RRF 1.8 beta (Test Version) 7.9.08

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

JackSlaughter wrote:Mind if I make some Suggestions:

1. After you have been informed where the attack is taking place, there is no way to recall that info. If you forget... your screwed. So could you make sure it leaves a notice in the log. Also, you have the one command that gives you info and how many attacks are taking place... can you list where the attacks are taking place.

2. How long does it take for the attack to commence? I went to one of the sectors that was supposed to be under attack and I found nothing.

3. The way you made it sound, it seems like you only get benefits for stopping an attack... or saving a sector from takeover. Are there benefits for helping a race attack another sector?

4. Is this script going to really screw up NPC Universe Traders, because I was in a paranid sector and the paranid were massacring every Boron trader that came through the gate.

What about doing something like this: You get the original notice of the attack. Then you get an official notice from command asking why you have not reported for duty (something to keep the roleplaying element into the game... ie make you feel like you are doing something worthwhile), then when the actual attack spawns/begins, start getting SOS messages from ships that are being attacked in that sector. This would 1) definitely remind you where to go, and 2) if you decided to ignore that battle, the SOS's might make you feel guilty for not showing up and perhaps even change your mind to go help all those souls who you were forsaking! ;-)

Malakie
Take it light.....

Malakie

----------------------------------------------------
User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

LV

I seem to be having a problem as well. When docked and going to read the BBS, once in a great while the entire game locks tight. If I remove/disable thing the script the problem seems to go away.

Note this issue is random to me and it ONLY appears when docked and when selecting to read the bulletin board.

I think the only possibilities here are that your script is perhaps trying to display a message for an invasion and somehow the BBS and that message are not liking each other... OR your script and some other BBS script is clashing.

With further testing, I could not reproduce this with other scripts.. only when your script is running. I removed other BBS scripts and the problem still happens once in a great while... It is definitely not an every time occurrence.

I will keep playing around.. if I find anything more, I will post again.

Malakie
Take it light.....

Malakie

----------------------------------------------------
A5PECT
Posts: 6190
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Many thanks, LV. Keep up the good work!
Admitting you have a problem is the first step in figuring out how to make it worse.
Scoob
Posts: 11158
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Hi,

Further to the Jump/Crash bug it's happened once more, this time in Shore of Infinity when a Boron Shark jumped out while being attacked by a Paranid fleet.

If there's anything in particular you'd like me to try or check please let me know.

Cheers,

Scoob.
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

for the time being if you know one is going to jump load it's comms screen via the sector map and see where it jumps to for me
User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

LV,

Disregard my previous message.. I decided to track down this dam bug and find out exactly which script was for sure causing it.

I am happy to say it is not this one!

I am sorry to say it is your Imperial Construction Quests script.

I also found the compatibility issue is with the Transcend II mod. When you try to view the BBS, the game locks tight. It appears the script only locks up when opening the BBS IF it is trying to load one of the messages from your quest script. Otherwise the BBS opens and displays.

After a LOT of lockups, adding and removing scripts, reloading and trying I was able to isolate and confirm the problem was this script. It took a lot of hours to finally isolate this down. But I can now reproduce it easily albeit it might take a few dockings and opening of the BBS before it locks up with a message problem.

Since finding this, I have been playing for hours now and nary a lockup again.

I am thinking it may be related to the fact that Transcend II not only moves all sectors to different map positions but it also renames all sectors with new names as well. Just a guess there though..

Bummer too because it is one of the scripts I constantly used and played in all other mods and games in X3. The script is great to play and keeps X3 alive with things to do in my opinion. Dunno if you are going to fix it for Transcend but if you do, let me know and I will be happy to test it out.

Anyhow, I am happy it is not this script since I love this one too... hope you find time later to update the ICQ script because I love doing the missions to build the complexes on time etc etc.

Malakie
Take it light.....

Malakie

----------------------------------------------------
mpcribeiro
Posts: 187
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by mpcribeiro »

@LV

Again another superb script... it does really rock on hostile level :D

I would like to suggest the following

1) leaving the race "core" systems (untouched) or untill all other "border systems" were conquered... then yeah core systems can fall.

2) strike ships seem to jump into a system that werent frontier ... would be quite nice if conquest happen on frontier systems... and follow that principle... next border systems after that rather than what seems a random event.


I've not seen yet a total wipe out of a race but Terrans seem to taking a heavy beat with one or two systems left.

BTW it seems to run fine on Roguey's 3.0 mod

thanks for this script ;)
JackSlaughter
Posts: 80
Joined: Thu, 22. Jun 06, 04:53
x3

Post by JackSlaughter »

Hey LV,

I was wondering if you could make RRF function with the Terrans. They don't seem to have their own RRF.

Unless they are supposed to and my game is just messed up.

Which is a problem since the Intelligent AI function invades Terran space. They just can't defend themselves.
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

i had a crash which appears not to be ship jumping related as all my tests had ships jumping to a shipyard without incident.

But, as i don't have any other bbs stuff added i think i fixed the issue by editing something out, in the script plugin.lv.jtp.sec.tak.radbomb it creates and destroys within 200ms a squash mine, i think this was the issue as when i commented it out i had no further crashes.

if you know how to edit comment this out of the script

Code: Select all

032   *$bomb =  create ship: type=SQUASH Mine owner=$orace addto=$sec x=null y=null z=null
033 @  = wait 200 ms
034   *$bomb -> destruct: show no explosion=[FALSE]
just comment out the create ship and destruct and leave the 200ms free, if this works i'll repackage as it takes a while

also as far as terrans go they are catered for, they get Interworlds as a home sector off the argon at start and it's up to them to invade and keep other sectors, in one of my tests they had 13 sectors taken. I'll check to see if i need to add some core ships on startup.

also the plugin should not allow a core sector (AP,IZ,FP) etc which have a shipyard in.
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
JumperBR
Posts: 163
Joined: Wed, 6. Nov 02, 20:31
x2

Post by JumperBR »

I would like to suggest a change...
I noticed that when a battle ends and the owner-race loses all stations are destroyed... I really dont like this as it affects economy and the universe get empty with this... how about if you change ownership from all stations from that race to the new race?
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

JumperBR wrote:I would like to suggest a change...
1. did you not wait around while the AI then started rebuilding stations in that sector
2. war does affect economy

I did consider just changing ownership but decided against it
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

Getsu Fune ownsership change. Can you place a setting in the AL menu to disable it?

What's its purpose?
deus ex alpha
Posts: 9
Joined: Thu, 10. Apr 08, 00:46

Post by deus ex alpha »

@LV Master i have a vanilla XTM install that is ripe for the picking dark one.

first will this alpha work with XTM, please say yes :oops:

an if it dose will it use all the ships at this stage.
im going to kick you'r little bastull all over this sector ka'ak skum

[ external image ]
A5PECT
Posts: 6190
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

mpcribeiro wrote:1) leaving the race "core" systems (untouched) or untill all other "border systems" were conquered... then yeah core systems can fall.

2) strike ships seem to jump into a system that werent frontier ... would be quite nice if conquest happen on frontier systems... and follow that principle... next border systems after that rather than what seems a random event.
I'm inclined to agree. Can you make the theaters of invasion more linear?

i.e. An Argon invasion of Paranid space begins at Emperor Mines. If the invasion succeeds, the next sector invaded is Paranid Prime. Then Priest Rings or Empires Edge, etc.

With randomly selected skirmish locations the universe map gets very confusing as conquest progresses.
Admitting you have a problem is the first step in figuring out how to make it worse.
rabiddeity
Posts: 237
Joined: Tue, 17. Jul 07, 07:31
x3tc

Post by rabiddeity »

JumperBR wrote:I would like to suggest a change...
I noticed that when a battle ends and the owner-race loses all stations are destroyed... I really dont like this as it affects economy and the universe get empty with this... how about if you change ownership from all stations from that race to the new race?
Do they get attacked and blown up by the invasion fleet, or do they just spontaneously self-destruct? If the latter it doesn't make much sense. The former, hey, all is fair in war.
Deathwalker1701
Posts: 77
Joined: Sun, 15. Oct 06, 19:37
x3

Post by Deathwalker1701 »

Do you think this would work with improved Khaak and Improved Xenon or would you need the other two scripts?
mpcribeiro
Posts: 187
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by mpcribeiro »

Deathwalker1701 wrote:Do you think this would work with improved Khaak and Improved Xenon or would you need the other two scripts?
I have LV's script working with Improved Khaak and with Xenon Border Conflict ... found no glitches till now.
Deathwalker1701
Posts: 77
Joined: Sun, 15. Oct 06, 19:37
x3

Post by Deathwalker1701 »

Thanks
Marion78
Posts: 11
Joined: Fri, 27. Jun 08, 00:42

Post by Marion78 »

One question:
Is the new version 1.8alpha compatible to PiloteAI 3.56 from Azz? :?
JackSlaughter
Posts: 80
Joined: Thu, 22. Jun 06, 04:53
x3

Post by JackSlaughter »

I was thinking, maybe one war at a time between races. The war would go on until the one race is too weak to take anymore sectors, or if the other side could surrender/peace negotations continue???

Return to “X³: Reunion - Scripts and Modding”