[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

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greymouser69
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Post by greymouser69 »

OK, I switched from MBRR over to IR 2.0 ver 1.05. Initially I turned on most things (including low cpu mode & no carrier fighters) except economy booster, true relations & disable m7m frigates. Also set some races neutral to one another. Everything looked good and was running smootly (no glitches/cpu maxing) for several hours then suddenly I started getting slower and slower until it took several minutes to even move the mouse. I went in and disabled racial takeovers and later incursion response. Was still getting periods of extreme cpu usage/heavy lag/unresponsive.

Eventually I discovered the problem, in sector Contorted Dominion it seems IR had spawned THOUSANDS of incursion response ships and when their turn came up they would swamp my computer. I tried running the script linked earlier in the thread to clean out excess ships with no success, it didn't seem to do anything. Ultimately I used the cheats and nuked the entire sector including factories/shipyards in order to restore my game back to playability.

I guess it looks like something with incursion response went berserk and figured you may want to take a closer look at it. I am running XRM too btw.
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Jack08
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Post by Jack08 »

greymouser69 wrote:OK, I switched from MBRR over to IR 2.0 ver 1.05. Initially I turned on most things (including low cpu mode & no carrier fighters) except economy booster, true relations & disable m7m frigates. Also set some races neutral to one another. Everything looked good and was running smootly (no glitches/cpu maxing) for several hours then suddenly I started getting slower and slower until it took several minutes to even move the mouse. I went in and disabled racial takeovers and later incursion response. Was still getting periods of extreme cpu usage/heavy lag/unresponsive.

Eventually I discovered the problem, in sector Contorted Dominion it seems IR had spawned THOUSANDS of incursion response ships and when their turn came up they would swamp my computer. I tried running the script linked earlier in the thread to clean out excess ships with no success, it didn't seem to do anything. Ultimately I used the cheats and nuked the entire sector including factories/shipyards in order to restore my game back to playability.

I guess it looks like something with incursion response went berserk and figured you may want to take a closer look at it. I am running XRM too btw.
odd, i thought i had fixed this; ill look into it... in the mean time this post will help you restore your game to a playable state:

http://forum.egosoft.com/viewtopic.php? ... 08#3842308


edit:
Oh wait; your saying that script didn't work?.. That dosent seem possible... if they were IR ships they would have been destroyed by the script

did the ships have coloured names?
Do you have the TC version of RRF installed?
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Gilgamec
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Post by Gilgamec »

Thats what happened to me too!
**Gonna check the version when I get home, but they had special names in mine....thousands of special names lol. I think I might have had the older version, I installed it just about a week ago.
greymouser69
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Post by greymouser69 »

Jack08 wrote:
greymouser69 wrote:OK, I switched from MBRR over to IR 2.0 ver 1.05. Initially I turned on most things (including low cpu mode & no carrier fighters) except economy booster, true relations & disable m7m frigates. Also set some races neutral to one another. Everything looked good and was running smootly (no glitches/cpu maxing) for several hours then suddenly I started getting slower and slower until it took several minutes to even move the mouse. I went in and disabled racial takeovers and later incursion response. Was still getting periods of extreme cpu usage/heavy lag/unresponsive.

Eventually I discovered the problem, in sector Contorted Dominion it seems IR had spawned THOUSANDS of incursion response ships and when their turn came up they would swamp my computer. I tried running the script linked earlier in the thread to clean out excess ships with no success, it didn't seem to do anything. Ultimately I used the cheats and nuked the entire sector including factories/shipyards in order to restore my game back to playability.

I guess it looks like something with incursion response went berserk and figured you may want to take a closer look at it. I am running XRM too btw.
odd, i thought i had fixed this; ill look into it... in the mean time this post will help you restore your game to a playable state:

http://forum.egosoft.com/viewtopic.php? ... 08#3842308


edit:
Oh wait; your saying that script didn't work?.. That dosent seem possible... if they were IR ships they would have been destroyed by the script

did the ships have coloured names?
Do you have the TC version of RRF installed?
Yes they all had coloured names (red response) and I did try that script, opened script editor, highlighted script hit r then enter twice like usual but it didn't touch them.

There's a tc version of RRF? Is that another script/mod? I tend to only use one mod of a type at a time, was using MBRR then removed it and installed IR 2.0 1.05... I was planning on using IR for response but now I'm afraid to turn that back on and there still might be remnants of that insane fleet lurking around the galaxy somewhere.
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Jack08
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Post by Jack08 »

I was planning on using IR for response but now I'm afraid to turn that back on and there still might be remnants of that insane fleet lurking around the galaxy somewhere.
Dont worry you got them all; IR ships don't leave the sector there in.

The spawning of that many ships is a glitch thats becoming rather difficult to track down, but it wont break your game other then slowdown, and you can always nuke the ships in the sector if it happens again ( i used to run tests for script stability with a few thousand ships, so IR shouldn't crash the game no matter how many ships it accidentally creates :D )

Im searching for the problem now.
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greymouser69
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Post by greymouser69 »

Jack08 wrote:Dont worry you got them all; IR ships don't leave the sector there in.

The spawning of that many ships is a glitch thats becoming rather difficult to track down, but it wont break your game other then slowdown, and you can always nuke the ships in the sector if it happens again ( i used to run tests for script stability with a few thousand ships, so IR shouldn't crash the game no matter how many ships it accidentally creates :D )

Im searching for the problem now.
Ok, I am going to give it a try. In the interim it might be nice to have some kind of script that could be run manually which would report any sector or sectors that have more than X IR ships in it. Like say 500 or 1000+? I estimate there were 4-5k ships in that sector when I nuked it.
XRune
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Post by XRune »

I play X3TC in German. Is IR 2.0 compatible? In the download there is a 044 (english) and a 07 (russian?) t-file.

1) Can i just install IR and will it be functional?

2) If not, can i rename the t-file from 044 to 049, change the [language id] to 49, and will it then be functional?

3) If not, is there another way?

Thanks for help.
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Jack08
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Post by Jack08 »

2) If not, can i rename the t-file from 044 to 049, change the [language id] to 49, and will it then be functional?
Yes ;)
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greymouser69
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Post by greymouser69 »

Just an update on the thousands of ships glitch I had. They were not unknown/blank name, they were owned by a specific race (split I think) and were named race response ship type/classification.

I suspect this may be why the remove ships script didn't work for me.

I turned response fleets back on so we will see how this goes.
karismao
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Post by karismao »

Hey, great mod, I absolutely love it.

I have a question on the eco-booster TL's.

Are these only for NPC races, or can I as a player have them too? And if I can, how exactly do I get my eco-booster tl going?
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Jack08
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Post by Jack08 »

karismao wrote:Hey, great mod, I absolutely love it.

I have a question on the eco-booster TL's.

Are these only for NPC races, or can I as a player have them too? And if I can, how exactly do I get my eco-booster tl going?
You want a ship that can deploy stations?... You are aware that you can buy TL's and Stations from shipyards, right?
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karismao
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Post by karismao »

Have a TL already plus several stations, just wondering if its possible to make a player eco-booster tl, that builds stations around automatically.
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Jack08
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Post by Jack08 »

karismao wrote:Have a TL already plus several stations, just wondering if its possible to make a player eco-booster tl, that builds stations around automatically.
I think an economic analyses script would be a better thing to have then an EcoTL Auto station deployer, thats all the Eco scripts are - data crunchers :D
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Jumee
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Post by Jumee »

Jack08 wrote:I think an economic analyses script would be a better thing to have then an EcoTL Auto station deployer
stock exchange sort of does that as it shows the overall demand and current supply for all the goods
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Jack08
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Post by Jack08 »

Jumee wrote:
Jack08 wrote:I think an economic analyses script would be a better thing to have then an EcoTL Auto station deployer
stock exchange sort of does that as it shows the overall demand and current supply for all the goods
The EcoBooster goes much deeper then that, it factors in Supply and Demand of wares over a time period as well as there current supply and racial control in the area. Therese a reason it takes a few minutes to complete :D (or causes the game to pause for approximately a second if it didn't have wait times)

The scripts that govern it are part of the X-Timelines economy core, so they have to be extremely accurate or XTL just wouldn't work... lol
Last edited by Jack08 on Thu, 22. Mar 12, 19:29, edited 4 times in total.
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karismao
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Post by karismao »

Ah okay, so I take it its only an npc feature?
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Jack08
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Post by Jack08 »

karismao wrote:Ah okay, so I take it its only an npc feature?
Ill look into making it into an NPC Paid Service, pay an NPC to report on the economic situation in the area.

Im swamped with work for XTL at the moment so i don't know when ill get it released.
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karismao
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Post by karismao »

Thanks, I really appreciate the answer :)
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Jack08
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Post by Jack08 »

Bug:
Races that are originally hostile to each other sometimes attack each other on the battlefield even if set to friendly in the hot-war editor

Symptom:
In AP, Argon and Terran ships will clash with each other even if set to friendly.

Cause:
The reason the issues with them are happening is because there default relation at the beginning of the game is set to hostile, when you switch it using the hotwar editor, all of the IR ships update, but the rest of the universe doesn't, so the argon ships that already exist see the Terran ships as hostile, attack them, and then they retaliate.

Resolution:
Code will be added to the hot-war editor next patch that will globally update the FoF Settings of every (AI) ship in the universe apon save.
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DrBullwinkle
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Post by DrBullwinkle »

Bullwinkle wrote: It would be incredible if someone could make an effects pack that improves performance of the effects without completely eliminating them.
...
(And if you could do so while keeping something visually similar to XRM's IBLs, then that would be even better... almost scary )
...
And by "someone", I mean you. ;)
TrixX wrote:Hehe, will have to check them out, but the new fx will directly replace the stock ones and in most cases improve performance immensely as seen with our tests in X-Timelines ;)
After taking a closer look, Klohunt3r may have been correct that I was seeing FBL's instead of IBL's. It seems that MARS prefers the FBL's even when IBL's are available.

Either way, the effect that I was referring to looks like balls of fire. They are pretty cool. I am sure that you have great effects of your own, as well!

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