Kogarasu Mary error in 1.2 stats update - answered: some stats only changing for new ship
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Re: Kogarasu Mary error in 1.2 stats update
You have to reverse engineer and rebuild her for the correct stats. But hey, at least you got 3500 cargo instead of the 3400 limit, not a bad trade-off
Re: Kogarasu Mary error in 1.2 stats update
Some of the stats dont change for existing ships.
If you get the ship in a new game it should have the correct stats
If you get the ship in a new game it should have the correct stats
- ubuntufreakdragon
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Re: Kogarasu Mary error in 1.2 stats update
Well thats something easy to fix for scripters and modders:
just clone the ship and delete the old one.
You just need to write a signed setup:
1 check whether it was used already, you only need to do this once per patch.
2 check whether the player ship would be affected if yes ask them nicely to fly something else and save+reload.
3 copy all affected ships their equipment and stored local variables, and script tasks.
4 delete to old ones.
so all you have to do is to sign such a script.
just clone the ship and delete the old one.
You just need to write a signed setup:
1 check whether it was used already, you only need to do this once per patch.
2 check whether the player ship would be affected if yes ask them nicely to fly something else and save+reload.
3 copy all affected ships their equipment and stored local variables, and script tasks.
4 delete to old ones.
so all you have to do is to sign such a script.
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
Re: Kogarasu Mary error in 1.2 stats update
its not quite that simple
what if the ship is in the middle of running some kind of command, like a patrol, or a Trade Disruption.
It will lose its current running state. Even if you restarted the same script, it wont have any of the internal variables or the original arguments that it was currently being used.
plenty of people complain when the same thing happens to their ST/UT and thats just a single command
You will also have to copy alot of other data across, like alot of the stats, combat reports, threat table, etc.
other places that might reference that ship like the Trade and Transaction reports would have to be adjusted.
all of the settings would need to be copied across as well, like autojump/emergency jump, resupply settings, turret commands, etc
Theres also the logbook entry and Destroyed ship log that will show the ships been destroyed.
also if it happens to be in one of the HQ queues, like being repaired, that would have to be adjusted as well
The homebased ship might also need to be moved, and have its command reset as well
and of course, none of this would work if the player is currently flying the ship, which considering its designed as a player ship, is quite likely.
Theres probably alot more things missing as well
what if the ship is in the middle of running some kind of command, like a patrol, or a Trade Disruption.
It will lose its current running state. Even if you restarted the same script, it wont have any of the internal variables or the original arguments that it was currently being used.
plenty of people complain when the same thing happens to their ST/UT and thats just a single command
You will also have to copy alot of other data across, like alot of the stats, combat reports, threat table, etc.
other places that might reference that ship like the Trade and Transaction reports would have to be adjusted.
all of the settings would need to be copied across as well, like autojump/emergency jump, resupply settings, turret commands, etc
Theres also the logbook entry and Destroyed ship log that will show the ships been destroyed.
also if it happens to be in one of the HQ queues, like being repaired, that would have to be adjusted as well
The homebased ship might also need to be moved, and have its command reset as well
and of course, none of this would work if the player is currently flying the ship, which considering its designed as a player ship, is quite likely.
Theres probably alot more things missing as well
- ubuntufreakdragon
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Re: Kogarasu Mary error in 1.2 stats update
loosing the state of a command is not that harsh given it's original input parameters where copied.Cycrow wrote: ↑Wed, 23. Jun 21, 16:44its not quite that simple
what if the ship is in the middle of running some kind of command, like a patrol, or a Trade Disruption.
It will lose its current running state. Even if you restarted the same script, it wont have any of the internal variables or the original arguments that it was currently being used.
Death is a save state for any command.
plenty of people complain when their Marus stats wont update and they have to loose quantum computers to repair this.
Informational only stats aren't a great loss.
all external references have to live with a killed ship, which is possible anyway.
they are easy to copy I use a lib for that.
change owner first.
use the same protection as for the playership.
please elaborate.
I already thought of that.
2 check whether the player ship would be affected if yes ask them nicely to fly something else and save+reload.
Well most should be covered by the normal a ship was killed scenario.
You could also opt for a mission based upgrade that clones the ship, aka some flavor, you deliver it somewhere leave the ship is replaced done.
Not upgrading non unique ships chould be fine but maru is a must.
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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Re: Kogarasu Mary error in 1.2 stats update
Recycling is 100% efficient for Quantum Processors. The only way to lose them is to destroy the ships.ubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12plenty of people complain when their Marus stats wont update and they have to loose quantum computers to repair this.
Re: Kogarasu Mary error in 1.2 stats update
Most commands do not store thier originally arguments, and they centennially dont store all the internal ones they use while the script is running.ubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12loosing the state of a command is not that harsh given it's original input parameters where copied.
Death is a save state for any command.
the old UT script had numerous issues with this (luckily this was updated in FL). For example, the experience points were only permantly stored when leveling up. So if you were to restart the command, you will lose all progress to the next level. Thats why if you keep restarting a ST to move to a new sector it takes longer to level, as each time its progress is reset so it needs to do a complete level in a single run. Also it only traded goods that it buys, so if the command was restarted after it bought wares, it wouldn't sell these and forever stay in the cargo bay, and would also prevent the command from continuing without player intervention if the cargo bay was too full.
The same kind of things apply to other commands as well
Like the Trade Distrubtion command if its in the middle of a run, simply starting again from the beginning could cause issues
maybe not to you, but for other people they are. Personally i like to keep track of stats for various ships/stations, and would hate for them to suddenly be reset when i loaded a game after a patch.
This is about consistency. By keeping all the stats connected to the same object, instead of having them split between the old (destroyed) ship and the new one. And for the same reasons as aboveubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12all external references have to live with a killed ship, which is possible anyway.
Sure its not dificult, but it still needs to be done, which you obviously didn't think about with your originally proposal, so would have probably just skipped it. Plenty more things you might have missed too.
also if the lib was written for TC/AP then it'll also be missing all the new settings added for FL. And not all (although most) settings can be saved and restored via scripts
This is a terrible solution, and would be very immersion breaking. It also would never be approved to be signed.ubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12use the same protection as for the playership.I already thought of that.2 check whether the player ship would be affected if yes ask them nicely to fly something else and save+reload.
while it may be fine for a mod, it isn't acceptable for the official game
The Maru has a docking slot, so could have a homebased ship. This could be running a command like buy/sell wares, fetch/deliver, resupply, etc. Therefor the ship will need to be setup again for the new ship by the player
Also, other commands that may target that ship will also need to be redone. A Trade Distrubtion command that is set to resupply the Maru would have to be reconfigured, as its destination is no longer value, the same if its used a mining base ship, etc
Well most should be covered by the normal a ship was killed scenario.
You could also opt for a mission based upgrade that clones the ship, aka some flavor, you deliver it somewhere leave the ship is replaced done.
Not upgrading non unique ships chould be fine but maru is a must.
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Unless you list and identify all the things that need to be done, you cant possibly say that they are all covered already, if you miss anything, you cant go back to fix it, as the original ship would be gone.
Other things like if you are in the middle of a mission, destorying the ship could fail the mission, and lose out on that lucratrive payout
Also, the Maru isn't really a must, most of the stat changes are tiny and make very little difference, and were only made so it doesn't have identical stats to the Hyperion. Going through all this trouble for very little gain is just not worth it