Expensive Vanilla Scripts

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Litcube
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Post by Litcube »

thecursed01 wrote:
joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
Good to know. So waiting for the next version...

must...resist...evil..urge...to exploit...hunting M1....
Have you noticed this too?
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Litcube
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Post by Litcube »

I can't replicate this behaviour. If I see it happen, I'll investigate.
Ageis
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Post by Ageis »

I am seeing a lot of carrier type (M1 TM etc) ships just sitting round doing nothing. Is there anyway to look and see what script the ships are currently running, and If I could would that information be any use to you?
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LV
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Post by LV »

in the se look for additional information and set to ON, this then allows scrolling down the ship interface and shows running scripts

sometimes you can even flip the owner race to player to log what's running if you need to see if the running script is dead/looping
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Litcube
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Post by Litcube »

Ageis wrote:I am seeing a lot of carrier type (M1 TM etc) ships just sitting round doing nothing. Is there anyway to look and see what script the ships are currently running, and If I could would that information be any use to you?
Not for this. This doesn't effect the behaviour of the lead ships at all.
thecursed01
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Post by thecursed01 »

Litcube wrote:
thecursed01 wrote:
joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
Good to know. So waiting for the next version...

must...resist...evil..urge...to exploit...hunting M1....
Have you noticed this too?
I Just engaged a Xenon J in Xenon sector 596.
It started 3 L and one LX at about 15KM distance.

Boy, 20 all 5 star marines couldn't capture that thing :(
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Litcube
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Post by Litcube »

thecursed01 wrote: I Just engaged a Xenon J in Xenon sector 596.
It started 3 L and one
I don't understand. Are you reporting a bug?
A5PECT
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Post by A5PECT »

I think he replied to the wrong topic by accident.
Admitting you have a problem is the first step in figuring out how to make it worse.
thecursed01
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Post by thecursed01 »

Nope, that was an answer to your question whether I also noticed that M1 ships sit around and don't start fighters when attacked. And added a personal frustration experience :)


What I noticed since I run your script is, that I have difficulties docking at Corporate HQ stations like Terracorp or NMMC.
I get the message that docking isn't possible at the moment, like when too many ships are docked, although this seems to be not the case everytime. I got that at NMMC when 7 ships were docked, but also with 5.
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Litcube
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Post by Litcube »

thecursed01 wrote:Nope, that was an answer to your question whether I also noticed that M1 ships sit around and don't start fighters when attacked. And added a personal frustration experience :)


What I noticed since I run your script is, that I have difficulties docking at Corporate HQ stations like Terracorp or NMMC.
I get the message that docking isn't possible at the moment, like when too many ships are docked, although this seems to be not the case everytime. I got that at NMMC when 7 ships were docked, but also with 5.
What are you flying when you're trying to dock at those corp stations?
aka1nas
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Post by aka1nas »

Litcube wrote:
Ageis wrote:I am seeing a lot of carrier type (M1 TM etc) ships just sitting round doing nothing. Is there anyway to look and see what script the ships are currently running, and If I could would that information be any use to you?
Not for this. This doesn't effect the behaviour of the lead ships at all.
I might be totally off-base with this one, but don't NPC ships stop when homebased fighters try to dock with them as a default behaviour?
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Litcube
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Post by Litcube »

aka1nas wrote:I might be totally off-base with this one, but don't NPC ships stop when homebased fighters try to dock with them as a default behaviour?
As default behaviour, yes.
thecursed01
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Post by thecursed01 »

Litcube wrote:
thecursed01 wrote:Nope, that was an answer to your question whether I also noticed that M1 ships sit around and don't start fighters when attacked. And added a personal frustration experience :)


What I noticed since I run your script is, that I have difficulties docking at Corporate HQ stations like Terracorp or NMMC.
I get the message that docking isn't possible at the moment, like when too many ships are docked, although this seems to be not the case everytime. I got that at NMMC when 7 ships were docked, but also with 5.
What are you flying when you're trying to dock at those corp stations?
M3 and TP
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joelR
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Post by joelR »

joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
Litcube,

It appears that the M1s that hang at 0ms with a full load of docked fighters are ones spawned by IR. Its the ships with "Response" in their names. So it may be an IR bug although I have not seen it reported in the IR thread so im leaving it here in case its a conflict with your scripts. I can confirm that when attacking other M1 they launch their docked fighters normally.

-joelR
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Litcube
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Post by Litcube »

joelR wrote:
joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
Litcube,

It appears that the M1s that hang at 0ms with a full load of docked fighters are ones spawned by IR. Its the ships with "Response" in their names. So it may be an IR bug although I have not seen it reported in the IR thread so im leaving it here in case its a conflict with your scripts. I can confirm that when attacking other M1 they launch their docked fighters normally.

-joelR

Yeah, I'm sketchy on releasing this. I have a feeling that this script is going to be blamed for child illness, vehicle failure, divorce, and natural disasters.
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joelR
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Post by joelR »

Yeah. I guess thats the trouble with beta testing in a modded game. EVERYTHING looks like a bug related to what youre testing. I imagine you end up spending alot of time chasing ghosts. Well if you decide to close the doors on this project I will continue using it. The bugs (if any really exist) are minor and the benefit gained is worth it but I completely respect the decision.
thecursed01
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Post by thecursed01 »

Litcube wrote:
joelR wrote:
joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
Litcube,

It appears that the M1s that hang at 0ms with a full load of docked fighters are ones spawned by IR. Its the ships with "Response" in their names. So it may be an IR bug although I have not seen it reported in the IR thread so im leaving it here in case its a conflict with your scripts. I can confirm that when attacking other M1 they launch their docked fighters normally.

-joelR

Yeah, I'm sketchy on releasing this. I have a feeling that this script is going to be blamed for child illness, vehicle failure, divorce, and natural disasters.
Can I pick natural disasters?
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Litcube
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Post by Litcube »

thecursed01 wrote:Can I pick natural disasters?
;)





@Joel:

Well, I don't think I'll shut the doors on it. I think I'll just take my time. I'm restarting a game currently, with about 14,000 ships on stack (now that I can, due to the performance room this script opens up).

I'll be on the lookout for anything unusual. But so far, I haven't been able to replicate any complaints since the bailing add-on bug.
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joelR
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Post by joelR »

Canadians are biologically incapable of causing harm to other humans I think.

EDIT: Unless playing Hockey
Vayde
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Post by Vayde »

I hope you get some positive results with your tests Litcube. Ideas like this are really break through stuff and will make a huge difference to those who are still with the game.

I've been using version 29b in my current game which is quite old now :) I have NPC Bailing addon, CAG, CLS 1&2 prospector, marine repairs, Station financial manager and ADS as my scripts, I only ever use one Mod, which we're still trying to improve on I might add :wink:

I've not had a single crash or had the game do anything unusual since I added 29b so I'll go on using it hoping as my game gets older the benefits will be greater.

Please keep up the great work you do, and were I not flat out testing the new stuff in our mod I would be happy to test out your stuff.
Still life in the old dog yet...

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