[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

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Jack08
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Post by Jack08 »

Could you remove the image tags please - the forum software has a hard time with images that large (bahaha, internal server error trying to post this, i think you broke the forum :D j/k)


Ok, yes... the notoriety percentage in that window isn't based on your rank, but rather on your overall value between 0 and 1 million (the max cap) - your 23% through that... in order to claim for an ally you need to be at least 20%
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imeddyeddy
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Post by imeddyeddy »

Ah that makes a ton more sense to me now. Thanks muchly, again :D
TKup93
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Post by TKup93 »

Jack08 wrote:
TKup93 wrote:I didnt read through the around 40 pages of this thread, so I may just be repeating what everyone else has said thus far.

First off, let me state that I have only been using this mod for around 5 hours, and only 2 of which have really been about combat.

With that said, I find it a MUST to have Low CPU turned on with the extra nullify fighters option. Reasons: I have my PHQ, 4 Argon EQDs and 3 Argon Free Trading stations, along with a 84 station Factory complex (using Complex Cleaner, so Frame Rate is relatively unaffected by it) along with 3 Fleets of Capital ships that defend the sector (in total, 8 Destroyers if you include my personal ship, 10 M7s, and about 10 M6s, + 10 M3 Spitfyres).

With ALL those ships running around, plus the stations and regular traffic in system I average a solid frame rate (dont run anything to see what it is, but its smooth and NEVER any choppy in SETA 10x)...With that said, when I went to take over the sector, I got to enjoy 2 minutes of lag time, followed by unending chop when the response fleets came to defend the sector...a response fleet made up ENTIRELY of Condor Carriers, 35/2 fighters a piece...so even when running in Low CPU mode I ran into 75+ additional ships in sector in an instant...this is in addition to what ever resistances were already in sector...


and my computer is no lightweight either, Intel i3 2100 CPU @ 3.10GHz with 8GBs of DDR3 Ram and a GTX 560Ti GFX card...


TL;DR: If you plan on invading a sector, any sector...or watching a battle between races...Turn on BOTH Low CPU settings to prevent your computer lagging like crazy.
Sounds like your having issues in battles, i cant quite tell if your running into a fleet of 20 carriers or just 2? - if its 20 then something is very wrong... If its a normal size fleet then there could be any number of things at fault.

Your report is far, far to vague, 2 minutes of lag... lag? what is lag? - slideshow? 10fps? 20 fps? 30fps?

Ive had people with computers far worse then yours not report issues with lag. However that being said if you expect to remain at 60 fps in seta 10x in the middle of a battle im sorry but that's just not going to happen, lol.

Ill need a list if your installed mods and scripts to help diagnose this issue.

Sorry for the late reply. There were 6 carriers, each with 35 fighters in Low CPU mode, so if it works correctly thats 35/2*6. When they popped out their fighters I sat there for about a minute with a FPS of around 1-4 (guesses based on other games that lag my computer that have FPS readers) after the initial burst of that, I went up to around 10-20 FPS for the remainder of the battle (which ended in my battle group destroying everything rather fast. yay)

All I am running is the X3AP Bonus Pack, Cycrows Cheat Pack, and a few ship addon packs (none of which took part in the battle) as well as Complex Cleaner.

I believe it was the sheer number of ships my computer was trying to process along with having my PHQ and EQDs all in "close" proximity (100klicks).

The CPU No fighters for carriers mode thing seemed to help, I dont lag at all during battles now, but I feel like I am cheating somewhat when using it due to the fact that im making carriers into gimpy frigates.

I hope this was enough information. Thanks
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Jack08
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Post by Jack08 »

TKup93 wrote:Sorry for the late reply. There were 6 carriers, each with 35 fighters in Low CPU mode, so if it works correctly thats 35/2*6. When they popped out their fighters I sat there for about a minute with a FPS of around 1-4 (guesses based on other games that lag my computer that have FPS readers) after the initial burst of that, I went up to around 10-20 FPS for the remainder of the battle (which ended in my battle group destroying everything rather fast. yay)

All I am running is the X3AP Bonus Pack, Cycrows Cheat Pack, and a few ship addon packs (none of which took part in the battle) as well as Complex Cleaner.

I believe it was the sheer number of ships my computer was trying to process along with having my PHQ and EQDs all in "close" proximity (100klicks).

The CPU No fighters for carriers mode thing seemed to help, I dont lag at all during battles now, but I feel like I am cheating somewhat when using it due to the fact that im making carriers into gimpy frigates.

I hope this was enough information. Thanks
That is a large fleet, certainly on the larger side of things, that's the maximum fleet the plugin can create, However i think i see your problem.

Your not using any mod that changes weapon effects? the standard games weapon effects drain an insane amount of CPU time. If you install perhaps CMod (Combat Mod) or Improved Combat Framerate, then you may be able to have a decent battle without the 1-2 fps slideshow.

(*Im not sure if Improved Combat Framerate is compatible with AP)
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TouchMyNipple
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Post by TouchMyNipple »

Jack, you said that SETA x10 doesn't skip scripts.
But on my decent rig sometimes if i use seta >7x to fasten the time it takes to reach battles (i.e. xenon invading from a gate 90km away) the ships will stop after sometime and just do nothing. Well that may be related to what you described as "delayed" execution of scripts as everything turns normal when i switch SETA off. Still i do belive SETA is somewhat buggy to run for a long time. For purposes of afk-fast-forward it may be better to make a side macro that just turns SETA off after, for example, one hour, waits like 2-3 minnutes and then turns SETA on again.

And once again - all stated above has nothing to do with reality as i am no scripter. It's all based on personal experience.

Cheers.
Haste-whip TrixX!
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Jack08
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Post by Jack08 »

TouchMyNipple wrote:Jack, you said that SETA x10 doesn't skip scripts.
But on my decent rig sometimes if i use seta >7x to fasten the time it takes to reach battles (i.e. xenon invading from a gate 90km away) the ships will stop after sometime and just do nothing. Well that may be related to what you described as "delayed" execution of scripts as everything turns normal when i switch SETA off. Still i do belive SETA is somewhat buggy to run for a long time. For purposes of afk-fast-forward it may be better to make a side macro that just turns SETA off after, for example, one hour, waits like 2-3 minnutes and then turns SETA on again.

And once again - all stated above has nothing to do with reality as i am no scripter. It's all based on personal experience.

Cheers.
Yeah, it depends how much is going on in the universe, the more tasks that are heavy on execution the higher chance scripts can stall - this is why if your going to run seta for any substantial length of time (aka, afk-fask-forward) drop down to 4 or 5.

But for general play, running around the game, waiting for a cycle of your factory, etc - 10x should be perfectly fine, unless:

If your running into scripts stalling completely allot, then your game definitely has some overload going on - i'd check running scripts, if you have more then ~12k all based from the job engine, you could/probably do have issues if the tasks they are executing are all vanilla based job code (not the most optimal stuff).

This is the reason the job engine has been replaced in so many major mods.
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Nayder
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Post by Nayder »

Hi there,

I love this mod.

I installed this on TC, and that was realy awesome.

Not i want to use it on AP, but i have a little problem...
How can i take a sector?
I am in an unknow sector, and i put a commercial station, but it dont work.
I activated the "players sector take-over".
For a test, i activated the racial sector take over, and AI have np with the sector take over.

There is no AI stations in my sector.
And the race is still "Unknow" for an unknow sector, or the name's race for an AI sector.

I just have messages who say "0 tax etc".

Hope you can help me
Thanks.
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Jack08
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Post by Jack08 »

Nayder wrote:Hi there,

I love this mod.

I installed this on TC, and that was realy awesome.

Not i want to use it on AP, but i have a little problem...
How can i take a sector?
I am in an unknow sector, and i put a commercial station, but it dont work.
I activated the "players sector take-over".
For a test, i activated the racial sector take over, and AI have np with the sector take over.

There is no AI stations in my sector.
And the race is still "Unknow" for an unknow sector, or the name's race for an AI sector.

I just have messages who say "0 tax etc".

Hope you can help me
Thanks.
You have to access the claim menu via the IR Hotkey.
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Anubitus
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Post by Anubitus »

Jack08 wrote: X-Tended Terran Conflict (XTC): Theoretically Compatible - This mod is theoretically compatible, however it is completly untested; Also note that only basic shield types will be used, the XTC extra shield types will not.
is there a way to change this to have them use the shields..?
Nayder
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Post by Nayder »

You have to access the claim menu via the IR Hotkey.
.


Yeah thank you!
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Jack08
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Post by Jack08 »

Anubitus wrote:
Jack08 wrote: X-Tended Terran Conflict (XTC): Theoretically Compatible - This mod is theoretically compatible, however it is completly untested; Also note that only basic shield types will be used, the XTC extra shield types will not.
is there a way to change this to have them use the shields..?
You could edit xtl.cwp manually, tho i strongly advice not using IR with 2.0; you could find yourself in a situation where thousands of ships are being created - very quickly.
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jack775544
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Post by jack775544 »

Do you know that through experience ;).
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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Jack08
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Post by Jack08 »

jack775544 wrote:Do you know that through experience ;).
I did try it for a little while, everything appeared normal. Until RSS went nuts and spawned a fleet on top of IR which sent IR crazy and spawned more ships which sen.... you see where im going here? :D

I did modify a good portion of XTC's ship spawning system as per there requests, so i kinda expected this to happen.

Tho that was with the beta build of XTC the code has changed since then, but i'd advise anyone that wants to try it backup there save games first. If IR and RSS start going nuts at each other there's no way to fix it. The usual warnings apply, and in this case even more so: IR WILL break XTC's plots :D
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Arisk
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Post by Arisk »

Is there a way to force the carrier to use their fighter in the response, assault fleets because they die full of fighters?

This problems is present when an assault fleet invades a sector 50% of the time no fighters are ejected from carries

I don’t mind use a hot key to force this feature
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Shuulo
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Post by Shuulo »

Arisk wrote:Is there a way to force the carrier to use their fighter in the response, assault fleets because they die full of fighters?

This problems is present when an assault fleet invades a sector 50% of the time no fighters are ejected from carries

I don’t mind use a hot key to force this feature
As i tested it that happend with the same frequency and as i know it was not figured out why it happens.

@ Mark, will IR will be updated in nearest 1-2 months? or current dev version is totally based on changes made in XTL?
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Jack08
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Post by Jack08 »

Shuulo wrote:
Arisk wrote:Is there a way to force the carrier to use their fighter in the response, assault fleets because they die full of fighters?

This problems is present when an assault fleet invades a sector 50% of the time no fighters are ejected from carries

I don’t mind use a hot key to force this feature
As i tested it that happend with the same frequency and as i know it was not figured out why it happens.

@ Mark, will IR will be updated in nearest 1-2 months? or current dev version is totally based on changes made in XTL?
IR doesn't really exist anymore in XTL's alpha build - it has kinda morphed it into something completely different. In order to update IR i need to back port allot of the new fleet code which is only compatible with XTL - so an full AI update for IR wont happen until after XTL's release.
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Hellaciouss
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Post by Hellaciouss »

Hello! Great mod!

I am curious, is this compatible with the X3AP Bonus Pack found here and the Mosquito Missile Defense found here
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Jack08
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Post by Jack08 »

Hellaciouss wrote:Hello! Great mod!

I am curious, is this compatible with the X3AP Bonus Pack found here and the Mosquito Missile Defense found here
Neither should cause any issues. :)
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Hellaciouss
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Post by Hellaciouss »

Thank you for your quick reply! :)
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Respawning Stations

Post by Sardaukar2488 »

Hi,

I am currently using this with X3AP XRM and for the most part its working fine - sector takeover works and invasion/response works for several game days before requiring a clean universe/restart of IR. I have notced however that sectors which have been taken over still respawn stations that used to be in them (example in my game i helped the Terrans take Omicron Lyrae, but the shipyard respawns). Additionally unless i use the cheat commands to destroy respawned stations i lose Terran rep for destroying them again normally, even though they are enemies to me and to Terrans. Is there a way to permanantly suppress respawning stations?

Thanks

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