AI Competetors : Removal Update

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Blacky_BPG
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Post by Blacky_BPG »

You must disable the script in the AL-Menu in your Game-Option-Menu.
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jocan2003
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Post by jocan2003 »

maever wrote:For some reason one of the Traders has started a war with the argon,
these nice boron guys now are killing argon sectors with titans for no reason.

also MY notoriety is being lowered by every ship they take
so now i got the argon killing off all my stations and ships because the #%$^#@ boron AI are in war or something.

now my question, how do i uninstall it?
in the read me it says:
How to put the script off:
you set the script in OFF mode.

Where is off mode ?
The editor sure doesn't have it.

Please help me....
Waow this thing sacre me off, i wont be using it if it going to affect my hard earned reputation!
RaGodofTehSun
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Post by RaGodofTehSun »

argons are the easiest to go to war with ;)
maever
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Post by maever »

Blacky_BPG wrote:You must disable the script in the AL-Menu in your Game-Option-Menu.
I did that and still i see their ships flying everywhere killing argons.
Any other way to kill these ships once and for all?

Thanks
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LV
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Post by LV »

i'll post a nuke allscript tommorow once run you should delete the scripts
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KanineLupus
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Post by KanineLupus »

Am curious LV, as I've previously tried to take it out with a similar process myself. How are you planning to identify ships/stations added via your plugin as opposed to regular NPC entities??
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LV
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Post by LV »

Please Uninstall This Plugin Until I Release The Next Build

Removal Plugin Zip Download Here
[ external image ]

Important Instructions for removal

when you first load the game after installing the nuke scripts will start
go into your global scripts menu and delete any script with "handymen" in apart from plugin.handymen.nuke.oldbuild & plugin.handymen.nuke.landed

[ external image ]
[ external image ]

once you have done this (if there are any other scripts running in the GM other than the two above) just wait until you are hailed to remove the plugin. Then just save,quit and delete the plugin via the script installer option

LV™
---------------------
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Goushiken
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Post by Goushiken »

This is the last script I installed it was pretty quiet but then my game started to create hundreds and I mean hundreds of jobless TS class ships of all types that just seem to hang around the Trading Stations I'm just wondering if its this script that's causing this?
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KanineLupus
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Post by KanineLupus »

Can I provide you with some feedback on this, as well as gently suggesting you remove the plugin from download access till issues have been dealt with??

I'll compare what happens when normally unistalling this plugin (via Cyrow's script installer) and after running this removal patch.

Earlier attempts to remove this plugin directly via the script installer (both with and without disabling the 'Enable AL Competitors' option in the AL menu) have instantly taken out the games navigational funtions ...sector names, ship identification, auto-pilot, the lot. Even manually trying to leave sector (as opposed to jumping out, which is also impossible), leaves one stuck in space somewhere, having to force-quit the game.

Now, followed your directions for you removal patch, saved game after being 'hailed', removed both the original plugin and the patch via script installer, restarted game. All looked fine for about the first 30 seconds, then all the usual errors appears. Left the game running for about 10 mins hoping that this might be a temporary issue ....it wasn't. Tried undocking from the cap ship I was in, thinking that might help ...also didn't work (*EDIT* to clarify this, could undock as normal but it didn't fix the navigational issues :) ) . Left sector - again stuck in limbo, having again to force quit the game.

Next, reinstalled plugin and loaded up the same saved game. The plugin curiously didn't re-appear in the AL menu, so obvioulsy the removal patch did SOMETHING right. All went well for about 5mins this time, before nav system again went out (why it took longer this time I couldn't tell you.)


Personally I would advise taking another look at the way this plugin ties into the nav system and even the universe map (back-dooring the galaxy editor??) - both in the removal patch and the plugin itself - as this is where all the errors seem to lead back to.

Sorry to be the bearer of bad news, but i guess someone had to do it :)
Last edited by KanineLupus on Mon, 2. Apr 07, 09:02, edited 2 times in total.
RaGodofTehSun
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Post by RaGodofTehSun »

I think im gona just start a new game lol
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KanineLupus
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Post by KanineLupus »

...As you are well entitled to do. Just remember though, if we all did that there would be no feedback to provide LV with (or any other developer who we did that to), which would make it vastly more difficult to get all the bugs loacted and sorted out.

Pretty much the way of ANY software development which is not done for finacial gain :)
PhantomDG1
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Post by PhantomDG1 »

Oh LV...

I had such high hopes for 'This' script. It will be great when you get it all sorted and we can finally have some serious competition !

(maybe even add a 'price war' type thing ? ie.. if one of the cometitor players has a similar station in the same sector he will match your prices to try and steal your customers )

That way the player gets to battle on a 'conflict' front and an 'economic' front !

Oh well, just an idea? can't wait till you get this prob sorted as I think this will be a script to add much to the X3 game !


HTH and Thanks
Peekaboom
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Post by Peekaboom »

crayolakidd:

I haven't experienced this type of problem before, and I've messed with removing the plugin quite a bit. Is the script maybe conflicting with another script or something?
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LV
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Post by LV »

crayolakidd

very strange The script afaik does not tie into the nav or galaxy in a way that would goose it like is happening to you so i'm stumped. I spent along time nuking/re-loading and had no issues and then saved and reloaded after removal and it ran fine on my system.

try opening the setup.pl.traders script comment out at the bottom where it calls the 2 nuke scripts and manually run them yourself with nuke.landed being run second. Maybe it running via the setup is the key as i had tied it into the al.plugin but you would need to pass 30mins game time for it to run.

If any of you would like a peek at the new beta (and your msg log spamming) drop me a PM and you'll see the plugin is a touch different from this version although not ready yet but i can bugsquash if anybody's feeling like becoming an imperial slave (sorry betatester) :)
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
agleave
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All OK

Post by agleave »

LV, I'd just like to provide some positive feedback.

I loaded my savegame, turned the AL plugin OFF, saved the game, quit.
Installed the AL Competitior Nuke Script.
Ran X3. Loaded savegame. Went into script editor, noticed the extra 'nuke' scripts running as stated.
Sat on SETA for about 2 minutes.
Noticed the nuke scripts had all finished.
Received the callback to say all was done.
Saved game.

Everything OK. Thanks.

I'd also like to say that I can't wait for you to have this one finished. It is an excellent idea, having AI players as that is something that has always been missing from these space sims. Really, imagine you're the ONLY person in the entire universe flying around building up an empire... quite ridiculous really!!!

So well done, thanks a HEAP for all the time & effort you've put into this script, and I am really happy to see you're re-doing it. Can't wait!!!

PS - are you still open to suggestions on features for this, or is it too late?

Thanks,
AG.
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LV
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Re: All OK

Post by LV »

agleave wrote:
PS - are you still open to suggestions on features for this, or is it too late?

Thanks,
AG.
at the moment the only thing i'm open to is how in the hell one ts being killed can force the alc.signal.killed script to fire over 4000 times and bring the game to it's knees :evil:
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
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KanineLupus
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Re: All OK

Post by KanineLupus »

LV wrote:at the moment the only thing i'm open to is how in the hell one ts being killed can force the alc.signal.killed script to fire over 4000 times and bring the game to it's knees :evil:

Now now, take a few deep breaths ...and remember it's all just a game :rofl:

Sorry - couldn't resist. I'm sure you'll get it figured out ...eventually. Am yet to have the chance to try the manual removal you suggested - have my own hair loss prob at the moment trying to figure out how the hell to create a docking scene that works along the line of what X2 used to use (ie, one open docking area and door anmations called from a seperate scene/dummy file). Almost refreshing to see the experts struggle sometimes as well 8)
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max274bm
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Post by max274bm »

LV
I really really really really want this script (not begging but it is whats missing from X3).
So, I am late to X3. I notice these last posts are recent - April 07. Have you managed to sort out the bugs yet? Is v1.01 ok to use?
Do you need it run for testing?

P.S. I assume v1.01 is not ok so un-installed it. Just a question. I have this file: setup.pl.traders v0 Player Traders Handymen.
Is this to be deleted also?
And, what do I do with the nuke files? Do I delete them also?
Thanks and keep up the good work. I like your ideas for scripts, they seem to fill in many of the gaps in the game. :)

P.P.S. I looked for references to "Handymen" in the Global Script Tasks as mentioned in your un-install guide and there weren't any. The only thing there was: plugin.autotrade.lockmaster Of course all the Handymen scripts were in the Script Editor so I deleted these. It all seems to be running OK. Just thought I would mention this.
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LV
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Post by LV »

it appears i fixed the showstopping sig.killed bug i was having trouble with so it's back to re-balancing again but i've had no time for x in a week, hopefully i'll get some this week, I'd like to say another beta is close but i'm not tempting fate!
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
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max274bm
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Post by max274bm »

Nooooo ....Nooooo LV don't tempt fate !!! :) I just saw a big games company do that.... (won't mention who but not Egosoft :) ). They had the community baying for their blood when they missed their deadline :lol:

Look forward to it

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