[Script] Station Manager v1.11 (March 27)

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Sgt. Steiner
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Post by Sgt. Steiner »

Well 1.06 seems to work, but there is still a problem when they goto a station that doesn't have room for the wares they have. They will sit there for an eternity waiting for room to be made. I think this was noted as a known bug, but I'm not sure whether it's supposed to have been fixed or not.

Also, there is a problem with my complex (I only have one atm). The first ware in the list seems to be getting sold fine, but the second ware (there are only 2 wares) keeps getting shipped in too large a quanity. If say a cahoona backery can only hold an extra 800 units max, my transports still leave with a load of 2000 or so and subsequently sit at the backery waiting to sell the rest.
UK_lawman
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Post by UK_lawman »

Burianek wrote:To force them to be running the correct version (latest installed):

Issue your traders the none command. After a few minutes you should get the continue command in the trade menu. When you issue the continue command they'll now be running the latest version.
Having performed the above to update the Station Manager script to v1.06 I'm getting lockups/freezes. Havent yet located which station (have 14 running the script) or trader is causing this lockup. Was originally running script v1.04 when freezes started, upgraded to latest version and still freezing.

Not using any other 3rd party script, X3 patched to v1.3

[Edit] Not sure whats going off but found that 2 traders had somehow exceeded their home factory max 2 jump range setting. Perhaps they could not then work out how to get back home because of this. While attempting to manually jump them back home I had another lock up so cant be certain there was still someting else not quite right with this script.
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Goose
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Freeze ....

Post by Goose »

Firstoff i want to thank Burianek and AalaarDB for this great script.
I used in in X2 an was happy to see that it is now renewed for X3.

It is a pity that it makes my game freeze too...

This occured with version 1.05.03.

I upgraded from Version 1.05.03 to 1.06. and stopped every managing service before as mentioned.

I reactivated the services after updating.
The game unfortunately freezes still after 2 to 3 hours running.

Disabling any stationmanagers wipes the freezes away.

I cannot determnine right now which ship or factory produces this freeze but i will try to find out....

Goose
Sapce Hulks, Kilrathi, Skeltek, Shivans, Antarianer, I-War Aliens, Xenon, Händler, Piraten, Kopfgeldjäger ..... all gone!!
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Burianek
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Post by Burianek »

Sgt. Steiner wrote:Well 1.06 seems to work, but there is still a problem when they goto a station that doesn't have room for the wares they have. They will sit there for an eternity waiting for room to be made. I think this was noted as a known bug, but I'm not sure whether it's supposed to have been fixed or not.

Also, there is a problem with my complex (I only have one atm). The first ware in the list seems to be getting sold fine, but the second ware (there are only 2 wares) keeps getting shipped in too large a quanity. If say a cahoona backery can only hold an extra 800 units max, my transports still leave with a load of 2000 or so and subsequently sit at the backery waiting to sell the rest.
It doesn't sound like you've updated correctly. As of 1.06, traders will no longer fly to stations to sell wares unless they have at least 20% free space with which to buy the ware.

Also, as has been mentioned before, the script does not support complexes at all. It can't until there are some more script options available to control complexes. (Hopefully these will be out in the next game patch)

Try this:
burianek wrote:Completely stop the automate command for all of your stations by selecting none over top of it. Let your traders all get stopped and start returning home. Then you can reissue the automate command and add your traders back to the station. That is a forced way to make sure you've got the right version running.
UK_lawman, try the same thing to update yours. Don't just stop the traders, stop the stations completely and restart them.

If you're still getting freezes, it'd be helpful to know what's happening with your traders when it freezes. Are they docking at home, at a station to buy? sell? Do they have too many wares, etc.?

Any hints you can give us will help us track the problems down.

Sounds like there are still some pathing issues if you had ships outside of your jumprange radius. Unless, were they going around an enemy sector to reach a target sector that was in your radius? (what was the destination station / sector listed in the property menu at the time, was that in jumprange?) Or, were they flying to a repair dock to go get fixed?

Goose, you aren't using the script on complexes too are you? It doesn't work for complexes.

We'll keep working on it.
Thanks.
"Nature's first green is gold" . . . stay golden.
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Goose
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Post by Goose »

D´OH yeah there was one complex in it...

testing....

THX

Goose :D
Sapce Hulks, Kilrathi, Skeltek, Shivans, Antarianer, I-War Aliens, Xenon, Händler, Piraten, Kopfgeldjäger ..... all gone!!
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Rakeris
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Post by Rakeris »

I got the newest version,(1.06) and I'm still getting the freezes/lockups =\
Dclark
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Post by Dclark »

Fantastic script you have here. The only problem I had with it was trying to keep the traders from crossing a hazardest sector. They kept trying to cross Ceo's Doubt to get to Great Trench from Unknown Sector. I didn't have a nav sat there so I thought they would stay away from it but they wanted to take the short cut through there. It would be great to be able to have a way to enter in a "Do Not Enter Sector" command to go along with the not crossing enemy sectors part of this script. Might be able to have the owner of the sector changed to 'Pirates' with a different script. That should do it. Any Ideas?

PS. I had problems with a crash too. I think it was something to do with the station being full like i read in the other post eariler. I shut down the station managers and it fixed it.

EDIT
I am not using the latest version. I am still using 1.03 so this is not from your new version. I haven't tried to track down the exact reason. I thought I would just wait till the problem is solved for about a week or so before I tried with your new version.
AalaarDB
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Post by AalaarDB »

Anyone who ever has problems please send me a savegame at [my name] at yahoo.com. I'm trying to find the cause(s), but it's very hard without knowing what I'm looking for.

Edit:
For the past few hours I've been watching on seta x10 with no problems. I have 150 factories stolen from the 5 races (so I know I'm getting a good variety). This includes complexes, which remain unsupported, so I'd like to point out the fact they don't make the script blow up. Each factory has a random number of ships assigned it, and a random number of jumps (mostly 9s).

If you are getting freezes - stop the automation process on all factories! Make sure all ships are stopped too. Restart. Send me 1 save before the restart process, and one at the closest to the freeze.
AalaarDB
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Post by AalaarDB »

Game left on seta x10 for 12 hours last night, no freezes, no ships stuck in KE.
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Rakeris
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Post by Rakeris »

Hmm, I take it you didn't get the freeze on my save? Very strange...as I've had the mod turned off for all the stations (using the defalt in-game buy/sell now) for a while. But after I re-enter the command on the station command menu, soon after it will freeze. The time will usually vary some, but normally around 5 to 30 minutes after I start them up using the mod.

I also tried to remove/stop all other scripts I had installed, but it still froze =\
AalaarDB
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Post by AalaarDB »

Correct, that game did not freeze, I tested it for about 5 minutes of seta x10.
I will do some more things to your save, including saving it on my computer and seeing if that fixes it for you.
Can you list what other mods and scripts you have installed?
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Rakeris
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Post by Rakeris »

Ok, I'm using:

Overtune
SatelliteDeploy-v1.0
X3 Race Response Fleets (JTP - jump to protect) 1.42
X3 Mercenaies Guild
X3 Assassins Guild
cisor.dbc.v1.1

And the CapitalRebalance.R1.0 mod, that I combined with the Nova Vanguard fix.


And the 2 updated scripts from the testing forum.
bas.patrol.1.01
mk3_1.02.03
Mad Hatter
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Post by Mad Hatter »

I had to go back to the previous version.

My game was locking up, and it actually corrupted the save game and wouldn't allow me to load it. (So I have nothing to upload)

It made it about 20 minutes or so before everything started going bad. One thing I noticed before it went down was that one of my traders from Ore Belt was all the way in Three Worlds with orders to dock at its home station in Ore Belt. The jump radius was set to 2 - so he was pretty far afield.

Went back to an earlier save, and back to the 1.4 station trader, and everything is fine.
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Burianek
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Post by Burianek »

That's really weird.
I can't reproduce any freezes or problems in my game.

Hmmm, I've uploaded a new version of the script, version 1.07.
It contains numerous small tweaks and fixes that most users likely won't notice.

In addition, I put in some debug code to have you guys help us track the problems as they occur.

If you want to turn on verbose debugging on one of your ships, you need to set the local variable 'stat.mgr.debug' to true. I've included a script in the package called 'stat.mgr.set.debug.verbose'. It's never called by the script, but if you manually run it and select one of your ships, it will toggle the debug local variable. Note: run it on null and select the ship as the target, so that it doesn't mess with whatever the ship is currently doing.

Debug logging won't start right away, it will start the next time the ship completes a trade run. If you want it to start immediately, after you set the local variable to true, stop the ship and then continue it. That will start debugging immediately.

In addition to the ship spitting logs out to your incoming messages, a logfile named log07650.txt will be generated in your X3 directory. Aalaardb and I might ask for these logs in place of sending save games to try to diagnose problems. Note that these logfiles are never wiped, successive data is just appended at the end. So if you want to start fresh, remember to delete the log file from your X3 directory before starting the game so that it will make a new one.

Hopefully, we'll squash this freeze bug we don't seem to be able to reproduce ;)

Cheers.
"Nature's first green is gold" . . . stay golden.
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Burianek
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Post by Burianek »

WE FOUND IT!!!!!

Redownload and reinstall version 1.07 if you downloaded it before I made this post. (If you're not sure, redownload and reinstall it just to make certain)

We made a critical breakthrough in the finding of all that ails this script. I can almost guarantee any problems with the script should be gone.

In the unlikely event that you still notice something wrong, you can still use the method described in my last post to get debug output for us to look at.

Thanks for all the bugreps.
Cheers.
"Nature's first green is gold" . . . stay golden.
andysonofbob
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Post by andysonofbob »

Sorry about being painfully annoying but to save me getting into trouble at work by browsing the post, can someone answer the following question for me please?

Will the station commander utilise a jumpdrive if one is installed in a trade ship?

I know on the front page you said it was cheating - I disagree.

Why should the player be forced to do everything manually when it is such a simple task to review sector data available. It defies reason to not think another entity could carry out tasks which you can do, especially if dedicated. We have had automated software IRL for ages which have algorithms that compare variables, carry out checks and then distibute or what ever.

Besides, if the rest of the universe cant be bothered then thats their fault - so nerr :P.

Also this is not a MMORPG and so there is no need to 'grind'; as many 'options' should be availiable to the player as possible.

kindest regards

andy
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Rakeris
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Post by Rakeris »

Well andysonofbob, there is anouther script that does that, you might what to check it out.

http://forum.egosoft.com/viewtopic.php?t=110417



Sounds great Burianek, I'll check it out, and hope for the best! ^^
andysonofbob
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Post by andysonofbob »

Rakeris wrote:Well andysonofbob, there is anouther script that does that, you might what to check it out.

http://forum.egosoft.com/viewtopic.php?t=110417
Why thankyou.

This is easily the best community alive. Two great scripts; different enough to tailor each gamer's preference and both seem groovey like the sun

and then there are plently more scripts left, right and center!! What a great bunch of people. Now back on topic...

Andy
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Rakeris
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Post by Rakeris »

You're welcome. Yeah I know what you mean, so many nice people here ^^



No more freezes!! I loaded the new version up played for a few hours and not a single freeze! Awesome job! :D
Mad Hatter
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Post by Mad Hatter »

No more freezes for me either, but I have noticed that they tend to get 'stuck' pretty often.

Its common for me to see my traders docked at a station which has filled up on a resource while the trader was en route. The trader will just sit there doing nothing.

I'm not sure if there are other stations available to sell the resources to, but its common for the trader to ignore its own home station being out of resources while it sits.

I have to tell them to undock, and then restart the auto trader for them to pick up a legitimate command.

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