[S] Race Patrols v1.43 22/01/09 ; Military logic + less CPU load
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I did some more testing, and it locks up no matter if its a drone or a ship that is destroyed. If nothing is destroyed, no lockup.
Sofar I have only tried destroying my own items, I will however try gunning down some hostiles and see if that locks up the game too.
Edit:
No, hostiles can be destroyed. As long as the item destroyed is not mine, everything works fine.
If I uninstall the script and mod, then load a save before I installed this then everything should be ok right?
Sofar I have only tried destroying my own items, I will however try gunning down some hostiles and see if that locks up the game too.
Edit:
No, hostiles can be destroyed. As long as the item destroyed is not mine, everything works fine.
If I uninstall the script and mod, then load a save before I installed this then everything should be ok right?
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Recon ships are already part of the standard game, they are also the ones that start race wars.Geaux wrote:Lancefighter wrote:As a minor question, if only to satisfy my curiosity; Would it be possible to somehow add a command (a ship custom command, for example, or a hotkey...) to send a message to the player detailing the 5 empire's current approximate values?
Also, I am wondering if you could possibly scale the credits earned per hour or whatever by how many sectors the race has, and how many are core or not. (i think i saw they added a new script command to check for core sectors..)
This way, its still possible to take them down, and keep them down...And if they own no sectors, they dont respawn anything. (unless they somehow regain a foothold in a unknown system somewhere.. hint hint)
you could add a lot of function to this.
have spy ships that need to be placed into a core sector within 100km of a equipment dock/shipyard/military outpost or something that will allow you to see how much reinforcement the race has left. no idea how workable that is but you could have it like giving a command once its within range that turns the ship into a adv satellite
recon ships that fly around looking for the spy ships/sat's.
recons that hunt for your ships/stations and call in a random sized fleet to attack. sometimes 3 m3's sometimes 3 m2's ect..
althou if this script removes the defencebase ships, then it will also remove this and the sector wars
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I am running this mod right now. Here is what i've noticed.
I'm currently in the process of wiping out paranid prime...basically no response from the paranid military (aside from the ships that were already in the sector). I've wiped out all enemy forces in the area and so far no reinforcements are arriving...am I to expect a military response while I'm attacking the sector or only after I try to claim it?
Also, I do believe your mod interferes with Mars "Goblins". They are destroyed immediately upon deployment.
I'm currently in the process of wiping out paranid prime...basically no response from the paranid military (aside from the ships that were already in the sector). I've wiped out all enemy forces in the area and so far no reinforcements are arriving...am I to expect a military response while I'm attacking the sector or only after I try to claim it?
Also, I do believe your mod interferes with Mars "Goblins". They are destroyed immediately upon deployment.
q6600 (@3ghz)
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an update. Ok, this may be working as was intended. However, I think what this may need is a level setting. ie: easy, medium, hard level. I am running MARS on a Battleship and any force that is sent into the sector is not sufficient to even make the ship sweat. So far the strongest resistance is a Paranid Zeus and it launched maybe 15 fighters but it was destroyed in a minute.
Not sure if this is possible but if the levels could be set like mentioned above to a 'hard' level it would be awesome if the force would set up at a rally point with 3-5 heavies and then invade the sector en mass.
I was expecting a larger repelling force for the attack but am only getting a slight trickle.
My 2 cents.
Not sure if this is possible but if the levels could be set like mentioned above to a 'hard' level it would be awesome if the force would set up at a rally point with 3-5 heavies and then invade the sector en mass.
I was expecting a larger repelling force for the attack but am only getting a slight trickle.
My 2 cents.
q6600 (@3ghz)
4 gb ram
8800gtx
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4 gb ram
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First, Recon and basedefence ships are not affected by either of the mod version there. The script itself doesn't remove anything.
You can remove this by removing the files and loading a save before this started the first time. You can also just remove the scripts and mod, if you do not wish to load earlier save. You should have nothing more that some leftover junk flying about, until something kills them. However, proper uninstall is done by toggling the AL option off, and removing the scripts after about 2 game days.
As for the goblins, or destructions, I have no idea. I will try to destroy my stuff, and see. Can't think of how it could possibly be linked.
Lordlexus : if this script runs properly, you should see a "Patorl M3+" ship there, being tailed by some "Patrol M4"s. The assault wings are "Assault smthg" If you don't see them, it's not working (yet?). It takes a few game hours initialization before the first patrols are set to each sector. If you claim the sector for your own, there are no more raids by this script (it works by checking sector ownership, and after you claim it with a 3rd party script, I leave it for the creator of that script to provide what attacks there should be to re-claim). The script also doesn't use M1s, so you ran into something else.
The force you should run against in a shipyard sector like Paranid Prime should consist of couple dozen or so M2s thrown at you 3 at a time. Plus escorts.
EDIT: I can't reproduce the effect of locking up by killing my own stuff. If this conflicts with MARS, please report (I do not use MARS).
You can remove this by removing the files and loading a save before this started the first time. You can also just remove the scripts and mod, if you do not wish to load earlier save. You should have nothing more that some leftover junk flying about, until something kills them. However, proper uninstall is done by toggling the AL option off, and removing the scripts after about 2 game days.
As for the goblins, or destructions, I have no idea. I will try to destroy my stuff, and see. Can't think of how it could possibly be linked.
Lordlexus : if this script runs properly, you should see a "Patorl M3+" ship there, being tailed by some "Patrol M4"s. The assault wings are "Assault smthg" If you don't see them, it's not working (yet?). It takes a few game hours initialization before the first patrols are set to each sector. If you claim the sector for your own, there are no more raids by this script (it works by checking sector ownership, and after you claim it with a 3rd party script, I leave it for the creator of that script to provide what attacks there should be to re-claim). The script also doesn't use M1s, so you ran into something else.
The force you should run against in a shipyard sector like Paranid Prime should consist of couple dozen or so M2s thrown at you 3 at a time. Plus escorts.
EDIT: I can't reproduce the effect of locking up by killing my own stuff. If this conflicts with MARS, please report (I do not use MARS).
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It would be very nice if the patrols had their race name attached. Currently I have things like "Patrol Buster." While it's easy enough to associate ship to race, it'd be nicer if it were listed.
I didn't know there was a kill script. I've just been cheat-killing them as I see them. I'll go do that, then.
EDIT: Running the kill script multiple times as detailed in the OP doesn't seem to have any effect. Watching a nameless Centaur buzz around the center of Omicron Lyrae as we speak.
EDIT2: It finally worked after I actually targeted the unnamed Centaur. Although, I don't know if it touched any of the others yet.
I didn't know there was a kill script. I've just been cheat-killing them as I see them. I'll go do that, then.

EDIT: Running the kill script multiple times as detailed in the OP doesn't seem to have any effect. Watching a nameless Centaur buzz around the center of Omicron Lyrae as we speak.
EDIT2: It finally worked after I actually targeted the unnamed Centaur. Although, I don't know if it touched any of the others yet.
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for X3: Reunion
Any chance you can convert and post this script in the X3:Reunion Scripts & Mods Forumn. Won't get my X3:TC till xmas. I and many other slow gamers would appreciate this script.
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OOZ: You only need to run the aa.kill.name script once. You can check in your global scripts that it has started running. What it does, is go through every ship in the universe, and kill all ships with the same name as the one it was given as argument (so in this case, nameless). It will take some time (= hours) to do this, because of waits put in between to not interfere with normal running of the game.
Lordlexus: It will take max. some hours for the first patrols to appear. The script goes through each system, assigning them one at a time. With waits in between, so as not to interfere with the running of your game. Please check that your script editor is turned on, and that the AL option for "Race Patrols" is on. Then check your running global scripts. If there is one from racepatrols, it's still initializing (or making reinforcements and cleaning up).
duke: Unfortunately the X3 version of this is written for XTM mod, and the 0.7 version of that specifically. I'll be happy to post it, if you want to either use that, or convert it to the unmodded game. The point is that it uses XTM specific ships. Making it use only unmodded ships should make it readily workable in vanilla X3R. Currently, I have little interest in supporting several versions of this, I'm sorry to say.
Lordlexus: It will take max. some hours for the first patrols to appear. The script goes through each system, assigning them one at a time. With waits in between, so as not to interfere with the running of your game. Please check that your script editor is turned on, and that the AL option for "Race Patrols" is on. Then check your running global scripts. If there is one from racepatrols, it's still initializing (or making reinforcements and cleaning up).
duke: Unfortunately the X3 version of this is written for XTM mod, and the 0.7 version of that specifically. I'll be happy to post it, if you want to either use that, or convert it to the unmodded game. The point is that it uses XTM specific ships. Making it use only unmodded ships should make it readily workable in vanilla X3R. Currently, I have little interest in supporting several versions of this, I'm sorry to say.
Last edited by ttl on Tue, 18. Nov 08, 13:49, edited 1 time in total.
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I'm starting to see lot more "dead in water" assault groups than I did in X3R. Something has been changed, that makes something I don't understand interfere with this. These will be periodically cleaned up, at the same time reinforcements are made, so it's mostly an eyesore. But I should be able to re-work the logic to prevent this, as well as allow for more patrols in core sectors, now that we can access that. Stay tuned for the next version.
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WarKirby:
Yes, the big ones are exactly the ones this will remove. The smaller ones are escorts to the larger, and reducing them while keeping the big guyss would require some Jobs wizardry that is beoynd me, and I have no desire for. I've seen those cap ships aplenty, they're only cute in a fight, and the ones bumbling around core sectors never do. Removing the big ones gets rid of the over-abundant escorts as well.
You are free to create your own version via editiong Jobs to go with this, if you are so inclined, and capable. If you think it possibly valuable to others, I would happily post it up on the front page here, with credits due to you.
lordlexus:
Working on it, have some things done, I think I managed to make some improvements. Nothing definite, especially on what could possibly cause hangups or CTDs. Needs testing, though, and my time is limited. Expect to be posted next week the latest. Have you seen some patrol ships already? Also, have you seen my previous reply to you, what did you find out by doing that?
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So far I have got one report on hangups and another on unspecific CTDs. Both seem isolated. So I'm not terribly concerned, but any information my way is greatly appreciated.
Yes, the big ones are exactly the ones this will remove. The smaller ones are escorts to the larger, and reducing them while keeping the big guyss would require some Jobs wizardry that is beoynd me, and I have no desire for. I've seen those cap ships aplenty, they're only cute in a fight, and the ones bumbling around core sectors never do. Removing the big ones gets rid of the over-abundant escorts as well.
You are free to create your own version via editiong Jobs to go with this, if you are so inclined, and capable. If you think it possibly valuable to others, I would happily post it up on the front page here, with credits due to you.
lordlexus:
Working on it, have some things done, I think I managed to make some improvements. Nothing definite, especially on what could possibly cause hangups or CTDs. Needs testing, though, and my time is limited. Expect to be posted next week the latest. Have you seen some patrol ships already? Also, have you seen my previous reply to you, what did you find out by doing that?
**
So far I have got one report on hangups and another on unspecific CTDs. Both seem isolated. So I'm not terribly concerned, but any information my way is greatly appreciated.
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I too have had some random lockups and hangs now.... So far have not been able to figure out anything specific with the scripts installed...
Also, to clarify, I can use this without the MOD file itself correct? It will just create race patrols along with all the other ships that already exist in the universe right? This is what I want. I do not want to delete or remove anything already existing in the game. My system does fine with 10 or 40 ships in sector..... I too get the slow down after I play for a while but the fact i can play with numerous ships at least for some time tells me the FPS issue is not due to to many ships in a sector at once..
Thus I want to use the patrol scripts, just not modify anything by removing or deleting existing ships, features and so forth....
Also, to clarify, I can use this without the MOD file itself correct? It will just create race patrols along with all the other ships that already exist in the universe right? This is what I want. I do not want to delete or remove anything already existing in the game. My system does fine with 10 or 40 ships in sector..... I too get the slow down after I play for a while but the fact i can play with numerous ships at least for some time tells me the FPS issue is not due to to many ships in a sector at once..
Thus I want to use the patrol scripts, just not modify anything by removing or deleting existing ships, features and so forth....
Take it light.....
Malakie
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Malakie
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