But I haven't pulled anything apart. I just installed it all according to the instructions. They are also invisible only when they show up in the sector. If I change sectors then they show up correctly. Also, they don't come through the gate itself. They always spawn in the middle of the sector when on assaults. Response groups show up at the gate.paulwheeler wrote:Invisible ships is a sure sign that the XRM Part 1 is not installed correctly. That, or in your pulling apart of the mod you have broken something...Osiris454 wrote:Oh, there is something else. Only the added ships by XRM are sometimes invisible. Not the vanilla Egosoft ones.
IR would not be at all responsible for invisible ships - only an incorrect XRM installation would account for that.
[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)
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Oooo... That is slightly different... Thats actually an engine glitch that ive been fighting with for a whileOsiris454 wrote:But I haven't pulled anything apart. I just installed it all according to the instructions. They are also invisible only when they show up in the sector. If I change sectors then they show up correctly. Also, they don't come through the gate itself. They always spawn in the middle of the sector when on assaults. Response groups show up at the gate.paulwheeler wrote:Invisible ships is a sure sign that the XRM Part 1 is not installed correctly. That, or in your pulling apart of the mod you have broken something...Osiris454 wrote:Oh, there is something else. Only the added ships by XRM are sometimes invisible. Not the vanilla Egosoft ones.
IR would not be at all responsible for invisible ships - only an incorrect XRM installation would account for that.
They just appear in the center of the sector, and if you target them there targeting arrows is just pointing off the right of the screen
Its plaguing both XTL and IR, so once i have figured out whats causing it ill definitely get a patch up.
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So, the engine bug is causing them to appear in the center of the sector, but the ships aren't really invisible? It's just the cursor being so far off that I'm staring into space when I target them and press F3? At that point when they enter the sector, my game crashes. Every time. Well 95% of the time.
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Yes, Its an engine bug, they are invisible at 0,0,0 and no you should not try to F3 them, use the cheat package to delete themOsiris454 wrote:So, the engine bug is causing them to appear in the center of the sector, but the ships aren't really invisible? It's just the cursor being so far off that I'm staring into space when I target them and press F3? At that point when they enter the sector, my game crashes. Every time. Well 95% of the time.
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Changing sectors fixes it too. I don't have to delete them.Jack08 wrote:Yes, Its an engine bug, they are invisible at 0,0,0 and no you should not try to F3 them, use the cheat package to delete themOsiris454 wrote:So, the engine bug is causing them to appear in the center of the sector, but the ships aren't really invisible? It's just the cursor being so far off that I'm staring into space when I target them and press F3? At that point when they enter the sector, my game crashes. Every time. Well 95% of the time.
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Interesting, i always assumed it was permanent, if changing sectors fixes it in XTL too hopefully its not a big a problem as i thought it was.Osiris454 wrote:Changing sectors fixes it too. I don't have to delete them.Jack08 wrote:Yes, Its an engine bug, they are invisible at 0,0,0 and no you should not try to F3 them, use the cheat package to delete themOsiris454 wrote:So, the engine bug is causing them to appear in the center of the sector, but the ships aren't really invisible? It's just the cursor being so far off that I'm staring into space when I target them and press F3? At that point when they enter the sector, my game crashes. Every time. Well 95% of the time.
But the crashing does worry me... and i have experienced the same thing in XTL...
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they jump to a gate... so defending a gate is a strategy, lolBlackRain wrote:can we have them not jumping into sectors and instead having to travel to a sector>>> Maybe they could jump into the sector one over from their target sector and fly through the gate to their target sector this way defending a gate will actually be a strategy.
The only reason they are appearing at 0,0,0 is because of an engine glitch
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Wouldn't a good way to enable guards for docks is to have a check to see if there are guards in any nearby sectors. So if there is a guardian fleet within x amount of sectors then guardians won't spawn.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
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I've installed this and configured it, everything seems to be working ok, i get messages every so often about notoriety gain etc. which is fine.
But is there a way to actually "see" my current standings with each race?
I know you can see your rank through the encyclopedia but surely with all the changes going on, and the fact that some races like/dislike others i presumed there would have been something in this mod that let you see the current global standings of each race.
I see there is an "Empire Overview" and "Tactical Alliance Network" but when i click on those there is nothing displayed.
I dunno, maybe im missing something simple. Thanks in advance.
But is there a way to actually "see" my current standings with each race?
I know you can see your rank through the encyclopedia but surely with all the changes going on, and the fact that some races like/dislike others i presumed there would have been something in this mod that let you see the current global standings of each race.
I see there is an "Empire Overview" and "Tactical Alliance Network" but when i click on those there is nothing displayed.
I dunno, maybe im missing something simple. Thanks in advance.
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Yes.Jumee wrote:isn't all the notoriety displayed in your "pilot info" menu?MrBeanz wrote:I dunno, maybe im missing something simple. Thanks in advance.
You can turn off the messages at the bottom of the screen by switching "True Relations: Show Notoriety Changes" to Disabled
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I am confused, they jump to gates>> I have fought off several attacks now and none have jumped in by the gate, they jump in the sector in other positions. They shouldn't be jumping into the sector anyway because I am using XRM and their advanced universe aspect that only allows you to jump to jump beacons, you can't lock onto gates, so I don't know how they are jumping into my sector anyway.Jack08 wrote:they jump to a gate... so defending a gate is a strategy, lolBlackRain wrote:can we have them not jumping into sectors and instead having to travel to a sector>>> Maybe they could jump into the sector one over from their target sector and fly through the gate to their target sector this way defending a gate will actually be a strategy.
The only reason they are appearing at 0,0,0 is because of an engine glitch
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The mods you are running are irrelevant, they are doing what they are programmed to do, which is jump to the gate.BlackRain wrote:I am confused, they jump to gates>> I have fought off several attacks now and none have jumped in by the gate, they jump in the sector in other positions. They shouldn't be jumping into the sector anyway because I am using XRM and their advanced universe aspect that only allows you to jump to jump beacons, you can't lock onto gates, so I don't know how they are jumping into my sector anyway.Jack08 wrote:they jump to a gate... so defending a gate is a strategy, lolBlackRain wrote:can we have them not jumping into sectors and instead having to travel to a sector>>> Maybe they could jump into the sector one over from their target sector and fly through the gate to their target sector this way defending a gate will actually be a strategy.
The only reason they are appearing at 0,0,0 is because of an engine glitch
they wont jump through the gate to prevent congestion, they jump next to it.
Any universe where you have to use jump beacons to jump and ONLY beacons is just silly... either way, IR will not obey that rule, and i wont be programming it to obey that rule because that's a mod specific "feature".
Last edited by Jack08 on Wed, 25. Apr 12, 05:21, edited 1 time in total.
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I am not arguing at all your image of what you want for your script, but why do you think it is silly to use jump beacons to jump?Jack08 wrote:The mods you are running are irrelevant, they are doing what they are programmed to do, which is jump to the gate.BlackRain wrote:I am confused, they jump to gates>> I have fought off several attacks now and none have jumped in by the gate, they jump in the sector in other positions. They shouldn't be jumping into the sector anyway because I am using XRM and their advanced universe aspect that only allows you to jump to jump beacons, you can't lock onto gates, so I don't know how they are jumping into my sector anyway.Jack08 wrote:they jump to a gate... so defending a gate is a strategy, lolBlackRain wrote:can we have them not jumping into sectors and instead having to travel to a sector>>> Maybe they could jump into the sector one over from their target sector and fly through the gate to their target sector this way defending a gate will actually be a strategy.
The only reason they are appearing at 0,0,0 is because of an engine glitch
they wont jump through the gate to prevent congestion, they jump next to it.
Any universe where you have to use jump beacons to jump and ONLY beacons is just silly... either way, IR will not obey that rule, and i wont be programming it to obey that rule because that's a mod specific "feature".
I like it this way because only "certain" sectors have jump beacons in them, so it sort of simulates a collection of galaxies where you can jump to a certain planetary system but have to travel to other parts of that galaxy. At least that is how I see it in my mind.
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There could be many reasons for this, ships starting out in null, a glitch in the jump targeting routines, a problem with the way XRM disallowed jumps...BlackRain wrote:I am not doubting you, but several times pirate fleets have jumped into sector not at the gate, but far away from it.
I don't know, is it really that important? I've never seen them jump erroneously in vanilla so i really don't know.
i think its extremely silly to limit it to just jump beacons, and nothing else - but it really doesn't matter what i think on the topic, i cant rework IR to obay the rules of the XRM universe and maintain a working plugin for non XRM universes.but why do you think it is silly to use jump beacons to jump?
There was a plan in XTL to have a universe with very few jump-able gates, i absolutely hated that idea but i got vetoed on my dislike of it and it went ahead anyway... however since our universe designer left the team due to time constraints, were not using that universe anymore... Its nothing against XRM when it comes to jumping; i just disliked the entire concept of restricted jumping ever since it was brought up by the XTL Team over a year ago.
Last edited by Jack08 on Wed, 25. Apr 12, 05:32, edited 1 time in total.
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Well if they jumped in at the gate or had to travel through the gate, you could set up laser towers or orbital defense stations at the gates to defend a sector. If they can basically jump in anywhere than those defenses are pointless. (that is why it is important to me anyway)
Well for roleplay purposes, jumping to jump beacons only is cool in my opinion. Think of like Mass effect where a solar system has a "gate" you can jump to but then you must use conventional drives to travel at FTL speeds between solar systems within that set of solar systems. Understand what I am saying?
I am not expecting you to change anything just explaining what I was thinking. I guess it is difficult to envision what I mean because I am playing the game differently than most do. I have modified the PHQ and such so that I could play the game more like an RTS than what it is so when I take over sectors, I want to be able to defend them with chokepoints and also to have a use for reconnaissance ships and such to know if an enemy is coming. If an enemy can just jump in sector from anywhere with no advance warning, you can't really get ready to defend and there is no point for reconnaissance.
Well for roleplay purposes, jumping to jump beacons only is cool in my opinion. Think of like Mass effect where a solar system has a "gate" you can jump to but then you must use conventional drives to travel at FTL speeds between solar systems within that set of solar systems. Understand what I am saying?
I am not expecting you to change anything just explaining what I was thinking. I guess it is difficult to envision what I mean because I am playing the game differently than most do. I have modified the PHQ and such so that I could play the game more like an RTS than what it is so when I take over sectors, I want to be able to defend them with chokepoints and also to have a use for reconnaissance ships and such to know if an enemy is coming. If an enemy can just jump in sector from anywhere with no advance warning, you can't really get ready to defend and there is no point for reconnaissance.
Last edited by BlackRain on Wed, 25. Apr 12, 05:36, edited 1 time in total.
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Thats what they should be doing and i have no idea why its not doing it in your game.Well if they jumped in at the gate or had to travel through the gate, you could set up laser towers or orbital defense stations at the gates to defend a sector. If they can basically jump in anywhere than those defenses are pointless. (that is why it is important to me anyway)
Normal Behavior: Jump in around the gate
Erroneous Behavior: Jump in at 0,0,0
IR Doesn't jump in without warning, only response forces jump in like that... assaults have to fly to there target... If your seeing hostile "Response" forces in your friendly sector that's a glitch i haven't fixed yet.
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Jack08 wrote:Thats what they should be doing and i have no idea why its not doing it in your game.Well if they jumped in at the gate or had to travel through the gate, you could set up laser towers or orbital defense stations at the gates to defend a sector. If they can basically jump in anywhere than those defenses are pointless. (that is why it is important to me anyway)
Normal Behavior: Jump in around the gate
Erroneous Behavior: Jump in at 0,0,0
I see, well maybe there is something causing that. I wasn't accusing you, just curious about the mechanics and how it all works. Looking forward to a sector suppression script so ships wont spawn at least in my sectors heh. Especially looking forward to XTL.