capped ship resets orders? Game crash and reload after capture of hyperion!

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Looney
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capped ship resets orders? Game crash and reload after capture of hyperion!

Post by Looney »

i just capped an hyperion.
It keeps auto resetting my orders and flying to some sector.
This occurs if i fly it or if i am not.
On occasion, the game auto reloads a previously saved game after this cap, but never before?
Any tips to help me out of this prob?

Thanks,

Loons
Looney
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Post by Looney »

reloaded, and capped again.....
noticed on the command console it resets itself to:

Unknown command: SEND for DESTROY!

But activity is idle.

I want this ship.... gimme gimme gimme :evil:
Looney
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Post by Looney »

reloaded another save......
capped it again in another sector.
Reckon, that it had a wingman on previous cap that mucked up its scripts or commands.
This attempt worked.
Walkaround = attack it away from all other AI police patrols.
CBJ
EGOSOFT
EGOSOFT
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Post by CBJ »

Problem to solution in two hours, and with no help from anyone. Nice work Looney. ;)
cucher
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Post by cucher »

But it's specific solution. Any capped ship should obey the player and don't recall previous commands. Sorry guys, it's actually a bug.
Scoob
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Post by Scoob »

Hi,

I've found that in Reunion too sometime a capped ship would retain it's last command, whether it be a 'fly to sector' or whatever.

What pretty much always got round it for me was issuing the ship an 'Attack All...' type command as this seemed to be a higher priority script so cleared the left over order.

Strange but true :)

Cheers,

Scoob.
Looney
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Post by Looney »

well i got the ship....
But, whether you wish to consider it a bug or not i suppose is debatable.
Consider this.....
The ship you cap is in a group.
I sent the group off after a kestral... to distract them so i could get the booty. After they destroy the kestral they are going to want to return to their wing leader.
If by the time they return they find me with ownership to ship....
and half battered, with little hull, no shields and no weps and a couple of my marines having a celebration party on board. Your gonna send it for destruction. ie the wingmen program it to go get destroyed. No?
If i enter it, while wingmen around, and i have ownership.... previously friendly wingmen and paranid patrols turn red.
So could be considered logical. Although, when captured under these circumstances, the game auto going to RELOAD of a save is the bug.
Anyways, hope this experiment of mine helps others, if only to know what to avoid.

Loons aka happy Hyperion owner :P
hitec
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Post by hitec »

I also just capped an hyperion tonight and I had same problem about taking off by itself even if you fly it. Damn came with everything too.....

Hitec

::Edit::
capped couple more times same thing every time. Followed it till destroyed by god. Can I cap this one on patrol?
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Sandalpocalypse
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Post by Sandalpocalypse »

Clear the homebase.
Irrational factors are clearly at work.
nitromethane
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?

Post by nitromethane »

it cant be that simple. can it?
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Sandalpocalypse
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Post by Sandalpocalypse »

Yep.

If it's homebased to a military outpost the outpost will keep trying to give it orders.

The game should probably clear homebases when you capture a ship, but o well.
Irrational factors are clearly at work.
nitromethane
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Post by nitromethane »

that sucks i had capped a heavy centaur prototype and couldnt get it to dock even with me in it so i let it fly around till it got creamed by a p
hitec
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Post by hitec »

Well tried homebase idea didn't work :( . I set it to my TL but it keep going back on patrol, I also tried clearing it. I capped it in Interworlds and it wants to goto Friar's Retreat, as soon as it goes through the south gate in Pontifex Seclusion god takes it :cry:

I have a save after cap, if anyone has anymore ideas please tell me, I want this ship.....

Hitec

P.S. I have a save before cap too.

:edit:
I also tried to give attack all orders, no good....
Even docked it, took off again....

::edit::
What other sector should I cap it in? If I try capping it in their sectors I am attacked by all Paranid in sector, It is why I capped it in Interworlds.
Looney
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Post by Looney »

as a rule of thumb, when trying to cap AI police ships.
I would suggest waiting until they go into a pirate sector.
ALSO.....
If they have ships following it...
They need to be taken out.. or cap it when it has no wingmen, as i suspect its the wingmen causing the probs.

Taking a ship in a pirate sector, and with no wingmen, and away from all other ships should work. I got it to work, TWICE on two different ship types. And with maintaining a good rep after the fact.
hitec
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Post by hitec »

I finally cap it in another sector and it stayed mine. :twisted: :)

Hitec
Looney
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Post by Looney »

congrats mate
hitec
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Love this Ship

Post by hitec »

Man this is a great ship for a M6, 8 ISR's main guns (with power to run the ISR's up front) and 6 turrents (6 hepts front, 6 FBL's back plus holds 2 fighters). 1 gig shields, 169 max speed and handles like a dream. :wink:

Hitec

:EDIT:
Opps only 4 turrents & 4 hepts 2 in each turrent

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