[AL PLUGIN]Conflicts Official Release Thread - v0.85 released -> Collaboration works!

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SpenzOT
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Post by SpenzOT »

Mavor wrote:Yup spenz looks like the v1.3 so called "fixed lockups caused by third party scripts" actually is now causing a lockup. I'm not sure how i'm going to catch where this crash is coming from, since there are no options to examine what part of the script was running before the crash.

I will experiment with changing some of the functions but as of now I have no idea how to debug a crash that happens random times into a game....
Well actually I still have 1.21. I use the steam version so no update for me. That is disconcerting news though. I was kind of hoping that whole lockup thing would be solved.

Edit: Ok I have localized the scripts that might cause the crashing.

MARS 4.03 (I suspect this one is the culprit)
Salvage Command Software 3.04 (not the script by Cycrow)
Marauder Shipyard 0.3

These are the 3 scripts that I had changed since my last 'stable' period. I am hedging all my bets on MARS (which makes me cry because it is such an awesome script), but I need to try the rest of them.
999-JAY-999
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Post by 999-JAY-999 »

I have a stable game... not had a crash.

Only script I have mentioned above is the :-

Salvage Command Software 3.04 (not the script by Cycrow)

So I do not think its to do with that....
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SpenzOT
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Post by SpenzOT »

Yeah it is MARS. I localized it to that. Sucks because MARS 4.02 was stable, but 4.03 is not.

It is an essential script for me as well, since it makes capital ships deadly and makes any ship with turrets so much easier to fly and manage effectively.

Bah.
DarthGeddes
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Post by DarthGeddes »

My thoughts so far is it is a little too violent, as in hectic. I went afk for about 15mins while repairing a ship and when I came back there were like 20+ unread messages.
The system for taking sectors is great, my personal preference would be no conflicts fleets, just that basic system of being able to take sectors, as I prefer a sector changing hands to be a rare occasion.
999-JAY-999
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Post by 999-JAY-999 »

I agree with the above, sector ownership preferably should change hands at rare occasions, right now they are flipping from one race to another at a alarming rate.

This is only my personal opinion, you the script writer might just want this the way YOU want it.... :wink:

Its all good stuff, and I hope you dont mind such feedback.
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bounty_hunter66
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Post by bounty_hunter66 »

Can sectors be owned by the player if the player destroyes all station and ships within a sector? In other words the player being a race and to be able to conquer
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Neven87
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Post by Neven87 »

I was wondering if it would be a possibility to add a feature where the race alliance could be set by the player through the AL setting menu?

so maybe the player could set the argon and split to alliance 1 the boron and teladi to 2 and so on and so forth.
Dreadmancer
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Post by Dreadmancer »

Howdy,

I am in love with this idea, it adds a risk kinda flavor to X3 *high pitched voice* HAWT!

Anywho...

Constant incoming messages is annoying that tone played grinds at me after a while :S
Whenever I put SETA on for say more than 5 minutes at a time the game freezes and loops whatever sound was playing at the time of the freeze, I have tried adjusting the SETA speed and the freeze occurs regardless of whether it's 10x or 2x. I usually get around 70 - 90 FPS though SETA always drops it to below 20 after installing Conflicts, anywho...

I must see this script complete and working, I don't think I could venture into the X-universe without it anymore, I've been spoiled.

Edit: Correction, it freezes anyway, SETA doesn't cause it.
Feujak
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Post by Feujak »

A random idea : Allow the player to create stations from ore, silicon etc, and X3 become a RTS :)
Mavor
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Post by Mavor »

Think i fixed the crash/lockup. Please report if you find a freeze, and save often so if you DO find a freeze/crash you might be able to figure out what is causing it. :D

I'm testing it right now but i haven't been able to find a crash as of 0.83c.

**updated to 0.83c
999-JAY-999
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Post by 999-JAY-999 »

Thanks for the update.. :)

Pleased to hear about the 'none' message issue.
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amirite
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Post by amirite »

Hey has anyone made any progress on troubleshooting this along with Race Patrols? Is anyone using both at once right now? How has your experience been so far?

I really wanna try out this mod but I just can't give up the housekeeping that RP does on the Patrols. The way they work is just a million times better, and using it in tandem with this would make the military/conflict aspects of the game that much better.
-TEVE
adecoy
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Post by adecoy »

do these added *conflict* ships work with bail scripts?
Mavor
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Post by Mavor »

Well, they should work with bail scripts... what has you experience been so far?
Mavor
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Post by Mavor »

Race patrols works fine now, at least in my experience.
SpenzOT
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Post by SpenzOT »

Hey Mavor did you do your testing with MARS 4.03? I downgraded to 4.02 and it is completely stable when 4.03 was crashing all the time.
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Neven87
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Post by Neven87 »

they do work with bail scripts.
ediko
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Post by ediko »

The script is awesome , but it messed up my game. I was doing the goner plot and was delivering goods for them , but then the terrans took over their sector and the goner ship just disappeared :( Is there any way the player can configure which races are at war ? I just want them to leave the goners alone, but anyways great script. :roll:
Mavor
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Post by Mavor »

Ah yea... i guess it goes without saying that when a race goes to war and starts obliterating others the story missions are going to get obliterated most of the time... guess I should put a disclaimer up.

**Also... I had to make a decision... leaving invulnerable ships and stations in the game makes it very difficult to code a working automated sector takeover script, because I have to make exceptions for invulnerable ships. The easier way was to just get rid of invulnerable ships after a military force has taken over the sector so... yea.

Note however that the invulnerable ships/stations WILL respawn eventually and they will be under the current sector owners control... so you can do the story mission later, after they have respawned ok? :P
adecoy
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Post by adecoy »

Mavor wrote:Well, they should work with bail scripts... what has you experience been so far?
im not shure, i havent found any conflict ships weak enough for me to kill heh, im in a m5, i will let you know when i can test it

the last option in the menu has the default number cut out by the menu sides, i was wondering what the default number of ships was

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