AP 2.0 RRF's?

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all_other_names_taken
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Post by all_other_names_taken »

+1 confirmation of the above observed behavior.

In my game until recently I did no fighting, just building my empire.
I started the plot and came to the point where you have to
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capture a Xenon L
And they wouldn't bail.
I figured my low fight rank might have something to do with it, so I started killing Xenons. Wandering in the vicinity of Belt of Aguilar for some time before that, I noticed a massive Xenon party in Grand Exchange. They've been raiding that sector for more than an hour completely unopposed. Even after I completed the mission part, I felt sorry for the people and stations in that sector so I stayed until I eliminated the last Xenon in the sector.
I think there was a Teladi M1 there at the beginning (I believe Grand Exchange is its home sector), but it soon got wiped out and no RRFs spawned.
In the other thread I reported significant reduction of available generic missions since the 2.0 patch. I wonder if these two are somehow related?
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Ripskar
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Post by Ripskar »

I can find the Terran RRF quite easily, but haven't seen the Argon or Split RRF since the patch. I can't be sure on the Teladi, so much is going on in Grand Exchange though I suspect some of the ships must be RRF.
I can't say I've been to Boron space since the patch.
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pulzarokkit
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Post by pulzarokkit »

Grand exhange became a new Xenon expansion sector in my game, its overrun by Xenon forces, RRF are nowhere to be found.

Another Xenon I patrol from x472 found its way up to Ghinn's Escape, RRF where nowhere to be found, fortune wes on my side because a Tiger and a few bombers where in Ghinn's Escape so with my help annoying the Xenon I they managed to take it down, RRF never jumped in to help.
But i Remember pre 2.0 patch RRF was happy triiger jumping into every pirate that was my objective...
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Ripskar
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Post by Ripskar »

Could test it on a few Casino's I suppose... :pirat:
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you_rebel_scum
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Post by you_rebel_scum »

glad its not just me then, when i was playin Terran, I used to camp at the north gate in circle of labour and when the Terrans invaded the argon used to RRF in 2 gladiators as well as m1's 100% of the time without fail, I think that when a new game is started in 2.0 that they are present but when they are destryed thats it, they just aren't respawning, in my game the Terrans have full control over every war sector except elysium of light...I can't even help because I'm still mucking around in a Hydra and have to find
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64 mill for the HQ
Which of course is more important than saving the cop from the terrans :)
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LV
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Post by LV »

well i've done some checking using my immense forcepowers and can give the following high level technical appraisal going off 4 hrs seta testing

1. JB are still there and much better balanced, you ain't getting em for kills anymore

2. They do respawn when killed

3. RRF in relation to response (we'll ignore rapid) is knackered

looking at it positively your not getting any problems with kill missions anymore unless there is a RRF ship already close to the mark

:S
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Xander Cade
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Post by Xander Cade »

While fighting an I in Family Njy earlier, it seemed that the RRF wasn't jumping. A Python appeared near the north gate and lumbered towards the I, which was 15km from the south gate. I took out 9 fighters and got the I to around 5% hull before the RRF showed up and that's the fastest I have seen it since the patch.
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martimus
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Post by martimus »

I actually really liked the idea that I had to wait for a hyperion to leave Paranid space before I could board it, since the RRF would show up and attack me if I didn't. The fact that I can cap and board indescriminantly now makes the game a little boring.
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Post by sadron »

They were super rapid before 2.0, to the point of being annoying because they would kill your mission targets. Now they seem to have been put in a coma by the nerf bat.
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Post by Deleted User »

Dear scripting team - there seems to be a problem with "plugin.rrf.count.enemies"
- The old version required input-param "$caller".
- The new version still use "$caller", but it's no longer a input-param - nor is it defined in the script.
Result: call from the script "global-jump" will always recieve "enemy-count = 0".

Temporary fix:
From

Code: Select all

001   skip if $caller -> exists
...
005   $race = $caller -> get owner race
...
039   |$enemys = find ship: sector=$sec class or type=$class race=null flags=$fe.fm refobj=$caller maxdist=null maxnum=100 refpos=null
Into

Code: Select all

001   skip if [THIS] -> exists
...
005   $race = [THIS] -> get owner race
...
039   |$enemys = find ship: sector=$sec class or type=$class race=null flags=$fe.fm refobj=[THIS] maxdist=null maxnum=100 refpos=null
I'm not sure if [THIS] will be the correct adjustment, I assume the 'return 0' is a 'exit if script is already assigned', and from what I understand it will achieve the result?

Anyway, apparently it works - RRF starts doing their job again.
Grand Exchange is again semi-safe.
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Post by Cycrow »

yeah it should be using [THIS]
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Ripskar
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Post by Ripskar »

Ripskar wrote:Could test it on a few Casino's I suppose... :pirat:
OK, tested it on an Argon Arena in Montalaar.
The Arena was just south of Silicon Mine M Alpha heading North at 37m/s.
There was an Argon Military Titan some distance to the North of that, initially beyond Triplex range and heading North East.
I was in my Kyoto entering from the South Gate doing 70m/s (pandora).
Cue 1 minute warning from a girl with a very masculine voice... :P
As closed to just under 20km from the target the Argon Military Titan suddenly became Argon Rapid Response Titan, swung around and came straight at me. A handful of Wraiths dealt with that before it became a problem.
Jumped into my Spit with a Scabbard following me to complete the job.
Cue threats of being targeted by an unarmed ship... :rofl:
Lost a couple of marines - (both hackers, low fight skill) during the boarding but I'm up a Mammoth.
No further sign of RRF.
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Post by Deleted User »

Ripskar. They wont jump in until the script is fixed - I think you missed the last post on page 2 :)
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Ripskar
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Post by Ripskar »

Well looks like it's open season till the next patch then. 8)
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Post by LV »

Panzertard_temp_account

very good find my friend but unfortunately after fixing that script and testing in cloudbase north west, RRF didn't care about the 19 khaak destroyers i put in there so it's more than that
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Post by Deleted User »

:lol: indeed.
Well, I love wathing the AI slug it out, so I love having the RRF working again.
And at least there's a chance of finding a RRF to capture after the fix.
I guess I have to live with the 'modified' tag for a bit ...
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Post by Deleted User »

LV wrote:Panzertard_temp_account

very good find my friend but unfortunately after fixing that script and testing in cloudbase north west, RRF didn't care about the 19 khaak destroyers i put in there so it's more than that
Arg - back to testing.
Btw, care to share the savegame - I'd love to nail this.

EDIT: Wait - what, Khaak!???
^^ wth ...
EDIT2: Oh, that was just a test.
Please test with normal enemies.

In my games - 11 days old, at least all the Xenon was enaged properly.
Argon RRF also engage terrans in some of the core sectors.

Still, if there's more to it - I'd love to find it and fix it.
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Post by LV »

i would say that the change from engrish string global variables that set the responses between 1.1 and 2.0 that ego did so it didn't cause problems for the people who choose to change the language version of the game midway through playing is the primary culprit.

How to fix that i'm leaving to them as i ain't got a scoobie doo what they did between builds
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Post by Deleted User »

Ah, yes, makes sense.
I was under the impression that these scripts were made and signed by the scripting contributors & volunteers.
Cheers for clearing that up.
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Post by LV »

they were panz but if one of those people chose to sit back with a large cuban between builds it becomes confusing when problems arise not of their own making for the first time in 4535 problems rrf caused before release, i've just noticed their scan range has also been nerfed (JB Thread) meaning that will have a big effect on responses as well.


Seems there is a feeling my RRF were a little overpowered so people need to get used to them being more of a background noise than they were when they were designed to do nothing other than kill as quickly as possible and with no conscience.


RIP Imperial Version of RRF :(
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