Have you noticed this too?thecursed01 wrote:Good to know. So waiting for the next version...joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
must...resist...evil..urge...to exploit...hunting M1....
Expensive Vanilla Scripts
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Not for this. This doesn't effect the behaviour of the lead ships at all.Ageis wrote:I am seeing a lot of carrier type (M1 TM etc) ships just sitting round doing nothing. Is there anyway to look and see what script the ships are currently running, and If I could would that information be any use to you?
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I Just engaged a Xenon J in Xenon sector 596.Litcube wrote:Have you noticed this too?thecursed01 wrote:Good to know. So waiting for the next version...joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
must...resist...evil..urge...to exploit...hunting M1....
It started 3 L and one LX at about 15KM distance.
Boy, 20 all 5 star marines couldn't capture that thing

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Nope, that was an answer to your question whether I also noticed that M1 ships sit around and don't start fighters when attacked. And added a personal frustration experience 
What I noticed since I run your script is, that I have difficulties docking at Corporate HQ stations like Terracorp or NMMC.
I get the message that docking isn't possible at the moment, like when too many ships are docked, although this seems to be not the case everytime. I got that at NMMC when 7 ships were docked, but also with 5.

What I noticed since I run your script is, that I have difficulties docking at Corporate HQ stations like Terracorp or NMMC.
I get the message that docking isn't possible at the moment, like when too many ships are docked, although this seems to be not the case everytime. I got that at NMMC when 7 ships were docked, but also with 5.
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What are you flying when you're trying to dock at those corp stations?thecursed01 wrote:Nope, that was an answer to your question whether I also noticed that M1 ships sit around and don't start fighters when attacked. And added a personal frustration experience
What I noticed since I run your script is, that I have difficulties docking at Corporate HQ stations like Terracorp or NMMC.
I get the message that docking isn't possible at the moment, like when too many ships are docked, although this seems to be not the case everytime. I got that at NMMC when 7 ships were docked, but also with 5.
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I might be totally off-base with this one, but don't NPC ships stop when homebased fighters try to dock with them as a default behaviour?Litcube wrote:Not for this. This doesn't effect the behaviour of the lead ships at all.Ageis wrote:I am seeing a lot of carrier type (M1 TM etc) ships just sitting round doing nothing. Is there anyway to look and see what script the ships are currently running, and If I could would that information be any use to you?
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M3 and TPLitcube wrote:What are you flying when you're trying to dock at those corp stations?thecursed01 wrote:Nope, that was an answer to your question whether I also noticed that M1 ships sit around and don't start fighters when attacked. And added a personal frustration experience
What I noticed since I run your script is, that I have difficulties docking at Corporate HQ stations like Terracorp or NMMC.
I get the message that docking isn't possible at the moment, like when too many ships are docked, although this seems to be not the case everytime. I got that at NMMC when 7 ships were docked, but also with 5.
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Litcube,joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
It appears that the M1s that hang at 0ms with a full load of docked fighters are ones spawned by IR. Its the ships with "Response" in their names. So it may be an IR bug although I have not seen it reported in the IR thread so im leaving it here in case its a conflict with your scripts. I can confirm that when attacking other M1 they launch their docked fighters normally.
-joelR
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joelR wrote:Litcube,joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
It appears that the M1s that hang at 0ms with a full load of docked fighters are ones spawned by IR. Its the ships with "Response" in their names. So it may be an IR bug although I have not seen it reported in the IR thread so im leaving it here in case its a conflict with your scripts. I can confirm that when attacking other M1 they launch their docked fighters normally.
-joelR
Yeah, I'm sketchy on releasing this. I have a feeling that this script is going to be blamed for child illness, vehicle failure, divorce, and natural disasters.
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Yeah. I guess thats the trouble with beta testing in a modded game. EVERYTHING looks like a bug related to what youre testing. I imagine you end up spending alot of time chasing ghosts. Well if you decide to close the doors on this project I will continue using it. The bugs (if any really exist) are minor and the benefit gained is worth it but I completely respect the decision.
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Can I pick natural disasters?Litcube wrote:joelR wrote:Litcube,joelR wrote:Another thing: Saw a pirate M1 with 35 docked in Nopilieos Memorial getting hammered on by several Xenon ships. None of them launched. Could this be a bug?
It appears that the M1s that hang at 0ms with a full load of docked fighters are ones spawned by IR. Its the ships with "Response" in their names. So it may be an IR bug although I have not seen it reported in the IR thread so im leaving it here in case its a conflict with your scripts. I can confirm that when attacking other M1 they launch their docked fighters normally.
-joelR
Yeah, I'm sketchy on releasing this. I have a feeling that this script is going to be blamed for child illness, vehicle failure, divorce, and natural disasters.
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thecursed01 wrote:Can I pick natural disasters?

@Joel:
Well, I don't think I'll shut the doors on it. I think I'll just take my time. I'm restarting a game currently, with about 14,000 ships on stack (now that I can, due to the performance room this script opens up).
I'll be on the lookout for anything unusual. But so far, I haven't been able to replicate any complaints since the bailing add-on bug.
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I hope you get some positive results with your tests Litcube. Ideas like this are really break through stuff and will make a huge difference to those who are still with the game.
I've been using version 29b in my current game which is quite old now
I have NPC Bailing addon, CAG, CLS 1&2 prospector, marine repairs, Station financial manager and ADS as my scripts, I only ever use one Mod, which we're still trying to improve on I might add
I've not had a single crash or had the game do anything unusual since I added 29b so I'll go on using it hoping as my game gets older the benefits will be greater.
Please keep up the great work you do, and were I not flat out testing the new stuff in our mod I would be happy to test out your stuff.
I've been using version 29b in my current game which is quite old now


I've not had a single crash or had the game do anything unusual since I added 29b so I'll go on using it hoping as my game gets older the benefits will be greater.
Please keep up the great work you do, and were I not flat out testing the new stuff in our mod I would be happy to test out your stuff.
Still life in the old dog yet...