock.

mtlmaks
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Post by mtlmaks » Mon, 24. Oct 16, 01:59

Hi, in my game the Dockware "Overstock" option doesn't seem to work.
According to wiki:
"When a ware is set to overstock, Freighters will continue to stock the ware despite the capacity settings. Additionally, Dock Agents will not sell wares set to overstock."

Wether set or not, my DA's allways sell overstocks. Is this a bug, or is this only a problem in my game? Thanks.

Mindtwist
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Post by Mindtwist » Tue, 25. Oct 16, 14:19

mtlmaks wrote:Hi, in my game the Dockware "Overstock" option doesn't seem to work.
According to wiki:
"When a ware is set to overstock, Freighters will continue to stock the ware despite the capacity settings. Additionally, Dock Agents will not sell wares set to overstock."

Wether set or not, my DA's allways sell overstocks. Is this a bug, or is this only a problem in my game? Thanks.
Same here. If overstock is set, the freighters continue fetching wares, but DAs sell the wares regardless.

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Litcube
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Post by Litcube » Tue, 25. Oct 16, 15:42

I think overstock is the most confusing feature in Litcube's Universe. I don't even know what it's supposed to do anymore.

mtlmaks
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Post by mtlmaks » Tue, 25. Oct 16, 17:26

Litcube wrote:I think overstock is the most confusing feature in Litcube's Universe. I don't even know what it's supposed to do anymore.
http://litcube.xtimelines.net/wiki/inde ... ockWareMgr, under "Page: Tresholds"

Right now I have to periodically increase the capacity of wares from my SCHs that I dont want to sell, so that my DAs don't go off and do so regardless.

eugene171
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Post by eugene171 » Tue, 25. Oct 16, 18:52

Overstock and capacity is working for me.

if i set the HQ capacity to, say, 5000 Flail missiles with overstock on:

Freighters freight as normal
Dock agents do not sell Flails when i have less than 5000
Dock agents sell down to 5000 when i have more than 5000

mtlmaks
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Post by mtlmaks » Tue, 25. Oct 16, 19:40

eugene171 wrote:Overstock and capacity is working for me.

if i set the HQ capacity to, say, 5000 Flail missiles with overstock on:

Freighters freight as normal
Dock agents do not sell Flails when i have less than 5000
Dock agents sell down to 5000 when i have more than 5000
But according to the wiki, as in my previous quote, the DAs should NOT sell when over capacity when "overstock" is set.
Again, according to wiki:
"When a ware is set to overstock, Freighters will continue to stock the ware despite the capacity settings. Additionally, Dock Agents will not sell wares set to overstock."

Also, in my game, the freighers will always continue to stock past the capacity, regardless of "overstock" set to on or off. And my DAs always sell the overstock. But from my understanding they should not if overstock is set to on. Maybe I'm misunderstanding something here, but to me this feature seems broken...

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dizzy
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Post by dizzy » Tue, 25. Oct 16, 20:06

Mindtwist wrote:Same here. If overstock is set, the freighters continue fetching wares, but DAs sell the wares regardless.
But there's an easy work around for that: just set the capacity really high.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]

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dizzy
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Post by dizzy » Tue, 25. Oct 16, 20:08

mtlmaks wrote:Also, in my game, the freighers will always continue to stock past the capacity, regardless of "overstock" set to on or off.
That's not true. It can happen that multiple in-flight Freighters bring together more than what they need to achieve the desired capacity especially when you are really close to the capacity threshold so it results in a temporary little overstocking (the stocked ware goes a little over the capacity value) but that only happens once when it reaches the desired capacity. Afterwards your DAs will try to sell anything that is over that capacity value anyways _and_ your Freigters will stop fetching it.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]

mtlmaks
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Post by mtlmaks » Tue, 25. Oct 16, 20:19

memeics wrote:
mtlmaks wrote:Also, in my game, the freighers will always continue to stock past the capacity, regardless of "overstock" set to on or off.
That's not true. It can happen that multiple in-flight Freighters bring together more than what they need to achieve the desired capacity especially when you are really close to the capacity threshold so it results in a temporary little overstocking (the stocked ware goes a little over the capacity value) but that only happens once when it reaches the desired capacity. Afterwards your DAs will try to sell anything that is over that capacity value anyways _and_ your Freigters will stop fetching it.
Ok, that may be true on the HQ, I might have to verify. It does happen on my Starliner EQs though, their single freighers freight e-cells from the HQ always way past the automatically set capacity limit, with overstock off, which I don't necessarily want. Don't know if that's related.

mtlmaks
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Post by mtlmaks » Tue, 25. Oct 16, 20:21

memeics wrote:
Mindtwist wrote:Same here. If overstock is set, the freighters continue fetching wares, but DAs sell the wares regardless.
But there's an easy work around for that: just set the capacity really high.
Yes, it's not a big problem per se. Just wanted to point out the potential bug. As for my EQs in my other post, that might become more of an issue at one point though.

Joefesok
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Post by Joefesok » Tue, 25. Oct 16, 21:25

Hey,

I'm having a problem. Dock Agents (Albion Pride dock agents, specifically) are flying through pirate sectors to sell the rare mobile-mining minerals. As a result, they are dying. Horribly. In fire. Is this intentional? As I am aware, my global commands set pirates to hostile, meaning the fly-safe function should get them to ignore the pirate sector.

BlackArchon
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Post by BlackArchon » Tue, 25. Oct 16, 22:24

Joefesok wrote:Hey,

I'm having a problem. Dock Agents (Albion Pride dock agents, specifically) are flying through pirate sectors to sell the rare mobile-mining minerals. As a result, they are dying. Horribly. In fire. Is this intentional? As I am aware, my global commands set pirates to hostile, meaning the fly-safe function should get them to ignore the pirate sector.
You should also debug why they aren't using their jump drives.

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Zaitsev
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Post by Zaitsev » Tue, 25. Oct 16, 22:32

Joefesok wrote:Hey,

I'm having a problem. Dock Agents (Albion Pride dock agents, specifically) are flying through pirate sectors to sell the rare mobile-mining minerals. As a result, they are dying. Horribly. In fire. Is this intentional? As I am aware, my global commands set pirates to hostile, meaning the fly-safe function should get them to ignore the pirate sector.
Stupid question time ...

1 - Do they have a jump drive? (I know, I know ... But, speaking from experience ...)

2 - Do they have enough jump fuel? If you happen to spot one of them flying through hostile space, check and see if it has any e-cells on board or if they have run dry.

3 - Have you set them to automatically refuel, and do their homebase have e-cells?

4 - How much jump fuel do they carry? 80-100 jumps is considered a minimum to avoid stupid behavior like what you're experiencing. As a footnote, the Albion Prelude might have a somewhat small-ish cargo space for such a task. Personally I prefer the Paranid Snotra, as it's the fastest TS-class ship out there, it's got 19500 units of XL cargo space, which is perfect for hauling things like ore and silicon, that take up a lot of space. But hey, it's your game.

5 - Have you activated autojump? If yes, have you set minimum distance to 0, so they use their jump drives if they are moving out of their home sector?

6 - Ships are sometimes stupid and don't follow the global commands, so make sure you double-check to see if the ship in question also has pirates set to hostile.
I'm sorry, I can't hear you over the sound of how awesome I am :D

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

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