AL Plugin : X3 Race Response Fleets Final 1.7a 3/12/07

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LV
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Post by LV »

Algoran wrote: BTW, is LV still watching this thread? :p
Of course I am but as many of the questions are related to other scripts/tools/mods, or have answers in the first post of this thread. I don't post immiediatly as others answer or people tend to find the answer by looking a tad harder.

I'm still completley perplexed as to how people are losing Argon 1 as it's code i have not changed since x2, my deductions at the moment is that something other than RRF is affecting the game objects meaning rrf will pick up vanilla A1 but not in a modded game.

If people knew how many hours i've spent trying to get RRF running with other scripts and mods they would understand why I'm sitting back for a while before investigating problems as many of the last few posted are not in relation to RRF or as said previously are covered in the RM for RRF (first post in this thread)

Yes, I'm in a tremendously good mood today
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Legionnaire
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Post by Legionnaire »

LV I'm wondering if it might be a clash between XTM and RRF, because i have heard/read about lots of people claiming to have 2 Argon Ones with XTM. i also had this, but not sure whether it was with a game that had RRF installed or not. i'm currently running another plot game(again) but will wait till the plotline is finished before i initialise RRF, that way i get the best of all worlds.

Might it be an idea to make mention in your original post where the download is available from, that this has been reported, but unconfirmed by you, that way people can be aware of the fact that for unknown reasons sometimes A1 does strange things, just a thought.

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Magius
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Post by Magius »

I have got this info out from the XTM guy's after long long time.... :o
There should be 2 A1's if you play XTM with a X3 plot game.... :rant:
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Post by LV »

Magius wrote:I have got this info out from the XTM guy's after long long time.... :o
There should be 2 A1's if you play XTM with a X3 plot game.... :rant:
LV wrote: Yes, I'm in a tremendously good mood today
Please tell me your kidding me
parameter
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Aggro response script works! :)

Post by parameter »

LV wrote:
Magius wrote:I have got this info out from the XTM guy's after long long time.... :o
There should be 2 A1's if you play XTM with a X3 plot game.... :rant:
LV wrote: Yes, I'm in a tremendously good mood today
Please tell me your kidding me
:lol:
Nice link LV. I think some people need to really write in rough, then read through what they have written before they print something bound to give grievance.
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parameter
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Check what you write before you post

Post by parameter »

Sorry! The slow down on our network meant the message repeated..again!
Doh!
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Avlar123
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Post by Avlar123 »

OK, here's an interesting one for you guys.

I'm playing Bali Gi now and have succeeded playing the game without buying much in the way of warships (my UTs are numerous and have no problem). Anyway, I've been flying around in a disco raider because I'm impatient and the speed is nice.

Long story short, I forgot that Bala Gi entails a certain mission in Grand Exchange (*hope that isn't too much of a spoiler), which normally wouldn't be a problem except my buster ran into a roid earlier (stuipid autopilot). Being the frugal person I am, I just went off to a corner and saved up money to buy a centaur, because I needed one eventually.

Now with my centaur and like 80 "second chance" (because I apparently failed the mission even though I'm OOS) messages later, I come in system and there are quite literally THOUSANDS of M3 and M4 Fighters rolling the system, my centaur gets poped in a matter of seconds.

1) why hasn't teladi RRF taken care of this, or are they all dead?
2) can I just script out all of these ships, because my game is quite impossible to complete now, (I would need to save up for about 100 M3's and it still might not work)

PLZ help, I want my HQ :wink:
Avlar123
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Post by Avlar123 »

So, sorry to bother everyone, I solved the problem. I downloaded LV's god mode cheat and activated it.

After 40 minutes of clearing the gate I at least completed the mission, now however I still have over 100 (as far as I can see in Sector map) M3 and M4s left. The RRF fleets are working, there are 2 M2s and 1 M1 in system, but I don't think they are fairing too well. I only cheated because if I didn't accomplish the mission the system would just continue flooding with enemies, and that would unbalance. As it is I bet the teladi fleet is down to like 20%. Looks like another 1.5 hours of fighting to clear the system (I'll try w/o God mode now, seeing how there is no time constraint).

This did however prove to be one of my more epic battles, I just wish I was in an eclipse, that would be more fun than the centaur. They almost took my shields down with god mode too :(
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The Horde

Post by parameter »

Glad you managed to get some help, albeit self instigated. I was in a similar situation many moons back and I ended up not just starting a new game but re-installing the whole thing. :(
That worked! :) Just meant I had to go through all the inane cut scene chatter and Mz Kho staring at the ceiling so that I could admire her nose job.

:lol:
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Algoran
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Post by Algoran »

Not to be annoying or anything... But um can anyone help with my disappeared terran RRF problem? Tried all the different settings in v1.7a, dosnt help. I have however noticed a couple of terran rapid response rangers.

Im guessing this could be because terran M4's and M3's already exist to be taken over by RRF, whereas previously RRF spawned its own M1s, M2s ect because none existed in the first place. Now, its not doing that.
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Post by LV »

RRF will not respawn terran cap ships so you must wait for the game to do so
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Algoran
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Post by Algoran »

Oh, really?? But Ive never seen the game spawn terran capships. Before RRF I didnt have any. Then I installs v1.7 and theres suddenly lots rapidly responsing around, then I upgrade to v1.7a and they've all vanished again.
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DrunkenPirate
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Post by DrunkenPirate »

I am really stabbing into the dark here, but I have ran 1.7 for a while, no issues, updated to 1.7a today, followed the update instructions by removing the old version via the script installer and installed the new one.

Started a new game instead of continuing an existing one and performance has suffered unbelievably for some reason, I am getting 2-5 fps when seta is enabled @5x with the plugin active and 30+ in the same sector on a new game with the plugin disabled.

I can only assume that there's something going on behind the scenes that literally torturing my CPU.

However I have removed the old 1.7 from my system and currently wishing that I didn't, is 1.7 still available somewhere? If so could a link be provided? I ran XTM and 1.7 fine without issues but XTM+1.7a is totally unplayable. I think something more has gone on here than just a simple Khaak destroyer spawn change...
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Algoran
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Post by Algoran »

DrunkenPirate wrote:However I have removed the old 1.7 from my system and currently wishing that I didn't, is 1.7 still available somewhere? If so could a link be provided? I ran XTM and 1.7 fine without issues but XTM+1.7a is totally unplayable. I think something more has gone on here than just a simple Khaak destroyer spawn change...
You're right there... Aside from terran RRF vanishing the universal threat level has dropped, and the difficulty settings dont change it anymore :? I do still have 1.7 If you need..
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DrunkenPirate
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Post by DrunkenPirate »

No need, I decided to spend a couple hours removing the entire game and then reinstalling/patching/installing XTM then scripts and it seems to be running fine now.
The only thing I can think of is that something may have gotten messed up whilst removing 1.7 with the plugin manager because I seem to have an extra cat/dat now that I don't recall having before.

Game is running fine now.
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dion_b
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Post by dion_b »

DrunkenPirate wrote:I am really stabbing into the dark here, but I have ran 1.7 for a while, no issues, updated to 1.7a today, followed the update instructions by removing the old version via the script installer and installed the new one.

Started a new game instead of continuing an existing one and performance has suffered unbelievably for some reason, I am getting 2-5 fps when seta is enabled @5x with the plugin active and 30+ in the same sector on a new game with the plugin disabled.

I can only assume that there's something going on behind the scenes that literally torturing my CPU.

However I have removed the old 1.7 from my system and currently wishing that I didn't, is 1.7 still available somewhere? If so could a link be provided? I ran XTM and 1.7 fine without issues but XTM+1.7a is totally unplayable. I think something more has gone on here than just a simple Khaak destroyer spawn change...
Hmm.. I experienced something similar the last time I installed RRF, but that was months ago...

Recently I did so again (1.7, not 1.7a yet) and have noticed a slowing down too. Then I entered Kingdom End... for some reason hundreds (literally) of Split fighters (Mambas and Jaguars as far as I could see) were milling around just northeast of the shipyard :o

IS I get about 0.25fps, OOS it takes about 5 secs to bring up the sector map of KE, and performance is degrading overall (no doubt due to OOS calculations for all those fighters), though not terribly so yet. No combat is taking place (yet... I went to some effort to restore peaceful relations with the Split, but failing everything else a rather large OOS taskforce will be heading that way...)

I have quite a lot of scripts running:
120K XTM Draw Distance 1.0
Bail Signal Extension 2.1
Bala Gi Ships Station Unlocker for XTM 1.1
Capture Passangers X3 2.0
Race Response Fleets Final 1.7
Salvage Claim Software 1.05
Salvage Extension Commands 1.2
Sector Takeover 2.4.3
xOne Turret Control System (TCS) 1.02
Xtended Mod Scripts 0.7.3 (+ rest of XTM mod)
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LV
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Post by LV »

I would say this is not due to 1.7a (i know what code changes I made and they were tiny) but more about the strain of those scripts and possible the increased draw distance of the mod at the top


In essence your trying to do this
http://i125.photobucket.com/albums/p61/ ... ravan1.jpg

lighten the load, using too many resource hungry scripts will cause lag and I will not be doing any more code changes for RRF to work better with the XTM mod which is taxing on the CPU on it's own.
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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
Eightbit
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Post by Eightbit »

I'm not sure if its related. But I had a similar slow down in my game after I finished the plot and ended up in argon prime. A slow down that did not occur when I disabled RRF for the end fight.

How ever I continued the slow game anyways and later found a lot of paranid rapid response fighters in random systems doing nothing. They had scripts running and even remained after I disabled the script and removed it.

So I used lv's cheats to destroy most of them and it seemed to fix the slow down I was having. As far as I can tell they have not gotten stuck since. But I do still find the odd one laying around from when I finished the plot.

hope its worth something :)
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Post by Buck_Rogers »

I had slow down in the final battle to. The cut scenes must have run at less that 1 FPS!. Thats how slow it was.

meh

Maybe I should try and run the RRF script in Lite mode :D
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Post by Eightbit »

It's pretty normal for the last fight+cut scenes to lag like that. I have always noticed that with and without scripts. The slow down I described above actually happened after they dump you back in argon prime. :)

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