X3AP Bug + saves - multiple scripts at pri 0 -> lockup - New issue post 1.1 NPC TLs?

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glenmcd
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X3AP Bug + saves - multiple scripts at pri 0 -> lockup - New issue post 1.1 NPC TLs?

Post by glenmcd »

There's two examples linked here of an issue that I haven't had but looked into. Looks like the cause is a new vanilla AP script bug in each case.

In the save linked in this first page, there's a Teladi Rapid Response Phoenix in Black Hole Sun. Removing it or changing its command is the only way to enter BHS. One script is command it to dock at Omicron Lyrae Argon Shipyard for its destruction, the other is commanding the ship to attack all enemies in Grand Exchange.
http://forum.egosoft.com/viewtopic.php?t=312986

In this second example, a Boron Rapid Response Hydra M6 has two priority zero scripts running, again each command the ship to fly to sector but the sectors differ. Lockup if you enter sector (Preachers Refuge).
http://forum.egosoft.com/viewtopic.php?p=3778338

Both are vanilla AP saves.

<I have taken the liberty of including X3AP etc in your thread title. Alan Phipps>
<2nd title edit to reflect post 1.1 issue discovered. Alan Phipps>
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Post by CBJ »

Thanks for this. It looks like we should be able to fix it, hopefully for the forthcoming patch.
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Post by Captain Chris sTc »

I've have also found the same issue. Which is now resolved buy the same solution as in the above two threads.
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Post by glenmcd »

Keel Verezy
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Post by Keel Verezy »

I have just run into this myself with vanilla+bonus, but with a slight twist. There are two ships and neither of them are damaged.

I found this thread after my game kept locking up while trying to enter Albion Gamma. Following the advice in the other threads I scouted out the sector from oos and could find no damaged or response ships, so I observed for a while and the only ships that never left the sector were a Teladi TL and a Boron TL.

I bought a couple kestrels from the nearby shipyard and sent them in to attack both TLs, but it didn't shake them loose from whatever they are trying to do. I ordered some sturdier ships to attack and tried to jump into system while they were in battle, however that still led to a lock up. I tried destroying one of them and still locked. I destroyed the other and still it locked. I was able to enter system only after destroying *both* of them (And my reputation with them).

So, it seems I'm stuck with a pretty short list of options:
1) Never go into the Albion sectors (In a game called Albion Prelude :P )
2) Modify my game in some way.
3) Suck it up and forfeit my complex while attempting to rebuild my reputation.

Edit - After watching for a while the Teladi ship drifted slowly north for a while and suddenly disappeared. The ship I set to follow it would jump to the albion gamma gate and then fly to albion beta then do nothing for a while before jumping back to albion gamma and doing it again. After about 4 times it finally jumped to aguilars belt where the teladi ship seemed to be moving normally again. I jumped into aguilar (was worried I'd lock up, but no) and scanned the ship which seemed to be trying to put down a silicon mine somewhere. Also, it doesn't have a jump drive installed to explain the sudden pop out of albion gamma. After following it a while it seemed to just idle in the nearest teladi shipyard sector.

The Boron TL is now the only one keeping me out of Albion and it doesn't seem like it's going anywhere. On the plus side simply destroying it might be an option now since I haven't put anything terribly valuable in Boron space yet.
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Post by SkyBon »

Keel Verezy
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Post by Keel Verezy »

SkyBon wrote:Fixed, I guess?
No? The patch only mentions fixing RRF priorities. I also hadn't even found albion (and this problem) until after the patch went live.

I've put off going into albion for now until I finish exploring the rest of the map and build up a bit more. I have some ships keeping an eye on it though and the last TL still hasn't budged except for some slight east/west twitching.
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Post by CBJ »

I'm fairly sure this is fixed in 1.1, but I'd appreciate confirmation here to make sure we caught these specific cases.
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Post by Cycrow »

if theres no RRF ships in the sector, then its likly a different problem
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Post by Keel Verezy »

I can only say it's not fixed so many times. If you've read my explanation and still want to call it a different problem, then fine I suppose. I wouldn't mind someone with a little more know-how telling me what the heck this TL is doing anyway.

The first save is just after I'd found Aguilars Belt and was about to go into Albion Gamma (Mind the laser tower I apparently saved near, some of them are still mad at me after fixing my Argon faction). The second save was when I started exploring Albion Gamma from OOS after I realized the lock up the night before wasn't random.

The two TLs are just north and south of the station at the center of the map. The Teladi one eventually wanders off as I've mentioned.

http://www.sendspace.com/file/mo2toc
http://www.sendspace.com/file/o7dfca
Keel Verezy
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Post by Keel Verezy »

No confirmation? Was it the same priority issue affecting other ships like I guessed? Some other bug? Perhaps I imagined the whole thing and/or it was swamp gas?
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Post by Vicke »

Attempt to enter Albion Gamma causes big fat lock up (X3AP process Not responding...) in both of those save games, no surprise there. This case with TLs is different enough to no to be fixed in version 1.1, I hope that someone at Egosoft is already into this one.
glenmcd
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Post by glenmcd »

Both TLs are carrying factories. Albatross can't decide whether it wants to fly north or south. Orca can't decide whether it wants to fly east or west. The thing in common apart from them carrying factories is that their positions are dead centre of sector in two of the three dimensions, but these two differ between the TLs. Albion Gamma has both jumpgates and TOAs and at least one of each happen to have two positional axes of zero. There's a bunch of borderline cases here and so I wouldn't be surprised if there's at least two fixes needed. I would imagine that when OOS and moving between two gates which have two axes at zero, that a ship flying between these would pass through x,0,0 or 0,x,0 or 0,0,x coords. A useful kludge (in addition to any fixes done) could be that when player enters each sector, the AP engine does sanity checks on each ship in the sector so a lockup is prevented.

The thing that differs most between this case and the ones above is that the latter TLs don't have multiple commands running at priority zero. Different causes, same end result. Only one of the causes was nailed in AP 1.1
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Post by Alan Phipps »

There might be another case of the script conflict bug in this thread which has some savegame links for further investigation.
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