[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)
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There is somewhere else that I was thinking could hose up the invasions. In Invasion.Target or a script file called something similar there may or may not be another array. You could try to clear that one too?
I don't remember what's in there off the top of my head, but if IR has somehow been unable to aquire sectors to target then no invasions will occure.
EDIT: I know there is something building up or running out that is not being emptied. Invasions work on every new gamestart and slowly run out from there over a period of 1 game day.
I don't remember what's in there off the top of my head, but if IR has somehow been unable to aquire sectors to target then no invasions will occure.
EDIT: I know there is something building up or running out that is not being emptied. Invasions work on every new gamestart and slowly run out from there over a period of 1 game day.
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hmm, if i revert back to an older save invasions continue to work, and i have 3 and a half days of ingame time, so i don't think the invasions are slowing down- but on the save i want to keep, and the save that had the glitched military outposts spawning thousands of ships, the invasion scripts stopped running, or maybe are still running and not terminating?
would that ship spawning glitch still be running but not spawning anything because the base is not present? would that somehow clog up assaults? or maybe there is a variable or array affected by the glitch that hasn't been reset?
i don't want to start a new game, but i think i'm going to have to
would that ship spawning glitch still be running but not spawning anything because the base is not present? would that somehow clog up assaults? or maybe there is a variable or array affected by the glitch that hasn't been reset?
i don't want to start a new game, but i think i'm going to have to

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Looks like something related to the universe cleaner is breaking the invasion scripts, ill try to look into it but (including IR) i have 4 projects all screaming for my attention 

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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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Wall-o-text alert.Jack08 wrote:Looks like something related to the universe cleaner is breaking the invasion scripts, ill try to look into it but (including IR) i have 4 projects all screaming for my attention

I completely understand. XTL is quite the project so it's understandable.
I don't think it's really the universe cleaner. I ran an experiment and it yielded some interesting results. With IR running I destroyed a shipyard that it normally spawns from (an Argon shipyard). Then, I cleaned the universe and restarted IR. No Invasions. When the shipyard was replaced by the GoD engine I cleaned the universe again and restarted IR. Boom, invasions, but only Argon. The same race as the shipyard I destroyed. Up to 2 assault fleets as normal. I then cleaned the universe again for a third time and expected IR to stop sending assault fleets, but it didn't happen. No matter how many times I cleaned the universe and restarted IR, the Argon would always invade, but no one else. I can see the task being removed from the shipyard when the universe is cleaned, and I can see it be reinstalled when I restart IR. Since TehXeon proved my thoery false about the invasion manager, I can only go on the abnormalities I've experimented with. I would start with the IR shipyard task "task.sy....something" and see what's going on there. The only other theory I have is that IR is not finding a suitable targets to invade. I have seen races only target a sector once and fail, only to never target it again.
Anyway, I got ExScriptor and I've been looking into the code to maybe help, but while some of the stuff I can decern for myself, there are others that I have no idea on what to do.
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uugh...
Well somehow invasions fixed themselves or something i did fixed them... unfortunately, i just accidentally saved over my old save, so i have no idea at what point they started to work again ._.
The only thing i did before i noticed the invasions was running the xtl.lib.reboot with all arguments as null and then i ran xtl.xtlc.task.sy.reboot with null- i then checked and i had invasion fleets <3
I have no idea what happened, BUT I AM HAPPY!!!!
o0o0o0o, gonna go kill me some Paranid
EDIT:
I do believe that whatever fixed it was before i did the reboots, as i had invasions before i did those... not sure what i did before that though... umm, i started a new game and saved it but didnt do anything on it... uhh... i had upped the max invasions per race to 4, but i think i put it back down to 2 after it didnt do anything- not sure if any of that would do the trick D:
HOWEVER, i just checked and the stations that were deleted because they were glitched HAVE BEEN REPLACED- perhaps that is the cause?
worth looking into if you know how i guess 
Well somehow invasions fixed themselves or something i did fixed them... unfortunately, i just accidentally saved over my old save, so i have no idea at what point they started to work again ._.
The only thing i did before i noticed the invasions was running the xtl.lib.reboot with all arguments as null and then i ran xtl.xtlc.task.sy.reboot with null- i then checked and i had invasion fleets <3
I have no idea what happened, BUT I AM HAPPY!!!!
o0o0o0o, gonna go kill me some Paranid

EDIT:
I do believe that whatever fixed it was before i did the reboots, as i had invasions before i did those... not sure what i did before that though... umm, i started a new game and saved it but didnt do anything on it... uhh... i had upped the max invasions per race to 4, but i think i put it back down to 2 after it didnt do anything- not sure if any of that would do the trick D:
HOWEVER, i just checked and the stations that were deleted because they were glitched HAVE BEEN REPLACED- perhaps that is the cause?


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Could both of you post an uploaded broken save, as well as a complete mod list? Ive not had the time to actually reproduce the error, and other saves that ive been given IR was in a state so bad i couldn't discern the root cause.
If i can get a viable data set it should be easy to fix in half an hour.
Ill try to update the universe cleaner to do a full variable flush rather then just remove ships, actually reset IR back to as if it was never installed.
If i can get a viable data set it should be easy to fix in half an hour.
Ill try to update the universe cleaner to do a full variable flush rather then just remove ships, actually reset IR back to as if it was never installed.
[ 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 1.08
- Fixed glitch that allowed multiple eco TL's to spawn in one sector
- Fixed glitch that allowed eco TL's to spawn without equipment
- Fixed glitch causing Military Bases spawning an infinate amount of ships
- Updated the universe cleaner to also clear IR's global limiter arrays as a possible temp fix for invasions stalling
Sorry about the delay

[ 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 don't really have a broken save anymore, but i will still upload it- in case it can be of use.. and actually, i think my invasions stopped again- not sure as of yet, because i've only played a few hours since they started to work 
http://www.mediafire.com/download.php?il8hzb8abie0356
Anyways, here are the mods i use:
Terran Conflict v3.2
Official Bonus Package v 4.1.01
Community Plugin Configuration v1.51
Hotkey Manager v1.21
Ware Manager v1.10
Satellite Early Warning Network v1.22 - SPK
Salvage Claim Software v1.21 - SPK
Equipment Research and Development v1.00 - SPK
Cheat Collection Package v1.60 - SPK
XRM v1.21 - fake patch manual installation
XRM Backgrounds - SPK
XRM Cockpits - SPK
Improved Races 2.0
- SPK
Salvage Commands and NPCs v1.5 - SPK
NPC Bailing Addon - v1.7.8 - SPK
Logain Industries CSegG v2 - SPK
JSON Parser Library v1.1 - SPK
Nvidium Mines v1.00 - SPK
Marine Repairs v1.02 - SPK
As well as my own custom installation of the missing Longsword M6 and Longsword Mk2 M7 from Xtra Ships and Stations (as these ships were not included in the XRM version of Xtra), I also installed the trails for both ships.

http://www.mediafire.com/download.php?il8hzb8abie0356
Anyways, here are the mods i use:
Terran Conflict v3.2
Official Bonus Package v 4.1.01
Community Plugin Configuration v1.51
Hotkey Manager v1.21
Ware Manager v1.10
Satellite Early Warning Network v1.22 - SPK
Salvage Claim Software v1.21 - SPK
Equipment Research and Development v1.00 - SPK
Cheat Collection Package v1.60 - SPK
XRM v1.21 - fake patch manual installation
XRM Backgrounds - SPK
XRM Cockpits - SPK
Improved Races 2.0

Salvage Commands and NPCs v1.5 - SPK
NPC Bailing Addon - v1.7.8 - SPK
Logain Industries CSegG v2 - SPK
JSON Parser Library v1.1 - SPK
Nvidium Mines v1.00 - SPK
Marine Repairs v1.02 - SPK
As well as my own custom installation of the missing Longsword M6 and Longsword Mk2 M7 from Xtra Ships and Stations (as these ships were not included in the XRM version of Xtra), I also installed the trails for both ships.
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And this just happens to be my long week. /sigh/
I can upload a save, but the invasions are still working. I don't have any non-working invasions anymore...yet. However, as I work nights all week this week, I an unable to play X3 until Saturday. But I can get you a save if need be. It will just take a little time. Maybe a day.
Sorry Jack, I wish I could be of more help.
I can upload a save, but the invasions are still working. I don't have any non-working invasions anymore...yet. However, as I work nights all week this week, I an unable to play X3 until Saturday. But I can get you a save if need be. It will just take a little time. Maybe a day.
Sorry Jack, I wish I could be of more help.

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I have 2 suggestions.
1. Would it be possible to inpliment some kind of 1 race per sector takeover limitation? For example, the Split and Teladi want Xenon Sector 598, so IR will only allow 1 race to try and take over that sector before it will let the other. If the first should succeed then the second will re-evailuate that sector as a possible target to prevent allies from overlapping and trying to kill one another. I've moderated a few of these battles myself. Teladi capture it first and then warp out, then the Split take it from the Teladi. I then delete the Teladi constructor ship to prevent overlapping bases; letting the Split construct theirs as they conquered the sector last.
2. A script I call E.P.F.T. (Every Pilot For Themselves). When a carrier gets enough hull damage and is about the blow, it will order all docked ships to attack enemies in the same sector the carrier was in. Causing them to undock. So, if that carrier does indeed blow up at least not all of the fighters will be taken with it. This was something of a global idea that would also apply to player carriers or anything that can carry other ships. You would set the 'E.P.F.T.' bail option in the config menu. Say 50%. The script would run as a one-shot, so If your carrier manages to survive that onslaught but it's hull is still below the threshold, you can re-dock those ships without it having the spit them back out again. The trigger will reset when the carriers hull is above the trip point, but not before.
What'cha think?
EDIT: Actually there was one thing. The overzealous use of beam weapons by CWP. Plasma beams, Fusion Beams, and Ion Cannons (Beam now). This could however be related to the rebalancing of beams with XRM and it's prequel CMOD. This may not even be an issue with vanilla beam weapons. However if this does affect vanilla TC then IR would probably be the only way to aquire Fusion Beams. Gathering them up from bailed or destroyed ships. So conflicted.....
1. Would it be possible to inpliment some kind of 1 race per sector takeover limitation? For example, the Split and Teladi want Xenon Sector 598, so IR will only allow 1 race to try and take over that sector before it will let the other. If the first should succeed then the second will re-evailuate that sector as a possible target to prevent allies from overlapping and trying to kill one another. I've moderated a few of these battles myself. Teladi capture it first and then warp out, then the Split take it from the Teladi. I then delete the Teladi constructor ship to prevent overlapping bases; letting the Split construct theirs as they conquered the sector last.
2. A script I call E.P.F.T. (Every Pilot For Themselves). When a carrier gets enough hull damage and is about the blow, it will order all docked ships to attack enemies in the same sector the carrier was in. Causing them to undock. So, if that carrier does indeed blow up at least not all of the fighters will be taken with it. This was something of a global idea that would also apply to player carriers or anything that can carry other ships. You would set the 'E.P.F.T.' bail option in the config menu. Say 50%. The script would run as a one-shot, so If your carrier manages to survive that onslaught but it's hull is still below the threshold, you can re-dock those ships without it having the spit them back out again. The trigger will reset when the carriers hull is above the trip point, but not before.
What'cha think?
EDIT: Actually there was one thing. The overzealous use of beam weapons by CWP. Plasma beams, Fusion Beams, and Ion Cannons (Beam now). This could however be related to the rebalancing of beams with XRM and it's prequel CMOD. This may not even be an issue with vanilla beam weapons. However if this does affect vanilla TC then IR would probably be the only way to aquire Fusion Beams. Gathering them up from bailed or destroyed ships. So conflicted.....

Last edited by Osiris454 on Wed, 6. Jun 12, 07:19, edited 1 time in total.
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I ran into an issue while using the NCP Bailing Addon, as i have run across an abandoned Terran M1 (lol, why bail- they're supposed to go down with their ship, right?) and i immediately claimed it and began hauling it off to my base...
However, the previous owner has left Terran Assault fighters in the hanger, and they're not coming out ._. i'm sure a simple universe clean will resolve this- but i don't know if the cleanup script affects docked ships? if not maybe that can be implemented?
just something i came across in my endless adventures to rid the universe of the Paranid and their ugly ships (and faces)~
However, the previous owner has left Terran Assault fighters in the hanger, and they're not coming out ._. i'm sure a simple universe clean will resolve this- but i don't know if the cleanup script affects docked ships? if not maybe that can be implemented?
just something i came across in my endless adventures to rid the universe of the Paranid and their ugly ships (and faces)~
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When you enable the script editor, you then need to save and then reload your game. Upon reload it should initialize and you will be able to access the menu's.rstrom11 wrote:So I installed this using the script editor, but I do not see any interface in game, and yes I did enable the script editor with the Thereshallbewings code. Also, in the plug in manager itself it is listed under scripts and it says it is currently enabled
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Empty the sector of all capital ships and stations. You will also need 35mil. as that's the price of ownership transferrance. Open the IR menu and If you have all those things, then you can claim the sector as your own. Be warned that there is a huge notieriety loss if you take the sector from a known race.rstrom11 wrote:Alright, one more stupid question... How do you go about capturing sectors for yourself?
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