BETA release - StationWar Mod v0.5

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

jduato
Posts: 63
Joined: Thu, 3. Jun 04, 19:28
x3tc

Post by jduato »

The same happened to me. After killing the six Novas and 6 Mercurys, I returned to Black Hole Sun, contacted Ban Danna (Radio Danna), and got the same message and the 4 Novas again. I kept doing so until I got tired. I destroyed the shipyard. Nothing happened. I looks like it is an endless loop.

I detected a few additional bugs:

1) When I read Ban Danna's message, my ship enters autopilot mode. Is this a bug?

2) I received several messages reporting infinite loops, not only on stationwar.collect.taxes (most of them) but also on stationwar.build.new.spp and stationwar.launch.invasion.

Finally, I would like to mention that I found this mission (the only one I could play) too easy. First time with wingmen, it was fine. The remaining times I decided to go alone. It was terribly easy. Some Novas even stopped when I killed the mercury they were protecting. Some other Novas did not even change direction and just fired at me using the back turret. Finally, none of the Novas used IDs against me.

This is not to discourage you. Just bug reporting and feedback from experienced players that are looking for more :-)
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

Yes, a file was missing that I forgot to put inside the zip file. This caused the "looping effect." Actually, it wasn't really a loop, but the complete absence of the loop which checks how many ships you've killed. Didn't notice it because the script was in my game, but neglected to put it in the zip file when I copied the files. Both problems should be fixed now (the not being able to finish the mission, and the missions repeating). Update is at the strike9 link (sayfadeen.strike9.com, click on the .zip image in the screen, click on the expanded .zip image in the next screen, right click save as).

As for the missions being too easy, I think the best thing to do is install the Xai Corp Advanced AI. Go to http://www.egosoft.com/x2/forum/viewtopic.php?t=57712 if you're interested. This will vastly improve enemy AI, and the enemy will use their ion disruptors with good skill. In my Khaak M3, I've found this mission somewhat difficult, with the Xai Corp script.

But that aside, I'll work on the script as well to try to make the fighters behave better, for the next release which I should be finished with soon. If anybody has any other suggestions, I'd love to hear them.

Edit: A minor bug with the second mission has also been fixed.

And I DO appreciate the feedback. Its much needed.
Last edited by sayfadeen on Sat, 4. Sep 04, 02:53, edited 2 times in total.
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

I think that most of the bugs that have been mentioned so far have been fixed. Let me think...


1) Read-text thingy should be fixed now
2) Missions not finishing should also be fixed now (haven't had any problems on mine, cross my fingers)
3) Autopilot thing fixed
4) Race war issue; ships are now at war with each other
5) A few other things I found that no one mentioned yet ;)

Still to do:

1) This irritating infinite loop business. I'd REALLY appreciate someone more experienced telling me how to fix that. Do note, though, that the mod and the race AI will continue as normal even when these infinite loops happen. Their decisions are sort of turn based (once every fifteen minutes or so), and so if an infinite loop happens this means that the race has basically "missed" a turn. But the next turn will continue as normal. This doesn't excuse the problem at all, which is due to my lack of mastery of the SE engine and nothing else, but just making a note for the sake of those patient souls playing the beta that they don't have to start over or reinit scripts or do anything.

2) Disable plot. I don't think there's a way to manually disable the plot (correct me if I'm wrong). I think that will have to weight until the new map for the mod is finished (a new map will automatically disable the plot).

3) The Khaak information. As alluded to, I'm going to be using a different map (Darkstar1 has graciously offered the use of his), so the Khaak information will probably become irrelevent as those sectors won't be there anymore.

Much, much, much appreciation to all those who've given the beta a whirl, and especially those who reported back with what I must say have been very detailed and helpful reports. The information that has been provided by people has been invaluable. The autopilot thing mentioned above, for example, may have seemed like a minor bug, but actually it clued me in to why the missions weren't working properly. I probably wouldn't have figured it out otherwise, or at least it would have taken me a long time. So just to say that, for anybody who is tinkering with the mod at this beta stage, NO BUG IS TOO SMALL TO TELL ME ABOUT. :)

I'll keep trying to fix bugs as they get reported.
Hawk_strike
Posts: 149
Joined: Mon, 16. Aug 04, 08:37
x2

Post by Hawk_strike »

Safa you can count on me to do a review on this, i just started a new game anyway and ive got an hour to kill.
I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.
Exekutor
Posts: 1096
Joined: Mon, 22. Dec 03, 18:52
x2

Post by Exekutor »

I´ve found another problem ;) (maybe a bug ?? ). I cant capture the Terracorp HQ. I tell the Mammut to start the assault, he says they are ready and waiting for the shields to come down. I get into my Perseus und shoot down the shield off the station. Then i get a message that they are attacking the station (750 enemies against 1000 of my soldiers). Then i wait (the mammut starts flying around the station) but nothing happens (should the shields of the station be down all the time?). how much time it takes to capture the station ? The readme says that the battle works in rounds and every round i get a message with casualties, but how long does it take?

I waited about 5mins, then the mammut killed me :shock:
Ich bin nicht nur gekommen um dich zu sehen.
Ich hatte etwas Radikaleres im Sinn.
Kill a man and you're a murderer. Kill many and you're a hero. Kill them all and you're a conqueror.
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

For the Terracorp station it usually takes quite awhile. This is because shipyards, equipment docks, and trading stations have about 750 soldiers on board. Factories usually have 150. In any case, the battle will end when all the soldiers on board the target are gone, then ownership will be transferred. I tried to design it so it would be a bit of a challenge keeping oneself and the drop ship alive during the drop. Usually it takes more than five minutes to win. You only need to get the shields down once.

Did it get that far to where there was zero enemies but still isn't transfering ownership? Are you getting the regular casualty reports (they should come once every 30 seconds). If not, do make sure you're using the latest strike9 zip file, and if not, get it and try the mission again (from a previous saved game before accepting the mission). I tested that particular mission a lot on mine and it should be working properly (*cross my fingers*). I'll check it once again though.
Hawk_strike wrote:Safa you can count on me to do a review on this, i just started a new game anyway and ive got an hour to kill.
The more feedback the better!
Last edited by sayfadeen on Sat, 4. Sep 04, 17:17, edited 1 time in total.
Exekutor
Posts: 1096
Joined: Mon, 22. Dec 03, 18:52
x2

Post by Exekutor »

I got the newest version, but i don´t even get the casualties report every 30 seconds. As I said, i was flying around the station for about 5 mins, no report, only that its 1000 vs 750 :?
Ich bin nicht nur gekommen um dich zu sehen.
Ich hatte etwas Radikaleres im Sinn.
Kill a man and you're a murderer. Kill many and you're a hero. Kill them all and you're a conqueror.
Hawk_strike
Posts: 149
Joined: Mon, 16. Aug 04, 08:37
x2

Post by Hawk_strike »

Ack it just crashing my game and gives me a little tab in the corner saying "disabled"
I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

Are you starting a new game? Don't do that or this will happen :) Make sure you load from a saved game, and make sure that it is a saved game that is pre-installation of the mod. Also make sure to click the select mod package in the opening screen, and the StationWar mod.

Apologies.
Darkfire1
Posts: 128
Joined: Sun, 18. Jan 04, 15:05
x4

Post by Darkfire1 »

sayfa they keeping you busy hehe
X3 TC Ship Index
Community Ship Pack Mod
X2 The Threat - X3 R - X Terran Conflict
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

Nobody's fault but mine :)
User avatar
Bléral
Posts: 697
Joined: Wed, 31. Mar 04, 00:37
x2

Post by Bléral »

How is it with the marine-thing? you spoke about creating different types of marines, or making them getting more "battlehardened" as they survive assaults... Maybe you could mix the two possibilities by allowing to "specialize" them: peacekeepers, experienced in station defense/ specforces, with a bonus during the invasion of a station/ assault marines against ennemies capital ships/ fighter thieves, able to steel docked ships during the invasion of the station/ whatever you can think at...

Whenever stations could install on-board weapons (I mean, integrated laser-towers, or missile launchers...) (don't know if that is really possible), experienced marines could take control on it, to help you if there are dogfights outside?
And what about slavery? dpm_Heman is working at it, I think...

I know, that's pretty easy to say but harder to script, and you better have to fix actual bugs than to increase the complexity... but :D I don't care, I love making others overworked for my pleasure :twisted: :wink:
Anyway, excellentes idées, terrible ce mod (I'm tired with english :P )
L'hypertrophie de louveteau se palpe.
Tiens, mais ne serait-ce pas une fonction de Recherche ?
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

Bléral wrote:I know, that's pretty easy to say but harder to script, and you better have to fix actual bugs than to increase the complexity... but :D I don't care, I love making others overworked for my pleasure :twisted: :wink:
Yeah, first things first. :)
Bléral wrote:Anyway, excellentes idées, terrible ce mod (I'm tired with english :P )
Terrible seems a bit harsh. It's a bit difficult since I'm the only one doing any of the scripting :(
Last edited by sayfadeen on Sun, 5. Sep 04, 00:28, edited 1 time in total.
Hardin
Posts: 18
Joined: Sat, 14. Feb 04, 19:16
x3tc

Post by Hardin »

I'm getting ctds constantly. The saved game I tried worked before I installed this mod with no crashes, but now thats all it does.. :(
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

Ok I think we need to systematize this...Am I right in assuming that everyone who is having these crash to desktops has followed the installation instructions properly? I ask because I never have this problem on my machine, and its very difficult for me to fix a problem I can't replicate. The only time where it crashes like that on my machine is if I install the mod and try to run it without using the Select Mod Package in the opening screen Everybody is doing that, yeah? If possible, could people who are having this problem just make 100% sure that they've installed everything to the right directory and have activated the mod in the Select Mod Package, and tell me again if its still not working? Other than that, I can't figure out why its working on some people's machines and not working on others...maybe some modding guru has some advice? :)

I will solve this if it kills me.
Hardin
Posts: 18
Joined: Sat, 14. Feb 04, 19:16
x3tc

Post by Hardin »

I've manged to get it working. I regressed to an earlier save and deleted another script that was causing problems. I haven't had a ctd in a few hours now. I really like it so far.
sayfadeen
Posts: 28
Joined: Fri, 30. Jul 04, 00:19
x2

Post by sayfadeen »

Good to hear :) If I may ask (for future reference), what was the other script? I'd like to avoid conflicts as much as possible in future releases.
Darkfire1
Posts: 128
Joined: Sun, 18. Jan 04, 15:05
x4

Post by Darkfire1 »

Uhhh guys, we need a darn mod manager hehe
X3 TC Ship Index
Community Ship Pack Mod
X2 The Threat - X3 R - X Terran Conflict
Hawk_strike
Posts: 149
Joined: Mon, 16. Aug 04, 08:37
x2

Post by Hawk_strike »

I had a game crash, after you get the message the the mandarins and Xenon have attacked Red light, i went to go see what was going on and my game crashed....
I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.
Hawk_strike
Posts: 149
Joined: Mon, 16. Aug 04, 08:37
x2

Post by Hawk_strike »

PS it could be something to do with poor integration with other scripts, ive a feeling its either scripts contained in "the big mod" by Marklaverty, the "massive war mod" or one of the signed script, For experminentation i suggest you install these on your machine and see if it crashes then.

Aslo am on GB Version 1.4 check what other people are on :P
I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.

Return to “X²: The Threat - Scripts and Modding”