[AL PLUGIN]Conflicts Official Release Thread - v0.85 released -> Collaboration works!

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999-JAY-999
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Post by 999-JAY-999 »

Mavor wrote:
Note however that the invulnerable ships/stations WILL respawn eventually and they will be under the current sector owners control... so you can do the story mission later, after they have respawned ok? :P


Will they respawn in the same sector or a random sector ?
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Happyblue
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Post by Happyblue »

I really liked the idea of this script and gave it a shot. Things went swell at first, I received messages regarding sectors being taken over and they were in fact changed to those races. The game freezes when I receive a message that <race> has sent a fleet to sector <x>. When I jump to that sector, I get the black screen of death and the game freezes.

I currently run patch 1.3 and the following scritps:

Script Packages:
Collect Wares in Sector :: Graxster ::
Community Plugin Configuration :: Cycrow ::
Conflicts :: Mavor ::
Explorer Command Extension :: ThisIsHarsh ::
Freight Transporter Upgrade :: Lord Vader ::
Improved Boarding :: Cycrow ::
Mobile Ship Repairs script version :: Graxster ::
NPC Bailing Addon :: ThisIsHarsh ::
Salvage Claim Software :: Cycrow ::
Salvage Claim Software Mk. 1 :: TECSG ::
Salvage Commands and NPCs :: ThisIsHarsh ::
Sector Scanner :: Nividium ::
Ship killed notifications :: ThisIsHarsh ::
Upgrade Kits (formerly Jumpdrive Kits) :: Lord Vader :

I have been running with those scripts <sans conflicts> for weeks with no problems. On your OP there is a section marked for conflicting scripts but it is empty. Maybe one of the above does in fact conflict.

Sadly, I have conflicts currently disabled and restored to a previous save. I will keep an eye out on this thread for any word of compatibility with the above list.

ME
SpenzOT
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Post by SpenzOT »

Well I finally got it to crash. Still using MARS v. 4.02 and tried it with the latest version of Race Patrols.

Was fighting in Nopilios Memorial (sp?). Khaak force had jumped in a the race patrols were engaging with corvettes and bombers. 3 large asteroids were blown up by tomahawks and numerous other asteroids were being broken into smaller and smaller pieces.

Finally the game froze, the sound started its good ole 5-second loop, and I had to restart.

So the crashes may still be there (whether it is from the race patrols, MARS, or both), but now I believe they occur under combat stress now with much going on (including those damn roids), and not happening every time you fire a PAC at an M5. A big improvement I must say.

And for some reason Loomankstrats Legacy has filled up with 5 brigatines, 2 galleons, 3 carracks, and over 300 (yes 300!) fighters. It's MADNESS! It crashes my game too as soon as I start firing. Grr need someone to invade that system.
Mavor
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Post by Mavor »

Drop down the max amount of ships allowed in the universe through the conflict menu as a stop-gap measure for preventing the crash.

I have no idea what could be causing the crash now because i have no infinite loops in the scripts and even if i did, all loops have at least a 1ms pause time per run...

How can i debug this crash? grrr

**edit: also blue, do you have a save point right before the crash? If you do, could you try reloading the save point with all scripts except conflicts disabled? Thanks
ediko
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Post by ediko »

I was afraid that they won't respawn , but since they will its an awesome script :D
Happyblue
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Post by Happyblue »

Mavor,

OK really want this script to work for me. - I disabled all other addons and brought them back 1 by 1 to see which was conflicting. After I enabled (Salvage Commands and NPCs written by ThisIsHarsh), my game froze when a new conflicts fleet spawned. Most likely, they both use the same commands to spawn their npc ships.

Now after going back to just a universe with only conflicts running I was able to play for about 5 hrs in a new game before being able to have a ship good enough to try and take on some conflicts fleets. Scale plate green had been taken over by the xenon and I got a message that the argon were invading. I waited a few mins to make sure the gate lane was clear (I have crashed into conflict fleets that love to clog the gates) warped in and saw the argon and xenon battling. I engaged a xenon conflicts fighter, fragged it and grrrr game freeze. I went back to the save game I did before warping in, did the same thing and sure enough after my first conflict kill - game freeze.

Le sigh.
adecoy
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Post by adecoy »

in your mod the pirate sectors get overrun really quickly, i was wondering if there was a way you could make it so that pirates dont get smashed as quickly, its nice to have "neutral" space in some situations
SilverDragonLord
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Post by SilverDragonLord »

before TC came out i was thinking of trying something almost exactly like this, but after playing it for awile, as u said, the lifeless universe just seemed to drain it outa me, u may also eventuly want to add a color to each race on the map so u can see who owns what and maby a flashing indicator on sectors in conflict.
also maby add the ability to create ur own empire started by placeing ur HQ in any unclaimed sectors, ones given to u by race u helped quite often in wars or ones u clear out first.
just a thought, anyway good luck and awsome job with what youve done so far
amirite
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Post by amirite »

I'd agree with the thing about Pirate Sectors, and especially Unknown sectors. Since everyone is against the pirates it makes it difficlt for me to hole away with them in my pirate game.

I do see the logic though - maybe you could approach the takeovrs of Pirate sectors in a different way? For instance, let's say the Pirates start to get more aggressive than normal. The other races could declare a 'War on Terror' to react to the first action of the pirates.

Personally, I also think the pacing of sectors getting taken over is way too fast. I get a message at least once every 10 minutes, at this rate the galaxy is going to be changing so fast that I won't have any clue where I am, where to get certain gear, etc. It's mostly a personal preference issue I guess.

Maybe you could restrict the flexibility of the takeovers a little bit? Give each race's erritory a 'leash' of some kind so that their forces get weaker the further they are from the original sectors.

So yeah, the mod isn't really to my liking quite yet, and needs a lot of refining, but keep doing what you're doing. Your concept is really solid and I think the basics of the systems you have in place are perfect.
-TEVE
Rudinho
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Post by Rudinho »

amirite wrote:I'd agree with the thing about Pirate Sectors, and especially Unknown sectors. Since everyone is against the pirates it makes it difficlt for me to hole away with them in my pirate game.

I do see the logic though - maybe you could approach the takeovrs of Pirate sectors in a different way? For instance, let's say the Pirates start to get more aggressive than normal. The other races could declare a 'War on Terror' to react to the first action of the pirates.

Personally, I also think the pacing of sectors getting taken over is way too fast. I get a message at least once every 10 minutes, at this rate the galaxy is going to be changing so fast that I won't have any clue where I am, where to get certain gear, etc. It's mostly a personal preference issue I guess.

Maybe you could restrict the flexibility of the takeovers a little bit? Give each race's erritory a 'leash' of some kind so that their forces get weaker the further they are from the original sectors.

So yeah, the mod isn't really to my liking quite yet, and needs a lot of refining, but keep doing what you're doing. Your concept is really solid and I think the basics of the systems you have in place are perfect.

Yeah, pirate secors go Argon and all Space Fuel and Weed are in big danger.

The nly way to keep some pirates secors is making the m Core sectors, but it wont make sense.

I think the solution is to EXCLUDE form invading algorythm some sectors so the script dont see them while targetting a sector.

BTW in my game paranid took over Presidents end, its quite far from a Paranid Core or even border sector.

And alliance between Xenon khaak and other races should never happen.
It not logic compared to the whole story

0,02 cents

EDIT :

Game crashes
Once in presidents end - conflict Cerberus tried to desroy paranid equip dock, engaged seta x7 .... loop music ctrl al del...
Second time took a assasination mission - jumped to Loomaknstrat Legacy... the screen didnt appear whe exitint from gate music loop - Reset Button.

In Cycrow manager i desactivated the script, captured pirates sectors by Argon remained argon, same for Presidents End for Paranid.

The Conflict fleet units ramained in the game!

Question : how the game will get back to old sectow ownage status? The God will send invasion task force?
What will happen if a destroy that paranis equip dock.

I have a feeling that RRF are better even not that agressive, can set a gression level and they are more balanced.

This a nice script but IMHO it need some major tweaking before it will give us joy to the full extend of it's possibilities.

Putting it on wait and see mode.

Keep up the good work!
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SaGa59
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Post by SaGa59 »

Hi Mavor!

First: sorry, but I'm "read-only" in english language...

I like the Conflicts mod, but found a trouble in power.

I started new game, with poisoned paranid start. After 12 hours game, I got to Omicron Lyrae. In this sector, an argon got me the "escort few terran dilomat" quest. When we jump to Nyana's Hideout, the game frozen.

Without this quest, I able to jump this sector, but if I go to Circle of Labour, the game frozen.

I was eliminate all scripts and mods, and I abl to go to Circle of Labour, but when I go arouns this sector, the game frozen, in all times.

I try the situation, and I came to realize what happened. In the center of sector is e Huge Terren station: USC Supply station. When I close up this station than 15-16 kms, the game frozen.

Originally, this sector is Argon, but terrans was occupied few hours ago. After the occupation, the terrans was build the huge station in centre of sector, but the original argon trading station, in same space, not destroyed, or respawned. The "small" argon station is inside of huge station. When i go too close of the "invisible" argon station, the game frozen.
SaGa
SaGa59
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Post by SaGa59 »

SpenzOT wrote:Hey Mavor did you do your testing with MARS 4.03? I downgraded to 4.02 and it is completely stable when 4.03 was crashing all the time.
Whereabout I found the MARS 4.02? I was delete this version, when downloaded the 4.03...
SaGa
Mavor
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Post by Mavor »

Ahh saga ok I will check this out. I think I am coming closer to solving the crashing issue.
Gery
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Post by Gery »

Hallo,
at first i have to say, your script is great and it is an great enrichment to the x-universe. But i do have a problem with freezes, too. I have startet a new game. Active scripts were race patrol(Version 1.40) and conflicts 0.83c. I did not install MARS or any other scripts, which interfers with ship movement or turrets...
The first freeze came suddendly and i had to restart the PC. The second issue was a black screen(Not ending loading time), which appaered twice in a few hours. It was when i entered a xenon occupied sector. I think it was Dannas Chance and the xenon sector north of Black Sun.
So MARS cant be the problem at all. I hope, that you will have success in fixing this error because it would be a shame, when such a creative script would disapper because of a bug.

A nice christmas time and an good evening

Gery
xiriod
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Post by xiriod »

I haven't tried this script yet as people report crashes and freezing, but it seems to have great potential. But one thing that would be nice, is the ability to configure alliances at the start if you wanted to. So I could set Argon/Boron vs. Paranid/Split with Teladi neutral for example. That would make sense to me, at least :)
Happyblue
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Post by Happyblue »

Mavor,

Just checking in to A) Bump this great script and B) Inquire if you've been able to debug the freezes people are reporting.

Thanks
Mavor
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Post by Mavor »

Crash is hard to nail down, but hopefully next version it will be fixed.
Danson615
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Post by Danson615 »

The crashes may be linked to the creation/moving of assault forces into sectors during script-related events. I received a message that a "large Boron fleet" was being sent to Kingdom's End. Luck had it, I had an advanced satellite in the center of the sector, and watched the military units trickle in. Half way through this the game froze. It may be that the crashes are connected to the spawning events.

I also noticed that a few oddly named ships would spawn along with the other military forces. A number of M3 fighters spawned with the names "M3 Carrier" or "M3 Carrier Captain". Are these names intended for fighters?
Mavor
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Post by Mavor »

Released version 0.84. Get to it! :)
Happyblue
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Post by Happyblue »

Happy to report ive been running a new game with version 0.84 for some time with no crashes or freezes - good job!

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