RRF (Race Response Fleets with Race Wars) 2.2 21/9/10

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wwdragon
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Post by wwdragon »

Cool. :)

In mine they weren't really slow, so much as coming one at a time, one after another and getting slaughtered :lol:
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ympcylo
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Post by ympcylo »

Hi LV

It looks like the invasion has been stopped and the RRF isn't working properly anymore in your latest update.
I've set the timer for invasion to 20 and after a day running with seta still nothing has happend the drone donation facillity is working fine. When i look in rff skirmish I see that system Faded dream and 1 system more have skirmish detection but when I get there I see nothing going on( there is peace ) and no attackers there.

Befor this latest patch it all worked fine also with Military base revamp for the responce fleet.

I like this mod please tell what I doing wrong.

edit LV nothing, i found a problem. Will be uploading soonish
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LV
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Post by LV »

2.2 uploaded

[ external image ]





Detailed Changelog.......

I think i've fixed most reported issues and also broken something new :)


------------------

install/uninstall


remove previous rrf if you have it


install 2.2

load game turn off rrf via alp menu run for at least 7 mins until the rrf hotkey menu shows the uninstall options (see FP for more)



run uninstaller via hotkey interface

wait 10 mins minimum

turn back on, pick settings...... disco
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
Thrandisher
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Post by Thrandisher »

Since im starting a new game, ill try this with it.
The mongrels will never get over THIS wall.
ympcylo
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Post by ympcylo »

Tested the new version

response fleet is now showing "correctly" but....... invasion still is no go. After 4 hours playtime still no invasion occurred.
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LV
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Post by LV »

so you have them turned ON and have set a time?

havn't had any problems testing
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
ympcylo
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Post by ympcylo »

LV wrote:so you have them turned ON and have set a time?

havn't had any problems testing
yes i did also uninstalled it too.
Response works fine. Time is set to 20 min.
wwdragon
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Post by wwdragon »

Wow! I just watched my first invasion the other night and it went quite well... for the defenders! 8)

I'm going to ramp up the invasion amounts and see what happens.
I use MARS with all ships, so it did turn into a slideshow at times.... but it was so worth it! :D
Last edited by wwdragon on Wed, 29. Sep 10, 21:17, edited 1 time in total.
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aka1nas
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Post by aka1nas »

Is there a way to disable the RRF ships from spamming Hammerhead missiles? They have a tendency to blow themselves or my ships up a lot when they attack enemies spawned during missions.

I also ran into a few cases today where an RRF ship kept shooting a ship after it had bailed and was neutral. Not just shots still in the air, but it actually came across the sector spamming Hammerheads at the bailed ship (which I intercepted at a safe distance) and then once it got close unloaded it main guns and took out the ship. I then popped it's Hammerhead salvo right in front of it and blew it up in retribution.
Anunnak
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Post by Anunnak »

I was wondering how do I go about repairing my rep with a faction? Missions like normal?

I'm asking because I'm confused about the donation centers and the diplomacy menu. I'm playing as a Pirate with Pirate guild installed and their enemies switch according to how much damage they do to the guild.

It was the Paranid who were the current enemy when I joined the guild, so I took my newly capped Tresher(it was already in combat so I just took advantage of it) and proceeded to eliminate their transports, I took on a Zeus that jumped into the sector, staying out of their range it was easy picking.

Now the Argon, Paranid and Split are my enemies. I thought I could use the diplomacy settings to repair my relations with the split and argon.

Can I get some clarification as to the proper use of Diplomacy and the Donation centers?

Thanks
PattyMac
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Post by PattyMac »

Hey LV i seemt o be having a problem in the latest X3 TC update Aldrin is spawning infinite Responce Springblossums and i cant jump into the system, if i Do i lock up immediately

Edit*
Ok seemed to have stemmed the problem, i generated 3 xenon m1's on top of them and gave them god mod they killed off all the spring blossums not sure why it happened tho

Second Edit*
Turns out i didnt get rid of the problem the entire aldrin campaign was corrupted and bugged either by rrf, crows cheats, or mars. So i had to revert back a much earlier save

Third and Final edit for now*
After a complete uninstall aldrin plot works again. with the earlier save game RRF changes the systems so the gates are already activated and therefore mission cannot be completed
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LV
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Post by LV »

aka1nas

Q: Is there a way to disable the RRF ships from spamming Hammerhead missiles

A: not without pm'ing me and being prepared to edit scripts i tell you to girlpants


Q: I also ran into a few cases today where an RRF ship kept shooting a ship after it had bailed and was neutral

A: hence the "Wipe Claimed Ship Database" option in the interface

Anunnak

Q: Can I get some clarification as to the proper use of Diplomacy and the Donation centers

A: Buy from don centres to increase rank with station and sector race or pay xxx credits to x race


PattyMac

hmn interesting but i don't know how to fix bar doing the aldrin plot myself which ain't gonna happen :)
PattyMac
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Post by PattyMac »

simple fix is do it first then install RRF tis what i did and worked wonderful. It just Activates a Gate that the is supposed to activate that would ordinarily go to terran unknown 1 but instead leads to aldrin again... No biggy
ympcylo
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Post by ympcylo »

ympcylo wrote:
LV wrote:so you have them turned ON and have set a time?

havn't had any problems testing
yes i did also uninstalled it too.
Response works fine. Time is set to 20 min.
Found my problem. it's the save file that was corrupted. :evil:

No problems at all with new game.

Thx for your time and efford LV
Damian Swift
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Post by Damian Swift »

Hi, i tried this mod a few months ago, and it worled well, apart from all the TL's in the universe dissapearing :-(

which ruined the game (i hadn't enough to buy a TL in the game)

I was wondering, is the new version working? (as in TL's still in the universe?)

Thanks
Sublogics
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Post by Sublogics »

Today i have noticed the same problem with TLs.
Was wondering i havent seen a TL since weeks. So i searched for them with Scorps Map galactic wide ship search. Result: They all exist but are parked in "sector null (0,0)" which is (for me) unknown and not accessable.

I guess the easiest way is to destroy them so that they can respawn correctly - but how?
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lefthandblack
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Post by lefthandblack »

First of all, let me say that this is an awesome mod. After playing with it for
a while, I don't think I could go back to playing without it. Unfortunately, it
looks like I may have to.

I have tried two new games with this enabled and both of them end up with infinite loop lockups and corrupted saves after roughly 24 hours of real time play. The first game was a bankrupt assassin start. The second time was a custom game with no plots, both ended the same way.

It starts out with an occasional freeze on jumping and eventually progresses to a corrupted save that will freeze within thirty seconds of loading. After the first game I removed a couple of scripts that I thought might have been causing a conflict, the first was Litcube's Phanon Corporation and the other one was Invasion Warnings by ThisIsHarsh. It was easy to imagine how Invasion warnings might cause a conflict and Phanon corporation creates ships so I got rid of it as well.

I started the second game with these scripts, adding each one, one at a time, letting it do it's thing and saving, adding RRF last:
[ external image ]

The spk's with the LH prefix are spk's from other authors that I packed myself, with their respective non-script files packed into my personal merge mod installed as a false patch. They are:

Complex Cleaner 4.06 by Gazz
Super Tractor Beam by Gazz
Mobile Repairs by Graxster
MARS by Gazz
Missile Safety by Gazz
OOS rebalance by Gazz

Both games started off great, everything was working, performance was great, but eventually ending up unplayable due to lockups. The custom game I just tried to play has a time of 1-04:25 on the last save.

LV, I read earlier in the thread about a debug option for RRF, I don't see it
in the current version. If there is a way to enable it maybe I can find out what's happening. Also, does anyone know of known incompatabilities with the scripts I'm running and RRF?
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Phobocaster
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Post by Phobocaster »

I am sad to report similar problems as the previous paster. After checking all my hardware and reinstalling, I have concluded that this mod is the most likely cause of a lot of trouble for me. Sometimes, I jump into sectors, and after the tunnel animation, the game won't load. Sometimes, it seems that the game freezes at a specific time if I stay in a sector, like an inevitable countdown to the apocalypse. And it occasionally freezes during combat, especially if another script is executed, like when launching a bunch of MARS goblins. This is too bad, because I like the idea behind the mod. Maybe it's because I was trying to run RRF and SRM+CMOD4 at the same time.
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LV
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Post by LV »

the debug options won't help all they do a spam info and allow you to call invasions at will

I am doing some testing at the moment so i'll keep reloading the same save to build up time

as most of my testing is done via seta in an empty sector i need to know if the lock only happens during jumping (i also turned off the jump animation years ago so try that)

i'll investigate, any detail is helpful
manticore83
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Post by manticore83 »

Hello,


Hmm, does this mod make the 1st mission of the Argon Patriot impossible to complete? I did a one-at-time mod installation, and when I installed this, it created the problem with the 1st mission where you're supposed to escort the Terran diplomats. A ship appears (the one with the blond-hair woman pilot), and you're supposed to follow her, but what happens after I install this mod is is that the blond-hair woman pilot keeps jumping her ship in and out of Omicron Lyrae at different points every second or two, making it impossible for me to follow her. Does anyone else have this problem? All other mods I've installed are minor mods except the Race Response.


Thanks.

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