AL Plugin : X3 Race Response Fleets Final 1.7a 3/12/07

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LV
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Post by LV »

as i only did the fianl mission in beta without RRF installed I can't really help other than to advise peeps to turn off RRF before the battle
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dion_b
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Post by dion_b »

Any idea on that massive (yet non-fighting) Split furball in Kingdom End I mentioned earlier?
7ate9tin11s
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Post by 7ate9tin11s »

dion_b

I had the same basic problem in kingdoms end with the split and cleared it up by forcing combat between the split and boron in the sector (ie Boron Shark -> Hate Split ship). Not sure what causes that problem though ><;;
Buck_Rogers
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Post by Buck_Rogers »

What frequency does Getsu Fune change ownership? I ask because I have had it 3 times since I updated to 1.7a. It just seems to change quite quickly.

No biggy, but I ended up losing the trading station to a maurading pair of Kha'ak cap ships! :evil: I have only recently started a new game. So I did'nt have the resources to fight back. :(

I think I'll disable the sharing of this sector until I can afford cap ships myself.
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Mr G
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RRF and BSE

Post by Mr G »

hey guys! sorry to be posting something that may have already been asked and solved but there's a limit to the number of pages i can read about things i dont have a problem with... but anyways... my main issue is using Race Response Fleets (latest version 1.7a) and the Bail Signal Extension (latest version 2.1)

whenever i put them on together bail extension doesnt initialise and whenever i go into the AL plugins menu it crashes my computer!!

ive uninstalled and reinstalled X3 several times. and i use cycrows script installer. ive added scripts in different sequences over and over again... installed RRF and BSE with all my other mods and they work fine independently.

but when combined, everything goes to pot!

currently my mod folder looks like this....

X3 2.5
Bonus Pack (latest)
Xtension
Rase Retaliation Fleets
EMP
Salage Claim Software
Bail Signal Extension


anyone had this problem before?
Alexal
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Post by Alexal »

I've got a problem.
Due to the RRF (I guess) Argon-1 is now at Akila's Beacon. How can I get it back to Argon Prime, cause a have difficulties in the 11th mission.
Buck_Rogers
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Post by Buck_Rogers »

Try switching off RRF. That might work
Buck Rogers

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Sandalpocalypse
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Post by Sandalpocalypse »

Argon One should never be picked up by RRF. Is it still called Argon One or is it a Argon Rapid Response bla bla bla..?

In any case, use LV's cheat scripts to destroy it. It will respawn in AP in a couple game hours. That should be safe enough in terms of the plot, but definitely save before you do it just in case.
marco01
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Post by marco01 »

For some reason plugin manger crashes when its installing the scripts from the file
siath70
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Post by siath70 »

I have the same problem in Kindoms end, like 100 split fighters from m5 - m3s also have some paranid fighters milling about. Big long line of ships starting somewhere around light of heart and running all the way up to kingdoms end, they're all sitting on the south gate there just below the shipyard.

Out of curiosity, the other person having problems with kingdoms end are you running XTM?
SunofVich
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Post by SunofVich »

I have a question.

How do I know when ships that are part of an incursion are going? In one the BBS message stated that I was to go to Boron shipyards for an invasion of Xenon Sector 257. Did not specify which shipyard so I just went to the one in Kingdom End. As I was docking to the station I recieved a message that stated the incursion failed and allied forces suffered heavy losses. I was like "what the hell?"

Second time I had to go to Teladi shipyard for an incursion into Xenon Grid 2. Well this time I went near the shipyard in Seizwell then jumped to Xenon Grid 2 only to find no Teladi ships there so I decided to fight until they arrive OR it was suppose to be just me. In the midst of fighting a K I got a message again stating the incursion failed and they suffered heavy casualties... WTF?

What am I doing wrong?
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Sandalpocalypse
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Post by Sandalpocalypse »

what should happen:

you dock at a shipyard, it tells you 'The fleet will arrive shortly etc.", about 5 capitals and 5 m6s will jump in, then they will start jumping to the named xenon sector.
SunofVich
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Post by SunofVich »

Oh ok, thanks, I guess I need to try and dock to the shipyards faster.
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Sandalpocalypse
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Post by Sandalpocalypse »

make sure you have the latest version... i recall similar issues with an earlier beta.

LV...i know the script is finished... but is there any way for it not to interfere in Xenon Invasions? :cry:
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LV
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Post by LV »

if you post the exact XI issue below in 1 post i'll take a look
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Lancefighter
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Post by Lancefighter »

Im not sure, but i think his issue is that when he does a xenon invasion mission, (from the bbs, official ego mission, that is), the RRF ships will come and blow the xenon up because they are attacking.

I think he just doesnt want this to happen...
SunofVich
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Post by SunofVich »

:o well I was able to do the Xenon Incursion mission, however I had the instance where two ships appeared (M1 I think) called ReadText8804-8.
I decided to jump to the sector when I started to see Invasion M1 and M2's disappear. When I arrived there were three Invasion M1's already there but they looked like OWP's

I am using XTM. And only 1 M2 showed up. and none of the M6's.
SentinelDiety
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Post by SentinelDiety »

I've got a slight problem. I'm not entirely sure it's because of this script, but I have nothing else installed that would cause this particular problem.
I left my game running overnight (no seta, so rep doesn't crash too much, just gives me a bit of cash), and came back the next morning to find over 2,000 (yes, that many) Argon Novas milling about Argon Prime. So I decided not to go back into AP, and continued playing, thinking it was a fluke. Nope. There are significantly more Argon Novas camping the south gate into Kingdom's End. Can't really tell you how many, since I have to hold every key for around a second before the keystroke registers, and so scrolling the list would be... difficult.
Gonna have to restart, since there's no way I'm going to delete every one of those ships individually.

For reference,
X3 2.5
BP 3.1.07
NH Mod 1.09
BSE, mEngine, PilotAI, Race Invasions (no one invaded either of these sectors), and RRF.
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LV
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Post by LV »

http://www.arcl07.dsl.pipex.com/x3scrip ... ipsfix.zip

ok i have written 2 quick nuke scripts for the 1000's of shi[ps problem some peeps are having.

these files are not packed and must be manually extracted into your scripts and t folders

the 2 scripts do the following

plugin.lv.jtp.debug.shipscounter

you must manually run this with r,r,enter. on running it will send you a temp message telling you where it finds more than 120 fighter class ships in any sector , it will then destroy every one of them unless they are xenon or khaak.


plugin.lv.jtp.debug.shipscounter.keo

as i believe this is a XTM related issue i have also added this one which should be used first. It does the same as above but will only kill non xenon/khaak fighters which have a destination of kingdom end.

please try this script first as it's hard for me to test as I do not have xtm installed and without scripting in the ships with ke already set as their destination no ships exist in my game in KE which is the reported issue.



once done if you run the script(s) again you should still get the message for xenon ships but the problem ones should be gone


If this fixes i'll write them into the full plugin for a proper download.

Disclaimer, If you have this problem but do not understand my instructions, wait until someone who does has tried it ;)
LV's TC Scripts
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
siath70
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Post by siath70 »

The XTM problem is a script problem, which I have fixed and posted on their forums.

Found here: http://www.thexuniverse.com/forum/showt ... hp?t=11621

XTM rewrote the police jobs and didn't remove the !job.police.patrol.spk. This fixes that and also fixes the JobWings problem with XTM.
As far as I know, with no feedback, it's working correctly now.

So far in over a week of testing I haven't seen a massive gathering of ships in Kingdom's End. All, police ships seem to be working correctly and RRF seems to be functioning correctly.

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