[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

primvirlaux
Posts: 55
Joined: Wed, 26. Oct 11, 18:55

Post by primvirlaux »

Sorry if my question was covered before, but at 60+ pages, it becomes tricky to find old information.

1) Is this mod compatible with X3-Unleashed (http://forum.egosoft.com/viewtopic.php?t=260355)?

2) And: is it "plot safe" (i.e. installations required for plot missions are not destroyed)?
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

.

All right, a problem.

I'm using this mod included in XRM, in the beginning everything worked fine, now i cannot access mod's configuration menu - when I try, game freezes in a loop, only ctrl+alt+del helps.

Otherwise game runs fine, I'm not sure that mod itself is functional though.

Any way to deal with that..?
Marvelous3175
Posts: 265
Joined: Mon, 26. Nov 07, 16:13
x3tc

Post by Marvelous3175 »

primvirlaux wrote:Sorry if my question was covered before, but at 60+ pages, it becomes tricky to find old information.

1) Is this mod compatible with X3-Unleashed (http://forum.egosoft.com/viewtopic.php?t=260355)?

2) And: is it "plot safe" (i.e. installations required for plot missions are not destroyed)?
1) I'm using it, too. And I haven't seen any problems so far.
(But it's hard to notice if Unleashed really is working.)

2) You shouldn't turn on the Xenon military bases, if you want to play the "New Home" Plot. In my game deca and its escorts were gone and I couldn't finish the Plot.
(If you just want the reward use All Plots Complete)
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

Marvelous3175 wrote: 2) You shouldn't turn on the Xenon military bases, if you want to play the "New Home" Plot. In my game deca and its escorts were gone and I couldn't finish the Plot.
(If you just want the reward use All Plots Complete)

I didn't enable xenon bases, xenon seem like dangerous enough even now.

I know about 'all plots completed' but didn't want to enable it, it gives you too much right in the beginning. Maybe I'll finish some plots later, maybe I won't, doesn't matter really.
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

OK guys, I'm looking into the invasion issue as a priority. Hopefully tonight/tomorrow I will release a new version (along with a boatload of performance optimisations, largely thanks to Litcube's http://forum.egosoft.com/viewtopic.php? ... la Scripts thread).


@primvirlaux: MBR is not plot-safe right now, that is the next big feature I want to add. If you turn off invasions/takeover and Xenon, and keep relation settings at default, then it should be fairly plot-safe.


@deca.death: most likely cause for the config menu causing a freeze is if you are using an old version of the JSON parser.


@Scoob: stations far outside the sector won't be detected by a threat scan, that is/was intentional. I expected other plugins might want a station to remain hidden for players to find via exploration/missions/whatever. I can see that it may cause issues with takeovers though, I'll look into that.


@paulwheeler: once you disable invasions, the active invasion should continue, but no new ships will be called in, and once all enemies are dead, they should return to their own territory.

If takeover is disabled, and relations are set to default, and only invade border sectors is enabled, then I can imagine that only leaves a few candidate sectors to invade, hence always the same ones.

Invasions and sector defense actually use 99% of the same code, it's mainly just the GNS message that is different. I.e. there is no specific 'decision' to invade - no global command script that decides where to invade. Enemies are scanned for by Recon ships, or by a big ship being killed, and if there are sufficient ships available they are sent in - this is the same for defense and invasions (though defense is now prioritised).

Abandoning an invasion is something I have looked at, but it is quite annoying if you are enjoying some nice fireworks, then suddenly ships jump away. Actually, this already happens, but to a limited degree (i.e. ships invading, but not actively attacking, can be called away for defense or other invasions).

Escorts not jumping with their leader is an issue - the logic to refuel escorts needs some thought. At the moment the escorts will become a separate patrol group, but patrol in the direction of their leader (so they're not 'lost' as such). I think this method works quite well for the time being, personally.

Grrr, dammit, menu issue. I wish I knew how to reproduce that. If it's still happening with this latest version then I will have to think of something else to try.



@MegaBurn: I do like the RRF/IR idea of dynamic race relations, but implementing it properly requires a lot of trial-and-error mega testing sessions. I want to implement it, but obviously there are a few issues/features that need working on first.

About stability issues. AFAIK noone else has reported this. You mention logs, so I take it that you have enabled debug mode? That should be pretty much infinite-loop-proof (at the expense of performance). I am assuming your crashes are freezes, rather than crash-to-desktop? - if they are CTDs then it is most likely a mod issue. I have had problems with MBR spawning broken ship models and causing CTDs.


@dreis/Nemesis_87: The GNS doesn't report invasions by default, that is an MBR thing. The default GNS articles are just eyecandy and don't reflect the state of the game. There are invasions in vanilla (unreported - unless you use my Invasion Warnings plugin), but they are pitiful, so MBR was originally written to replace them (then it grew, and grew...).
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

OK guys, I'm looking into the invasion issue as a priority. Hopefully tonight/tomorrow I will release a new version (along with a boatload of performance optimisations, largely thanks to Litcube's http://forum.egosoft.com/viewtopic.php? ... la Scripts thread).


@primvirlaux: MBR is not plot-safe right now, that is the next big feature I want to add. If you turn off invasions/takeover and Xenon, and keep relation settings at default, then it should be fairly plot-safe.


@deca.death: most likely cause for the config menu causing a freeze is if you are using an old version of the JSON parser.


@Scoob: stations far outside the sector won't be detected by a threat scan, that is/was intentional. I expected other plugins might want a station to remain hidden for players to find via exploration/missions/whatever. I can see that it may cause issues with takeovers though, I'll look into that.


@paulwheeler: once you disable invasions, the active invasion should continue, but no new ships will be called in, and once all enemies are dead, they should return to their own territory.

If takeover is disabled, and relations are set to default, and only invade border sectors is enabled, then I can imagine that only leaves a few candidate sectors to invade, hence always the same ones.

Invasions and sector defense actually use 99% of the same code, it's mainly just the GNS message that is different. I.e. there is no specific 'decision' to invade - no global command script that decides where to invade. Enemies are scanned for by Recon ships, or by a big ship being killed, and if there are sufficient ships available they are sent in - this is the same for defense and invasions (though defense is now prioritised).

Abandoning an invasion is something I have looked at, but it is quite annoying if you are enjoying some nice fireworks, then suddenly ships jump away. Actually, this already happens, but to a limited degree (i.e. ships invading, but not actively attacking, can be called away for defense or other invasions).

Escorts not jumping with their leader is an issue - the logic to refuel escorts needs some thought. At the moment the escorts will become a separate patrol group, but patrol in the direction of their leader (so they're not 'lost' as such). I think this method works quite well for the time being, personally.

Grrr, dammit, menu issue. I wish I knew how to reproduce that. If it's still happening with this latest version then I will have to think of something else to try.



@MegaBurn: I do like the RRF/IR idea of dynamic race relations, but implementing it properly requires a lot of trial-and-error mega testing sessions. I want to implement it, but obviously there are a few issues/features that need working on first.

About stability issues. AFAIK noone else has reported this. You mention logs, so I take it that you have enabled debug mode? That should be pretty much infinite-loop-proof (at the expense of performance). I am assuming your crashes are freezes, rather than crash-to-desktop? - if they are CTDs then it is most likely a mod issue. I have had problems with MBR spawning broken ship models and causing CTDs.


@dreis/Nemesis_87: The GNS doesn't report invasions by default, that is an MBR thing. The default GNS articles are just eyecandy and don't reflect the state of the game. There are invasions in vanilla (unreported - unless you use my Invasion Warnings plugin), but they are pitiful, so MBR was originally written to replace them (then it grew, and grew...).
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

OK guys, I'm looking into the invasion issue as a priority. Hopefully tonight/tomorrow I will release a new version (along with a boatload of performance optimisations, largely thanks to Litcube's Expensive Vanilla Scripts thread).

EDIT: by the way, there is a 'bug' of sorts (i.e. it is a vanilla script issue), which you guys maybe experienced, where a ship that is waiting for fighters to dock gets attacked, then just sits there forever. This is fixed ready for the next version.


@primvirlaux: MBR is not plot-safe right now, that is the next big feature I want to add. If you turn off invasions/takeover and Xenon, and keep relation settings at default, then it should be fairly plot-safe.


@deca.death: most likely cause for the config menu causing a freeze is if you are using an old version of the JSON parser.


@Scoob: stations far outside the sector won't be detected by a threat scan, that is/was intentional. I expected other plugins might want a station to remain hidden for players to find via exploration/missions/whatever. I can see that it may cause issues with takeovers though, I'll look into that.


@paulwheeler: once you disable invasions, the active invasion should continue, but no new ships will be called in, and once all enemies are dead, they should return to their own territory.

If takeover is disabled, and relations are set to default, and only invade border sectors is enabled, then I can imagine that only leaves a few candidate sectors to invade, hence always the same ones.

Invasions and sector defense actually use 99% of the same code, it's mainly just the GNS message that is different. I.e. there is no specific 'decision' to invade - no global command script that decides where to invade. Enemies are scanned for by Recon ships, or by a big ship being killed, and if there are sufficient ships available they are sent in - this is the same for defense and invasions (though defense is now prioritised).

Abandoning an invasion is something I have looked at, but it is quite annoying if you are enjoying some nice fireworks, then suddenly ships jump away. Actually, this already happens, but to a limited degree (i.e. ships invading, but not actively attacking, can be called away for defense or other invasions).

Escorts not jumping with their leader is an issue - the logic to refuel escorts needs some thought. At the moment the escorts will become a separate patrol group, but patrol in the direction of their leader (so they're not 'lost' as such). I think this method works quite well for the time being, personally.

Grrr, dammit, menu issue. I wish I knew how to reproduce that. If it's still happening with this latest version then I will have to think of something else to try.


@MegaBurn: I do like the RRF/IR idea of dynamic race relations, but implementing it properly requires a lot of trial-and-error mega testing sessions. I want to implement it, but obviously there are a few issues/features that need working on first.

About stability issues. AFAIK noone else has reported this. You mention logs, so I take it that you have enabled debug mode? That should be pretty much infinite-loop-proof (at the expense of performance). I am assuming your crashes are freezes, rather than crash-to-desktop? - if they are CTDs then it is most likely a mod issue. I have had problems with MBR spawning broken ship models and causing CTDs.


@dreis / Nemesis_87: The GNS doesn't report invasions by default, that is an MBR thing. The default GNS articles are just eyecandy and don't reflect the state of the game. There are invasions in vanilla (unreported - unless you use my Invasion Warnings plugin), but they are pitiful, so MBR was originally written to replace them (then it grew, and grew...).
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
User avatar
Ikaruga
Posts: 376
Joined: Fri, 30. Jan 04, 14:26
x4

Post by Ikaruga »

Hey !

Has anyone tested this mod with XTC ? If so, does it work well ?

The description really makes me want to give it a try !
If brute force doesn't solve your problems, then you aren't using enough
Scoob
Posts: 11159
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Thanks for the reply ThisIsharsh, makes sense. At least I know where to build now, considering I'm hated by everyone except Pirates at Teladi :)

Looking forward to the next version.

Scoob.
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

ThisIsHarsh wrote: @deca.death: most likely cause for the config menu causing a freeze is if you are using an old version of the JSON parser.
It looks like you were right. Strange because I've installed new version just a few weeks ago, but I don't care, it works now :D
MegaBurn
Posts: 278
Joined: Mon, 30. Jan 06, 15:52
x4

Post by MegaBurn »

Crashes are CTD, probably one of the placeholders or something else not normally used in XRM, If its in XRM 1.12 I'll identify the culprit in my next testing session, for the ship exclusion list and/or for Paul to fix.

For dynamic faction relations, there are some other scripts around, might be easier to merge or hook into them instead of creating something from scratch. I'll do some checking, and have another look at the RRF code too.

Btw, I'm also seeing the config menu text bugs and everything Paul reported. Except whenever I change MBRR settings I do a "soft" uninstall install-update cycle, this resolves any problems, and RRF always resolved any lingering invasion ships so long as a sector wasn't claimed. I'm planning on a script/mod rebuild on a clean install tomorrow, I'll take notes on what I'm installing and how its configured, maybe that can help track down the menu text problem.
"Only the dead have seen the end of war." -Plato
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Hey, I got a problem and sorry if its been covered. When I went to cash in some prestige points it says I have "null44111111111111111114488" military points.

So im thinking I should delete whatever file is used to store this information. Got any idea what wrong or if Ive messed something up.
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

NOValdemar wrote:Hey, I got a problem and sorry if its been covered. When I went to cash in some prestige points it says I have "null44111111111111111114488" military points.

So im thinking I should delete whatever file is used to store this information. Got any idea what wrong or if Ive messed something up.
Very wierd! Try the config menu option "Reset prestige to zero", then let me know if you have further problems.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Thanks, I should have thought of that myself. Im not really sure how it happened. If it happens again Ill let you know exactly what Ive been doing.

FYI i run XRM and pirate guild, and of course a few smaller scripts.
Terranigma
Posts: 606
Joined: Sun, 20. Jun 04, 01:07
x3tc

Post by Terranigma »

NOValdemar wrote:Thanks, I should have thought of that myself. Im not really sure how it happened. If it happens again Ill let you know exactly what Ive been doing.

FYI i run XRM and pirate guild, and of course a few smaller scripts.
This happens when you want to get money for prestige and you don't enter a number and exit this with pressing Escape.
"Es gibt zwei Dinge, die unendlich sind, das Universum und die menschliche Dummheit, aber beim Universum bin ich mir noch nicht ganz sicher " ( Albert Einstein )
Marvelous3175
Posts: 265
Joined: Mon, 26. Nov 07, 16:13
x3tc

Post by Marvelous3175 »

1.) Sorry to say that, but MBRR is still spawning COEDA Weapons bases. Is the problem maybe that they have hangar bays ??

2.) Today i wanted to introduce me as an enemy to the Paranid. Therefore I attacked a rearguard Odysseus (a General) who was invading an Argon sector. The problem was that he didn't turn red. He really tried but every time he turned instantly back to blue and I could destroy him without any resistance.
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Terranigma wrote:
NOValdemar wrote:Thanks, I should have thought of that myself. Im not really sure how it happened. If it happens again Ill let you know exactly what Ive been doing.

FYI i run XRM and pirate guild, and of course a few smaller scripts.
This happens when you want to get money for prestige and you don't enter a number and exit this with pressing Escape.
Yepp that's what I did! now I know not to do it.
Scoob
Posts: 11159
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Hi ThisIsHarsh,

Quick query...

I have invasions Enabled, Takeovers Disabled, but Invade Pirate Sectors OFF for all races bar the Xenon. However, I still see pirate sectors being invaded all the time by the main races - except Teladi.

Is this a glitch or is it working as it should?

I'm trying to have some inter-race conflict, with Xenon having fun too, yet preserve the Pirate sectors as a no-go area for the races. I'd hoped by allowing invasions, but not Pirate Sector invasions, that's what I'd get.

Cheers,

Scoob.
Marvelous3175
Posts: 265
Joined: Mon, 26. Nov 07, 16:13
x3tc

Post by Marvelous3175 »

Scoob wrote:Hi ThisIsHarsh,

Quick query...

I have invasions Enabled, Takeovers Disabled, but Invade Pirate Sectors OFF for all races bar the Xenon. However, I still see pirate sectors being invaded all the time by the main races - except Teladi.

Is this a glitch or is it working as it should?

I'm trying to have some inter-race conflict, with Xenon having fun too, yet preserve the Pirate sectors as a no-go area for the races. I'd hoped by allowing invasions, but not Pirate Sector invasions, that's what I'd get.

Cheers,

Scoob.
A few hours ago in my game, a Boron fleet took the Split Sector Patriarch's Conclusion, a centrel sector. The setting "Sector takeover race settings - only border sectors" is "ON" for all races, but invasions are enabled. Is something not working right or did i do a mistake. (I want race invasions in all sectors, but only sector takeovers in border sectors.)
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

Marvelous3175 wrote:
Scoob wrote:Hi ThisIsHarsh,

Quick query...

I have invasions Enabled, Takeovers Disabled, but Invade Pirate Sectors OFF for all races bar the Xenon. However, I still see pirate sectors being invaded all the time by the main races - except Teladi.

Is this a glitch or is it working as it should?

I'm trying to have some inter-race conflict, with Xenon having fun too, yet preserve the Pirate sectors as a no-go area for the races. I'd hoped by allowing invasions, but not Pirate Sector invasions, that's what I'd get.

Cheers,

Scoob.
A few hours ago in my game, a Boron fleet took the Split Sector Patriarch's Conclusion, a centrel sector. The setting "Sector takeover race settings - only border sectors" is "ON" for all races, but invasions are enabled. Is something not working right or did i do a mistake. (I want race invasions in all sectors, but only sector takeovers in border sectors.)
I have located the pirate sector bug and it is fixed ready for the next release (hopefully tonight).

I also play with invasions in all sectors but takeover only in border. But I don't get much time to actually play, so maybe I missed something. I will look into it asap.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”