The lockup does seem to be correlated with going into a sector where pirate owned ships are located. Not all pirate ships cause it, it might just be ships spawned by the script.
Turning the AL setting off does not stop it happening, but destroying the ships, while OOS, seems like it might be stopping it.
I am in a relativly new game and only about 1/3 of the sectors are showing. Does the script activate in pirate bases that are not in discovered sectors?
I have not destroyed any pirate bases. I did have the earlier version installed before.
Tinker
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
I remember i'm using a script to overtune some ships. And Firelance doesn't use Rudder/Engine optimisations. It can be a cause. I'll do further tests today and see what happen. And if it's right, i'll make a script to destroy the overtuned ships to fix the issue.
Does the script activate in pirate bases that are not in discovered sectors?
I remember i'm using a script to overtune some ships. And Firelance doesn't use Rudder/Engine optimisations. It can be a cause. I'll do further tests today and see what happen. And if it's right, i'll make a script to destroy the overtuned ships to fix the issue.
Does the script activate in pirate bases that are not in discovered sectors?
Yes.
You shouldn't have to worry about those tunings with Firelance. They will simply be ignored as I have made them unequippable for ships.
To access the script editor, whle flying, type: Thereshallbewings - make sure the T is capitalized or it won't work. Then from the command console of your ship access the script editor and find the script file mentioned in the above post.
As I was able to revert to a saved game that had not been affected by the crash bug, I can't answer the second question. I believe, however, if you edit the script, save your game and ensure the sectors are not crashing, then install the 1.16 update, your crash problem should be resolved.
Feel free to correct me if I'm wrong SerialKicked :]
1: what do you mean by script editor? I'm a x2 noob, so i'm a bit confused on that
Answered by Anti-Hero. Btw if you have an azerty keyboard, the code is Thereshqllbezings
2: Will laser towers reappear eventualy after they are removed?
Not in the current version. I suppose, that after some additional tests (and a small post in the board ^^), this feature will be added again. However, deleted "standard" Pirate lasertowers (not built by my plugin) won't reappear.
That's all i can do for the few people who don't have a recent 1.10 savegame and have to update from 1.15 to 1.16. Sorry about that.
NavaCorp wrote:I read that in this new version pirate bases don't buy laser towers anymore: so no more pirate bases with laser towers?
In fact. If you had 1.15 and updated to 1.16 using the "remove.LT.bug" script, all pirate owned LT will be deleted. If you're using directly 1.16 (or updating from 1.10), standard pirate LT will still exist but my plugin wont add more or replace destroyed ones.
I've made another topic related to the LT creation script i made. Hopefully we'll find where the issue is coming from
Not sure i've understood your question. If you want to know if there's a difference between "bad" and "good" LT : "bad" LT are always located at a distance of 2 km from a PB max.
I meant the LTs created by the pirate script as opposed to the ones originally there when the game starts. But, never mind, I went ahead and used the fix script to remove them all.
I did have one more lockup after that, but I think I forgot to "Re-init the script cache". After I re-started and reloaded it has Not happened again.
The number of pirate ships sent seems to be less extreme, also. And my fps seems better now, although it is hard to tell since nothing ever happens the same way twice in the X2 game.
Tinker
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
LT are buyable again, and you'll gain money for destroying pirate bases and M6. For PB, you will have to wait a few minutes to receive the funds (anyway, you'll receive a message as soon as the money is transfered).
@Dread : 2.0 of what ? If you're talking about my AL Plugin, the last version that caused a hang was the 1.15 and i've already explained how to remove the bug.
If you're updating from 1.15 you'll need to use the "aaa.repair.lt.bug" script like it's written in the readme. If you're updating from any other version or doing a fresh install there's no problem.