RRF (Race Response Fleets with Race Wars) 2.2 21/9/10

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Troubleshooter11
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Post by Troubleshooter11 »

LV wrote: as far as your crashing Troubleshooter11, i did have that problem until i disabled the jumping scripts and just dumped the ships into the sector, i've not had any crashes since and i believe (but can't confirm) that a cpu overload may be part of the problem

I'm testing today should have a new version up by friday
Alright, thank you for your feedback :) i hope the new version will fix this problem.
lettuceman44
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Post by lettuceman44 »

Does this allow player sector takeovers?

If not, would there be any problems running this with LazCorp Claim Unknown Sector?
sazanami
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Post by sazanami »

By the way LV, when upgrading, how will your script deal with sectors already taken in the previous version which are plot sectors?

Currently, right before I disabled sector invasions the Boron took Ocracoke's Storm, which is according to apricotslice's guide, a sector involved in the HQ plot.

A second issue, is that newly taken sectors with a shipyard do not have any factories in stock. They are listed but stocked at 0. Was a line "add $num units of $product to $station" missed somewhere?
SieurNewT
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Post by SieurNewT »

Hello

Great script!

What about missions where player should defend a station ? seems with RRF and proximity alers the race fleet will jump each time and defend so player have nothing to do anymore...

i see the "shield less that 80%" a way to avoid that but maybe something could be done just for theses missions ?

Also seems just after i see the fleet names rrf my game freeze, i will report back if i have often this freeze.

i use latest game release with few scripts :

repair lasers on stations
mars
CAG EST
Cokpit mod

thats all

Also any way or option to just "pause" the jump to protect script when running a mission ?
Last edited by SieurNewT on Sat, 18. Apr 09, 18:22, edited 1 time in total.
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LV
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Post by LV »

until i get the current version 100% stable i'm not going to be stupid enough to try to add anything new (good idea though)

update

no matter what i do i'm getting the odd sector IS lockup and need a rest from seeing my desktop from the last few days testing.

Hopefully i will find (or workaround) whatever is causing it soon
galatei_tf
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Post by galatei_tf »

Nice plugin LV, though it'd be better if you could provide zipped version as well. I do support install-free solutions, especially if it's a mod to a game.

Cheers
Troubleshooter11
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Post by Troubleshooter11 »

LV wrote:until i get the current version 100% stable i'm not going to be stupid enough to try to add anything new (good idea though)

update

no matter what i do i'm getting the odd sector IS lockup and need a rest from seeing my desktop from the last few days testing.

Hopefully i will find (or workaround) whatever is causing it soon
*Pats LV*

Its ok, take a break :)
CraterFace
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Joined: Mon, 31. Dec 07, 16:34

Post by CraterFace »

Have a question about the donation centers, if I understand it correctly they give rep to the player when he/she buys slaves, sits there and wait for them to turn into military personnel (about 1 sec) and hear the "Thank You" but I noticed (had similar problem for X3R) that if the player has a high rep you actually loose rep points.

Keeping an eye on my rep with the pirates through RFF menu and it didnt go over 93 points no matter how much I bought and then they started to kick out my ship (no I didn't steal their slaves)...is this intentional?

On a side note I was doing this through another ship then the playership if that makes a difference. If I'm remembering it right (just woke up, might be mixing things up) I also saw a strange build-up of Pirate ships in one sector most (read 9 out of 10) of the fighters is not named as Pirates but scanning them reveals their identity there is just too many to fly around and scan (checked their rep and they are all friendly with the pirates). Four RFF Galleons and those fighter are havinga blast (pun ha...ha...ha -_-) in Farnhamns Legend.

These are the script I use
Script Packages:
ATF Shipyard v.3 :: AMurph0 :: Yes :: 3 :: 17/12/2008
Auto-Rename Player Property :: Graxster :: Yes :: 1.0 :: 25/11/2008
Autoscan Smugglers :: ttl :: Yes :: 1.0 :: 21/01/2009
Capture Stations :: Nividium :: Yes :: 1.0 :: 13/02/2009
Cmod3 for Terran Conflict :: Ulfius & SSwamp_Trooper :: Yes :: 1.0 :: 16/04/2009
Collect Wares in Sector :: Graxster :: Yes :: 1.0 :: 15/11/2008
Comms Ambient - Terran Conflict :: Ulfius :: Yes :: 1.0 :: 02/12/2008
Community Plugin Configuration :: Cycrow :: Yes :: 1.10 :: 28/10/2008
DAD Drones :: Pelador :: Yes :: 45 :: 19/04/2009
Explorer Command Extension :: ThisIsHarsh :: Yes :: 1.2.1 :: 28/11/2008
Hard Mode - X3:TC :: ulfius :: Yes :: 2.0 :: 12/01/2009
Improved Boarding :: Cycrow :: Yes :: 1.10 :: 28/10/2008
Improved Ships Mod for TC :: Ulfius & SSwamp_Trooper :: Yes :: 3.1 :: 11/04/2009
Invasion warnings :: ThisIsHarsh :: Yes :: 1.1 :: 28/11/2008
Jump to Me :: Graxster :: Yes :: 1.0 :: 09/11/2008
Low Poly 'Roids - medium quality :: halo :: Yes :: 2.04 :: 03/05/2007
Military HUD for Terran Conflict :: Ulfius :: Yes :: 1.0 :: 25/10/2008
Mobile Ship Repairs :: Graxster :: Yes :: 1.7 :: 06/11/2008
NPC Bailing Addon :: ThisIsHarsh :: Yes :: 1.6.3 :: 05/12/2008
Pirate Fence :: Pelador :: Yes :: 11 :: 16/04/2009
Refuel Ships (fix) :: Graxster :: Yes :: 1.0 :: 09/11/2008
Salvage Claim Software Mk. 1 :: TECSG :: Yes :: 3.04 :: 14/11/2008
Salvage Commands and NPCs :: ThisIsHarsh :: Yes :: 1.5 :: 20/11/2008
Satellite Early Warning Network :: Cycrow :: Yes :: 1.20 :: 31/10/2008
Ship killed notifications :: ThisIsHarsh :: Yes :: 1.0.3 :: 16/11/2008
Signal Boost for TC v1.4 :: Ulfius :: Yes :: 1.4 :: 11/01/2009
The Marauder Shipyard :: Teladidrone :: Yes :: 0.5 :: 23/01/2009
UT for Most ship types :: apricotslice aka Timothy Ellis :: Yes :: 1 :: 04/12/2008

Then there are the ones without spk

M.A.R.S
Commercial Agent
Commodity Logistics
Economy Supply Trader
Prospector
Mosquito Missile Defence
Imperial Labratories
Complex Cleaner
Marine Training Manager
Sector Take Over (STO)
Player Owned Equipment Dock (POED)
Dock lock-up fix
No floating Icons
EMP thingy
"X3TC patch"


Thanks for a great script, couldn't live without it in X3R and can't live without it in X3TC. :)
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
Scoob
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Post by Scoob »

Hi LV,

I had what I think is my first RRF related crash last night - it's very rare TC will crash on me.

The 'event' was entirely reproducable in my game due to a lucky salvage insurance save a few minutes before it happened.

Basically I was doing a Sector Patrol mission in Menalaus' Paradise in which the Yaki were the bad guys.

Fairly late on in the fight a couple of Akumas jumped in, killed off all the regular defenders in short order. I was a little way away from them so was heading in their direction to attack when I saved. While I was still about 15+ km away there was a flash as a Boron RRF M1/M2 jumped in. Before the jump-in effect had faded my game froze. Ctrl+Alt+Del at this point to bring up task manager & killed TC. PC was still fine and stable so nothing untoward there.

Reloading I tried again thinking it was a one-off but no, crash as soon as ship jumped in again.

Reloaded again, turned OFF RRF in AL menu. A few moments later ship STILL jumped in - I imagine RRF didn't have time to fully shut down?

Reloaded again, jumped to North Gate of Bluish Snout, turned around & went back through North Gate. Game froze before sector loaded.

Reloaded again, jumped to North Gate of Bluish Snout once more, SETA'd for a bit then flew back north. 2x Akuma alive and well, RRF M1/M2 presumably dead. Killed the Akumas, mission complete.

I know you mentioned previously that you were getting the odd crash caused by the jump out effect, do you think the jump in effect sometimes has the same issue?

I've been using RRF 1.4 for some time now and have never had a crash previously as ships have jumped in. I regularly trigger RRF in 'enemy' sectors using the TL trick so I've seen literally hundreds on RRF jump in responses.

If any more detail would be of use I'll try to provide it.

Note: I am of course running multiple other scripts, though they all appear to play well together for the most part.

Thanks,

Scoob.
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LV
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Post by LV »

thanks for the info scoob, this is the exact problem left, i'm trying to work out if it the jump sequence, the orders the ship jumping in is carrying out, if something in the sector the ship jumped from is the cause.

i've written quite a few waits into my version to look at this so when the ship jumps in nothing is run for a few seconds, the one thing i've not been able to do is get a stable crash as you have where i can reload it to track it down.

maybe your save may help as long is it would run for me without whatever other scripts you have running fubaring it up.

in relation to doantion centres, i'm still checking the new code
Scoob
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Post by Scoob »

Hi,

It feels like it's an issue with whatever the ship tries to do the moment it jumps into the sector.

I think this is the case because:

i) The game crashes as soon as the ship jumps in & I assume it's trying to do something immediately upon arriving.

ii) When I jumped out & flew directly back into the sector my game crashed once again before the sector was visible to me. This suggests that the M1/M2 which jumped in was still alive at that point & still attempting the same action which causes the crash.

iii) SETAing for a few moments, giving the M1/M2 the chance to die at the hands of the two Akumas before returning to the sector saw my game behaving its self once more.

When I'm back on my gaming PC I will see if the save is still intact as I'm a slot-cycler. I do run a fair number of Scripts plus my own tShips, tLasers, tBullets & tShields mods so I'm not sure what impact that'll have.

In my experience 2.0 is fairly robust when it comes to loading saved games, I tried loading one of my very early 1.2 games (I archive stuff every now & again) and it loaded perfectly despite me running different scripts back then.

This is the first issue I've experience since installing RRF 1.4 so pretty impressive stuff really :)

Cheers,

Scoob.
Geneoce
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Post by Geneoce »

Is it typical for every single capital ship that I attack to jump out of sector just before I manage to destroy them?

I'm happy if the odd ship gets away, or even if the odd ship gets destroyed

Is there anyway to stop ships from retreating so often?
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LV
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Post by LV »

the jump logic is what i'm looking at, i may just disable the emergency jumpout completely as it's only stable for me when i make the ships vanish, using the actual jumpdrive seems to be the problem that is causing the IS crash which is becoming so frustrating i feel like jacking scripting all together atm :evil:
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Geneoce
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Post by Geneoce »

LV wrote:the jump logic is what i'm looking at, i may just disable the emergency jumpout completely as it's only stable for me when i make the ships vanish, using the actual jumpdrive seems to be the problem that is causing the IS crash which is becoming so frustrating i feel like jacking scripting all together atm :evil:
Ahhh, I heard another scripter having that issue previously.

Any way someone with minimal scripting experience could turn off the retreat logic?
Sodium
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Post by Sodium »

I too am also having a strange gathering of freighters and haulers around the donation centers. Would it be possible to add an option in the next update to remove the donation centers, but still keep sector invasions?
Dopp
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Post by Dopp »

LV wrote:the jump logic is what i'm looking at, i may just disable the emergency jumpout completely as it's only stable for me when i make the ships vanish, using the actual jumpdrive seems to be the problem that is causing the IS crash which is becoming so frustrating i feel like jacking scripting all together atm :evil:
Race Patrols had a similar problem and I think jumping was the problem. I think if you hopped over and read the first 3 pages or so of the thread you might still find the discussion confirming your suspicions.
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LV
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Post by LV »

i took a look at the race patrols topic and although it could be the same there have never been any oos lockups with rrf.

That said (LV looks for the world biggest piece of wood to touch) i had 15 sector invasions yesterday and no lockups as i have removed all jump logic and the ships are simply dumped into and out of sector, the down side is no fancy jump effect.

It appears that i may have got lucky and hopefully rrf 1.5 should be available soon with an added option for no donation centres, i'm still pondering how to deal with them as any ware will be bought if added to the centre but that was the original idea that other races would buy wares and therefore add some notoriety back with that race, i can't even with my immense force powers stop the plethora of vanilla ships stacking up at the stations so i may just have to "work around" this and fake some notoriety increase for the races and add an option for player ships to define the donation amount.

I found one more bug during testing last night with the colonisation ship script which i'm fixing later so this are looking positive. :)
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
CraterFace
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Post by CraterFace »

Concerning the build up of traders around the donation centres does not seem to be the centres themselves but the ware "slaves", I accidentally put 10 slaves in one of my own trade stations and had "Trade with others" on "yes".

The TD was placed in the sector formally known as Avarice and noticed a fleet of traders all heading for it "Wtf?" (beside the slaves there was just some e-cells and energy bolt ammo, nothing they ever paid any attention to) ran "Report incoming ships" command and saw there was an Armada of traders all heading for my TD, each of them planning on buying a couple of thousands of slaves :D
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
sazanami
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Post by sazanami »

Did the swarm of traders successfully buy your slaves?
CraterFace
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Post by CraterFace »

sazanami wrote:Did the swarm of traders successfully buy your slaves?
Sure thing...well....the ten I had :P
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."

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