[SCRIPT] Improved Races: Chaos Edition v1.09 (25th June)

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Jack08
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Post by Jack08 »

would wager that almost any additional functionality you might want in the future is supportable using the current EES implementation.
[Off Topic]

Please do not assume to know what we have planned, as you would be as incorrect as this statement - and would probably loose money in the wager
Fair enough if you want to do your own thing, but a fair amount of work has been put into EES and will continue to be providing I get appropriate feedback to improve it (yelling bug and not conversing is not appropriate feedback for any script/mod). It seems silly to discount another supported script on the grounds of a bug when it could well do what you want.
This is not your thread, therefor i am not obligated to provide any form of feedback to you. If i wanted to provide you with feedback i would have posted in your thread.

I have given perfectly valid reasons as to why i chose CWP over EES, continuing to post about why i should choose EES - and not CWP - is not helpful to me or anyone else reading this thread

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djrygar
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Post by djrygar »

Roger L.S. Griffiths wrote:(it only affected cockpits that could only mount 1 type of weapon - something I have not seen as all ships in my modded game can equip at least 2 types of weapons).
I have had (and still do ocassionally) problems witch pirates

I used your EES, now CWP combined with SRM's jobs file

while regular military patrols definitely show improvement over vanilla 'equip default wares' and job-ships seem to be much better equipped, on occasion I see several bugs :

Pirate Privateeer patrols. It is really strange but leader ship usually has no weapons, or has something like 40 pieces of mass driver (without ammo), his escorts are quipped ok (they are from JobWings I think). Perhaps - reason may be in pirate hidden status, as it may be tricky sometimes

Split military Elephants that travel mostly in north-east sectors, also leading ship non equipped.

I havent looked at the code, but mentioned bugs appear in both EES and CWP (unless there are some leftovers from EES that can influence CWP, but i removed everything)

I also noticed that EES somehow did better job equipping huge ships, with CWP they seem underquipped


those are my $0.02 to discussion :>
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Jack08 wrote:...
Let me diffuse the situation slightly as you seem to be misunderstanding me (and I do not want this thread to go off-topic)... my comment about feedback is more a general one and I am not saying that feedback wrt EES should be posted here, nor am I saying "you must support EES".

I was merely extoling the virtues of considering EES, which since I have not heard anything from you in the EES/Changeling thread I can only assume (rightly or wrongly) you have not seriously looked at it and it's capabilities (for whatever reason).

I admit that I can not see inside your head and do not know exactly what is planned for IR/XTL... but I can make some pretty fair educated guesses at potential uses for EES/CWP type scripts and I have some ideas of my own for future tweaks & features for EES. If you (or anyone else) wish to discuss the matter feel free to either PM me or post in the EES thread.

Either way, lets not get bogged down on the issue. :goner:
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

djrygar wrote:... those are my $0.02 to discussion :>
I will respond to this in the EES thread as this discussion is not really appropriate for here :D
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Osiris454
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Post by Osiris454 »

Jack, were you able to plug the 'not updating target sectors' hole?
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Jack08
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Post by Jack08 »

Osiris454 wrote:Jack, were you able to plug the 'not updating target sectors' hole?
yes :)
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Osiris454
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Post by Osiris454 »

Jack08 wrote:
Osiris454 wrote:Jack, were you able to plug the 'not updating target sectors' hole?
yes :)
What was the cause? If you don't mind my asking.
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Jack08
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Post by Jack08 »

Osiris454 wrote:
Jack08 wrote:
Osiris454 wrote:Jack, were you able to plug the 'not updating target sectors' hole?
yes :)
What was the cause? If you don't mind my asking.
I have no idea, i fixed the problem but not by fixing the root cause, as i couldn't find it - im still actively searching for the issue.

I did extensive testing on the workarounds i added, they should holdup fine
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Osiris454
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Post by Osiris454 »

Jack08 wrote:
Osiris454 wrote:
Jack08 wrote:
Osiris454 wrote:Jack, were you able to plug the 'not updating target sectors' hole?
yes :)
What was the cause? If you don't mind my asking.
I have no idea, i fixed the problem but not by fixing the root cause, as i couldn't find it - im still actively searching for the issue, but the work around should work fine for now
Cool. 8)

With all these new invasions, are the defensive forces beefed up as well? (Blockaid, Response, etc)

Also, I have EES installed. Should I get rid of it and install CWP? From what Djrygar said, CWP is not without some issues too, but I'm unsure on what to do.
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Jack08
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Post by Jack08 »

Cool. Cool

With all these new invasions, are the defensive forces beefed up as well? (Blockaid, Response, etc)

Also, I have EES installed. Should I get rid of it and install CWP? From what Djrygar said, CWP is not without some issues too, but I'm unsure on what to do.
You might be OK, but if IR ships start spawning without weapons send me a PM and ill send you a script that will disable IR from using EES

ill add additional checks to the script that calls CWP to prevent calls if using EES and not CWP as a precaution
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Osiris454
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Post by Osiris454 »

I will let you know this weekend. :D
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joelR
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Post by joelR »

Jack08 wrote:
Cool. Cool

With all these new invasions, are the defensive forces beefed up as well? (Blockaid, Response, etc)

Also, I have EES installed. Should I get rid of it and install CWP? From what Djrygar said, CWP is not without some issues too, but I'm unsure on what to do.
You might be OK, but if IR ships start spawning without weapons send me a PM and ill send you a script that will disable IR from using EES

ill add additional checks to the script that calls CWP to prevent calls if using EES and not CWP as a precaution
I have EES installed and saved the game with IR:CE but just deleted all the EES files then installed CWP. Should I expect any problems after doing this?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Jack08 wrote:
Cool. Cool

With all these new invasions, are the defensive forces beefed up as well? (Blockaid, Response, etc)

Also, I have EES installed. Should I get rid of it and install CWP? From what Djrygar said, CWP is not without some issues too, but I'm unsure on what to do.
You might be OK, but if IR ships start spawning without weapons send me a PM and ill send you a script that will disable IR from using EES
Alternatively, post feedback in the EES thread so the underlying issues can be addressed. Much of EES is derived from CWP so some problems could be in both implementations.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Jack08
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Post by Jack08 »

I have EES installed and saved the game with IR:CE but just deleted all the EES files then installed CWP. Should I expect any problems after doing this?
Mabye, Don't do it but

Ill release a new version of IR:CS soon that will take away this confliction and embed the equipping routines into the IR:CS core as intended originally

Ill get it out ASAP - starting work now
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Jack08
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Post by Jack08 »

  • Version 1.01
  • CWP Embedded into IR:CS to prevent confliction with EES and to allow future mod ability
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Chestburster2
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Post by Chestburster2 »

Just to give some feedback/bugreport:

The Xenon seem to be, at least in my current game, bugged (or to be more precise: bugging the game, fps and invasions).
Haven't run into a single invasion after 15 hours of gameplay and my fps started to drop (60 down to 15 without seta.. seta is even worse). Cleaned universe and started again (with xenon activated). FPS was fine the first few hours but dropped again and no invasions occured.
Cleaned the universe and started over again, now without xenon. 5 hours later, stable fps (about 50, depends on the sector) and the argon-paranid-war produced some tasty salvage ;) (many invasions started now).
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Jack08
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Post by Jack08 »

Chestburster2 wrote:Just to give some feedback/bugreport:

The Xenon seem to be, at least in my current game, bugged (or to be more precise: bugging the game, fps and invasions).
Haven't run into a single invasion after 15 hours of gameplay and my fps started to drop (60 down to 15 without seta.. seta is even worse). Cleaned universe and started again (with xenon activated). FPS was fine the first few hours but dropped again and no invasions occured.
Cleaned the universe and started over again, now without xenon. 5 hours later, stable fps (about 50, depends on the sector) and the argon-paranid-war produced some tasty salvage ;) (many invasions started now).
Very strange... Next time it happens could you check the global running tasks for me? if you see many tasks please take a screenshot (or post the name of the spammed task)

Going to attempt to reproduce the issue locally

Also, in my game the xenon cap defaults to 1300... check to make sure you didnt leave it at 1300... that could cause some serious slowdowns
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joelR
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Post by joelR »

Looks like the config menu in the community configuration isnt showing even after a reload. This is with the 1.01 update. Menu opens fine via hotkey still.
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Jack08
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Post by Jack08 »

joelR wrote:Looks like the config menu in the community configuration isnt showing even after a reload. This is with the 1.01 update. Menu opens fine via hotkey still.
  • Version 1.02
  • Hotfix for the setup script
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Chestburster2
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Post by Chestburster2 »

Jack08 wrote:Very strange... Next time it happens could you check the global running tasks for me? if you see many tasks please take a screenshot (or post the name of the spammed task)

Going to attempt to reproduce the issue locally

Also, in my game the xenon cap defaults to 1300... check to make sure you didnt leave it at 1300... that could cause some serious slowdowns
Changed the Xenon cap on my first attempt to 900 and on my second to 500. Will take a look at the tasks after work.

PS: The second slow-down happened also with low-cpu-mode, no fighter/cap response, local carriers and yaki off.

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