[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)
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High,
i've got the same problem of performance qith IR2.0 v1.05. I'm quietly in Argon prime, making trade and the game is more and more slow, i've take a look at the script number:
starting from 8200 (game smooth) and in 1 or 2 min up to 23000 scripts (game is unplayable).
I've tried the script al.IR;diagnositc.remove (i think it's the name) => script down to 8200 but rapidly rising to 23000 or more.
I've tried to disable hot war (setting all option to disabled in the menu): same thing.
I've starting from a clean version. X3TC 3.2 and IR2.0 v1.05 and cheat code installed.
Fine script but waiting for a patch. Now playing with XRM.
jack08, your work is awesome, very good script. Hoping you'll find a solution good luck.
thank's
i've got the same problem of performance qith IR2.0 v1.05. I'm quietly in Argon prime, making trade and the game is more and more slow, i've take a look at the script number:
starting from 8200 (game smooth) and in 1 or 2 min up to 23000 scripts (game is unplayable).
I've tried the script al.IR;diagnositc.remove (i think it's the name) => script down to 8200 but rapidly rising to 23000 or more.
I've tried to disable hot war (setting all option to disabled in the menu): same thing.
I've starting from a clean version. X3TC 3.2 and IR2.0 v1.05 and cheat code installed.
Fine script but waiting for a patch. Now playing with XRM.
jack08, your work is awesome, very good script. Hoping you'll find a solution good luck.
thank's
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im still looking, ive put my copy of IR into full debug mode (had hoped i wouldn't need to use full debug mode again, lol)
Hopefully i can track this down or ill have to rewrite the response logic; the problem is ive yet to be able to actually reproduce this problem (im starting to think it might be an XRM Confliction, as im testing on vanilla files, ill install an XRM game later and see what happens)
Hopefully i can track this down or ill have to rewrite the response logic; the problem is ive yet to be able to actually reproduce this problem (im starting to think it might be an XRM Confliction, as im testing on vanilla files, ill install an XRM game later and see what happens)
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Finally managed to reproduce the problem
(click for larger image)
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Something is still causing cascade responses, not sure what yet
(click for larger image)
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Something is still causing cascade responses, not sure what yet
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Thx! Great Script.Jack08 wrote:Yes2) If not, can i rename the t-file from 044 to 049, change the [language id] to 49, and will it then be functional?
Now testing Vanilla (X3TC 3.2) with this enhancements:
Lucike´s Script Collection
Lucike´s Modification Package
Factory Complex Constructor
Marine Training Manager
Ranks for Xenon, Kha'ak, Pirates and Yaki
Ship Order Manager
So far no problems.
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Ive locked them for a reason. If you were to set them to war, the argon wipe out the boron almost completely that are near argon prime, due to the way they are layed out.Shirudo wrote:Is there a way, to unlock the locked alliance between the Argon and Boron?
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Is there any set criteria that needs to be met for Assault carriers to launch their ships? Three separate attacks I've seen Argon Colossus get to their attack sector and get blown up with 44 landed ships. I have all of the low CPU options turn off.
Secondly, is incursion response meant to stop pretty much all sector takeover attacks? In my 20 hour game I've only received one message that an AI successfully took over a sector. In Hattiveah's Faith the pirates have 6 M1/M2 Response ships that stop all attacks dead in their tracks.
Is there any global limit to how many response ships a race gets?
Secondly, is incursion response meant to stop pretty much all sector takeover attacks? In my 20 hour game I've only received one message that an AI successfully took over a sector. In Hattiveah's Faith the pirates have 6 M1/M2 Response ships that stop all attacks dead in their tracks.
Is there any global limit to how many response ships a race gets?
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What race was the carrier, and who was it attacking? Therese something odd happening with the carrier manager (something thats defied all attempts at analysis so far)nkraptor wrote:Is there any set criteria that needs to be met for Assault carriers to launch their ships? Three separate attacks I've seen Argon Colossus get to their attack sector and get blown up with 44 landed ships. I have all of the low CPU options turn off.
There is a glitch in the current release that im still trying to rectify that causes re-con drones to pull in any number of responses from surrounding military bases.. The issue is stemming from the fact that getting the closest station does not actually get the closest station, it returns a random station that is nearby, resulting in any number of simulations responses. Suffice to say this isn't intended behaviour.nkraptor wrote: Secondly, is incursion response meant to stop pretty much all sector takeover attacks? In my 20 hour game I've only received one message that an AI successfully took over a sector. In Hattiveah's Faith the pirates have 6 M1/M2 Response ships that stop all attacks dead in their tracks.
Is there any global limit to how many response ships a race gets?
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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I've just compile the script with exscriptor and found some warning:
on script stl.stlc.job.invader this is the message
Warnings:
- Variable Flags is being used on line 92 before being assigned to.
- Variable Reason is being used on line 255 before being assigned to.
- Unused variable '$Attack.Target' on line 171
Compiled with no errors but 3 warnings
hoping that help in fixing the glitch error
on script stl.stlc.job.invader this is the message
Warnings:
- Variable Flags is being used on line 92 before being assigned to.
- Variable Reason is being used on line 255 before being assigned to.
- Unused variable '$Attack.Target' on line 171
Compiled with no errors but 3 warnings
hoping that help in fixing the glitch error
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xtl.xtlc.job.invader is not relevant to the cascading responses, None of the warnings given are of any consequence expect for line 92, but it wouldn't cause anything to go wrong, nor will line 171, and 225 is just a debug message.Tarzan02 wrote:I've just compile the script with exscriptor and found some warning:
on script stl.stlc.job.invader this is the message
Warnings:
- Variable Flags is being used on line 92 before being assigned to.
- Variable Reason is being used on line 255 before being assigned to.
- Unused variable '$Attack.Target' on line 171
Compiled with no errors but 3 warnings
hoping that help in fixing the glitch error
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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- Joined: Sun, 25. Dec 05, 10:42
- Version 1.06
- Fixed a potential glitch in the invader script that could deadlock the ship into attempting to destroy a friendly target, resulting in a 0/ms bug
- Fixed Cascading responses bug caused by script engine "feature" of nearest dock != nearest dock 50% of the time
- Fixed a glitch in the hot war preset causing some relations to be skipped
- Added AP Hot war preset
- Added Universe Cleaner
- Recon were not being flagged as IR ships, this has been fixed. Recon drones in existence before this patch will not be cleaned by the universe cleaner
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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No; And No.garrry34 wrote:does this still require the ap libraries, if not will they causes any problems with 2.0?
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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you must run the universe cleaner in the old version before installing the new version, the variables used are not the same so the new version will not touch the old versions shipsShirudo wrote:Congrats on rolling out a new version, I love your work.![]()
Do you recommend running the "Universe Cleaner" after updating from the previous version?

[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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The XTL Carrier manager is for the AI only, There will be a player version available in the XTL mod itself.-) I take this opportunity to ask if in IR are plans to introduce a Carrier Manager type CODEA or Anarkis Defense System.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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- Joined: Sun, 15. Aug 04, 12:21
Jack08 wrote:The XTL Carrier manager is for the AI only, There will be a player version available in the XTL mod itself.-) I take this opportunity to ask if in IR are plans to introduce a Carrier Manager type CODEA or Anarkis Defense System.
@ Jumee:
Thanks for information!
@ Jack08:
After XTL mod will be released, with the relative guaranteed success of that and we will all become addicted by the same (by the way: have you already set up a home food delivery service for us players at your expense

Thanks (also for the food
