possibly on the notoriety settings (they should revert back to vanilla anyway) is all i can think of but i could be wrong hence the disclaimer about using a fresh save, the only real issue i can see is the ctd issue which may also be in 1.7 (if it is then i know it's not the donation centres which is my next line of inv)aerick911 wrote: Does it break savegames?
RRF 1.8 beta (Test Version) 7.9.08
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Sith Lord
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would it make sense to remove the sector takeover script and then run 1.8? I am assuming that you could use a takeover command for players instead of sector takeover.
Which station do you need to drop into the system oh dark one?
Anyhow, I'll install it tonight and see if I get any problems. ( I will remove sector takeover first)
Which station do you need to drop into the system oh dark one?

Anyhow, I'll install it tonight and see if I get any problems. ( I will remove sector takeover first)
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LV wrote:RRF now allows players to take control of a sector with the right station being present at the right time, that's all i'm saying on thatMalakie wrote:or a known issue? //known and fixed in my build it was only displaying the wrong text
Finally, I have also found this latest version conflicts with another script I have used since day one, Sector Takeover 2.4.3. With the new RRF installed that script no longer works for taking over sectors by placing a trading post in a cleared out sector. Does this possibly have anything to do with your new code that allows races to take over sectors? Also, can your new script allow me to clear and take over a sector ownership now and if so, how do I do it. This would obviously eliminate the need for me to use the other sector takeover script if that is the case.
Malakie
It sounds as if ST may conflict but as a said it's all about timing and a race invasion being needed to trigger the sec.owner check
OK, so how do we figure out which station has to be present for us to take over a sector as the player? I do not see anything in the thread.... I currently have cleared 4 sectors out of all ships and stations and have placed trading ports and other factories in each. One sector also now has my player HQ setup as well. Yet I see nothing that allows me to actually become the owner of the sector nor any indication of something I must do to actually make this occur.
Malakie
Take it light.....
Malakie
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Malakie
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Thanks a lot sir. Tension regarding that issue relieved now.LV wrote:Known issue under investigation through the other RRF testing thread for 1.8maz9009 wrote:I need some help guys...
Sometimes when Race Response Ships (M1&M2 only) jump away after taking shield damage it crashes/freezes the game. Most of the time it works OK but sometimes it causes crash to desktop or permanent game freeze...
I have set RRF on balanced settings with all other plugins to ON (GetsuFUne ownership changing is disabled though).
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I have had similar crashes, both of these issues occured ingame in 1.7 and the new 1.8 version.
I had a *HUGE* battle last night, I had to get out of dodge because of the approximately !30! pirate corvettes and two galleons as well as numerous pirate m3's that jumped into a split sector. The split seemed to be slowly getting ground into the dust, and then the rats started blowing up every station in that sector.
In other words...Awesome!
Anyhow, I can't pin down what caused the crashes, 2 in 1.8, and 3 in 1.7(during that huge battle). Also, one of my savegames was corrupted during that particular fight with 1.7. I don't know if that has anything to do with it. I would say that there was over 100 ships fighting in the sector, however, lag was minimal, actually barely even noticeable.
I had a *HUGE* battle last night, I had to get out of dodge because of the approximately !30! pirate corvettes and two galleons as well as numerous pirate m3's that jumped into a split sector. The split seemed to be slowly getting ground into the dust, and then the rats started blowing up every station in that sector.
In other words...Awesome!
Anyhow, I can't pin down what caused the crashes, 2 in 1.8, and 3 in 1.7(during that huge battle). Also, one of my savegames was corrupted during that particular fight with 1.7. I don't know if that has anything to do with it. I would say that there was over 100 ships fighting in the sector, however, lag was minimal, actually barely even noticeable.
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- Sith Lord
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if 1.7 also crashes that's good as it's not new code
anybody who knows how to do the following
Script plugin.lv.jtp.escape
comment out skip if $ship -> exists with the "." key so every time a ship calls for the emergency jump out it immiediatly terminates the script.
this way i can see if it's the jump out logic causing it.
anybody who knows how to do the following
Script plugin.lv.jtp.escape
Code: Select all
001 skip if $ship -> exists
002 return null
this way i can see if it's the jump out logic causing it.
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
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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i don´t know if that helps but
last time i used your RRF (around april) it was a single
pirate marauder who caused this crash
i didn´t tell anything because i use a couple other scripts and mods and i´m not able to pin it just to your script
but maybe it will help you
situation:
argon RRF against Pirate RRF ships in nathans voyage
watching the fight for several minutes then game crashed
reloaded and watched again (2-3 times) every time the crash occured
to a different time keyed to the destruction of a marauder
and it was "the destruction" and nothing else to this marauder
which caused the crash
it doesn´t matter which ship kills it or if i did it myself, so long it´s destroyed IS game crashes
i used your cheats to destroy several of the pirate marauders in this system nothing happens util i hit "THIS" one game crashes
i transferred it with your cheats to me (get nearly instantly killed by another pirate) and game crashes
so last thing i did was transferring it to me adding it some energy (it didn´t had any, but was in different reloads happy jumping in and out the system or from one point to another) jumped it OOS and destroyed it there and it worked
jumping it out and transfer it back to the pirates caused the same thing some game hours later in a different sector (maelstrom)
since i get rid of this "single ship" i never experienced this crash
again in this game
point was however it was destroyd IS (weaponfire, friendly fire, ramming, or cheats (even self destruction crashed you don´t get the game over screen))
OOS nothing happened
last time i used your RRF (around april) it was a single
pirate marauder who caused this crash
i didn´t tell anything because i use a couple other scripts and mods and i´m not able to pin it just to your script
but maybe it will help you
situation:
argon RRF against Pirate RRF ships in nathans voyage
watching the fight for several minutes then game crashed
reloaded and watched again (2-3 times) every time the crash occured
to a different time keyed to the destruction of a marauder
and it was "the destruction" and nothing else to this marauder
which caused the crash
it doesn´t matter which ship kills it or if i did it myself, so long it´s destroyed IS game crashes
i used your cheats to destroy several of the pirate marauders in this system nothing happens util i hit "THIS" one game crashes
i transferred it with your cheats to me (get nearly instantly killed by another pirate) and game crashes
so last thing i did was transferring it to me adding it some energy (it didn´t had any, but was in different reloads happy jumping in and out the system or from one point to another) jumped it OOS and destroyed it there and it worked
jumping it out and transfer it back to the pirates caused the same thing some game hours later in a different sector (maelstrom)
since i get rid of this "single ship" i never experienced this crash
again in this game
point was however it was destroyd IS (weaponfire, friendly fire, ramming, or cheats (even self destruction crashed you don´t get the game over screen))
OOS nothing happened
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
I had an almost identical issue with a Marauder as well. The game also occasionally freezes shortly after the "Warning: Ship entering sector" or whatever betty says.Rawn wrote:i don´t know if that helps but
last time i used your RRF (around april) it was a single
pirate marauder who caused this crash
i didn´t tell anything because i use a couple other scripts and mods and i´m not able to pin it just to your script
but maybe it will help you
situation:
argon RRF against Pirate RRF ships in nathans voyage
watching the fight for several minutes then game crashed
reloaded and watched again (2-3 times) every time the crash occured
to a different time keyed to the destruction of a marauder
and it was "the destruction" and nothing else to this marauder
which caused the crash
it doesn´t matter which ship kills it or if i did it myself, so long it´s destroyed IS game crashes
i used your cheats to destroy several of the pirate marauders in this system nothing happens util i hit "THIS" one game crashes
i transferred it with your cheats to me (get nearly instantly killed by another pirate) and game crashes
so last thing i did was transferring it to me adding it some energy (it didn´t had any, but was in different reloads happy jumping in and out the system or from one point to another) jumped it OOS and destroyed it there and it worked
jumping it out and transfer it back to the pirates caused the same thing some game hours later in a different sector (maelstrom)
since i get rid of this "single ship" i never experienced this crash
again in this game
point was however it was destroyd IS (weaponfire, friendly fire, ramming, or cheats (even self destruction crashed you don´t get the game over screen))
OOS nothing happened
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- Joined: Sun, 3. Sep 06, 02:31
I've ran into some more bugs, but they're mostly XTM related, so I'm not sure they'll get much notice here.
________________________________________
When Terran ships take over a sector, their new stations get Argon and Terran race tags e.g. Terran Argon Cattle Ranch Alpha, but Betty only pronounces the type of station when I target one, omitting the race titles (so in the former case, she'd simply say "Cattle Ranch Alpha", without the Terran or Argon).
The shipyards in Terran-conquered sectors also seem to be lacking an in-game model, so aside from its obvious complications, it completely stops the player's autopilot from functioning while in sector. Is there any way to stop the RRF invasion script from adding shipyards to invaded sectors?
The Terran RRF fleet also seems to consist of some random assortment of obscure plot ships (Truelight Seekers, Hyperions) in addition to their normal ships, so I was wondering if there was a way to remove the extraneous ships from the RRF jobs list.
Finally, sometimes I'll see two trading stations in an overtaken sector: the invading race's as well as the original owner's trading station. This doesn't bother me as much, however. I was just wondering whether it was intentional or not.
________________________________________
When Terran ships take over a sector, their new stations get Argon and Terran race tags e.g. Terran Argon Cattle Ranch Alpha, but Betty only pronounces the type of station when I target one, omitting the race titles (so in the former case, she'd simply say "Cattle Ranch Alpha", without the Terran or Argon).
The shipyards in Terran-conquered sectors also seem to be lacking an in-game model, so aside from its obvious complications, it completely stops the player's autopilot from functioning while in sector. Is there any way to stop the RRF invasion script from adding shipyards to invaded sectors?
The Terran RRF fleet also seems to consist of some random assortment of obscure plot ships (Truelight Seekers, Hyperions) in addition to their normal ships, so I was wondering if there was a way to remove the extraneous ships from the RRF jobs list.
Finally, sometimes I'll see two trading stations in an overtaken sector: the invading race's as well as the original owner's trading station. This doesn't bother me as much, however. I was just wondering whether it was intentional or not.
Admitting you have a problem is the first step in figuring out how to make it worse.
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For problems concerning RRF and XTM, where Terran and Argon seem to keep fighting even with friendly RRF option, check the XTM post http://forum.egosoft.com/viewtopic.php? ... start=1545
//edit sorry wrong link
//edit sorry wrong link

Last edited by Meros on Fri, 29. Aug 08, 11:32, edited 1 time in total.
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First of all, I love it! Great work
I've been trying RRF 1.8 for a few days now (am thoroughly enjoying it) and had not encountered any major problems until I decided to try my hand at retraining slaves (I wanted Terran rep and trading is dull heh). I quickly discovered that only one of the training centers works (Paranid); the Boron, Teladi, and Terran stations just leave me with a hold full of slaves, and I am immediately expelled from the Argon station after the words 'It is a great honor that you wish to visit the Goner temple' and so can't even tell if it has the same problem. Am not sure about the Split station because it is in a very busy pirate sector and I have not got around to clearing it so my TP can get through.
My game does crash on the odd occasion when a large Rapid Response unit jumps out, but we are talking maybe 3 times out of maybe 20 battles I have personally observed IS so no real trouble there.
Anyway, just thought I should report about the stations, maybe its just me. Keep up the good work
P.S. Just noticed that the Terran station has only about 53 slaves in stock. Is it possible that slave traders have been making off with them and thats broken it somehow? The Paranid station (the one that works) is in the XTM sector Mercury where there is hardly any NPC traders so I may have been the first to visit it. Just a thought.

I've been trying RRF 1.8 for a few days now (am thoroughly enjoying it) and had not encountered any major problems until I decided to try my hand at retraining slaves (I wanted Terran rep and trading is dull heh). I quickly discovered that only one of the training centers works (Paranid); the Boron, Teladi, and Terran stations just leave me with a hold full of slaves, and I am immediately expelled from the Argon station after the words 'It is a great honor that you wish to visit the Goner temple' and so can't even tell if it has the same problem. Am not sure about the Split station because it is in a very busy pirate sector and I have not got around to clearing it so my TP can get through.
My game does crash on the odd occasion when a large Rapid Response unit jumps out, but we are talking maybe 3 times out of maybe 20 battles I have personally observed IS so no real trouble there.
Anyway, just thought I should report about the stations, maybe its just me. Keep up the good work

P.S. Just noticed that the Terran station has only about 53 slaves in stock. Is it possible that slave traders have been making off with them and thats broken it somehow? The Paranid station (the one that works) is in the XTM sector Mercury where there is hardly any NPC traders so I may have been the first to visit it. Just a thought.
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I may have found a couple of faults with the Terrans. I can't say for certain at this point that RRF 1.8 is the cause but the locations make it seem likely.
Firstly, Terran Rapid Response ships in Interworlds randomly teleport around the sector; there is no flash of light to suggest a jump, and the intervals between teleports are too short in any any case. This is not really a problem, it's just... odd, thought I had better mention it.
Secondly, the Terrans seem to have trouble telling when I am helping them; I have on several occasions found that I lose Terran rep for attacking Kha'ak ships in Interworlds and in sectors the Terrans have captured since I installed RRF 1.8. I lost almost 50% of my positive rep for helping them take out a Kha'ak Carrier in Interworlds, I had all my turrets turned off and was very careful with my aim so I'm sure I did not hit anything belonging to them. To test this further I started poking about in remote sectors the Terrans had captured; I found I will gain rep for taking out a lone scout, but lose it for taking on a cluster. I have not yet had this problem in the XTM Terran sectors, although I admit opportunities to fight Kha'ak there have been few and far between.
OK, I'm done kicking your puppy for now, still a great piece of work
==EDIT==
Have confirmed a couple of things. Both of the above uh... quirks... occur in XTM Terran sectors too; so maybe it is just a compatibility issue after all. The random teleporting is displayed by both vanilla X3 and XTM versions of the Odins. Also the Terrans do not appear to consider the Kha'ak to be enemies, which explains why I lose rep for killing them in Terran space (why I gained rep for the lone scout I mentioned is a mystery to me); I watched a Kha'ak cluster fly unmolested around Mars for half an hour (it seemed to want to attack an Odin but couldn't since it's target kept teleporting about the sector). Also Rapid Response units of other races do not display the same behaviour.
==EDIT==
Have just discovered that the weird ship behaviour may be due to Bail Signal Extension and have nothing to do with RRF at all. Feeling kinda stupid
Firstly, Terran Rapid Response ships in Interworlds randomly teleport around the sector; there is no flash of light to suggest a jump, and the intervals between teleports are too short in any any case. This is not really a problem, it's just... odd, thought I had better mention it.
Secondly, the Terrans seem to have trouble telling when I am helping them; I have on several occasions found that I lose Terran rep for attacking Kha'ak ships in Interworlds and in sectors the Terrans have captured since I installed RRF 1.8. I lost almost 50% of my positive rep for helping them take out a Kha'ak Carrier in Interworlds, I had all my turrets turned off and was very careful with my aim so I'm sure I did not hit anything belonging to them. To test this further I started poking about in remote sectors the Terrans had captured; I found I will gain rep for taking out a lone scout, but lose it for taking on a cluster. I have not yet had this problem in the XTM Terran sectors, although I admit opportunities to fight Kha'ak there have been few and far between.
OK, I'm done kicking your puppy for now, still a great piece of work

==EDIT==
Have confirmed a couple of things. Both of the above uh... quirks... occur in XTM Terran sectors too; so maybe it is just a compatibility issue after all. The random teleporting is displayed by both vanilla X3 and XTM versions of the Odins. Also the Terrans do not appear to consider the Kha'ak to be enemies, which explains why I lose rep for killing them in Terran space (why I gained rep for the lone scout I mentioned is a mystery to me); I watched a Kha'ak cluster fly unmolested around Mars for half an hour (it seemed to want to attack an Odin but couldn't since it's target kept teleporting about the sector). Also Rapid Response units of other races do not display the same behaviour.
==EDIT==
Have just discovered that the weird ship behaviour may be due to Bail Signal Extension and have nothing to do with RRF at all. Feeling kinda stupid

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I tried starting a new game to see if it would fix the Drone Donation Centers; it did... for a while. They all worked perfectly through my first day of play, but eventually they all broke. The first and most obvious sign is that, rather than instantly restock the slaves, they slowly replenish them 2 at a time. When this starts to happen they just seem to function as normal stations so trying to gain a little rep and make my mark on galactic politics simply turns me into a slave trader... (boy was my face red that day
). Anyone else having this trouble or is it just me?
BTW I have found that helping a race defend their sectors from a strike force invasion can hurt my rep with the defenders quite a bit. Maybe its just my game but its as if the normal tendency for NPC warships to police the sectors they are in is conflicting with RRF; so they are happy enough to fight, but anyone else is engaging in criminal acts by helping out. Is that supposed to happen?

BTW I have found that helping a race defend their sectors from a strike force invasion can hurt my rep with the defenders quite a bit. Maybe its just my game but its as if the normal tendency for NPC warships to police the sectors they are in is conflicting with RRF; so they are happy enough to fight, but anyone else is engaging in criminal acts by helping out. Is that supposed to happen?