DA 7.0+

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Alenar Rumanev
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Re: DA 7.0+

Post by Alenar Rumanev »

DeadAirRT wrote: Sun, 23. Feb 25, 02:31 Working on updates
One quick request while you're working on the big update - I remember in the old thread from last October a bug report of the Blueprint Analysis script where sector explorers were unintentionally generating analysis progress. I have had this same problem with an older version of the scripts myself - do you think you could take a quick look?
Cheers.
Scoob
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Re: DA 7.0+

Post by Scoob »

Hi DeadAir,

A question regarding DeadTater...

I set an Anchor Space, and a "Max gate distance to buy / sell" of 4 sectors. How I thought it worked was that the ship will now travel no more than 4 sectors away from the Anchor to Buy and, in turn, travel no further away than 4 sectors from the anchor to Sell. Basically, a ship configured thus would NEVER be more than four sectors away from the assigned anchor sector.

I'm running the SWI Mod and have utilised this to restrict my Dead Taters to a certain group of sectors, which worked great. I had them set to just two sectors from their anchor space, and they obeyed this perfectly, never venturing outside that range. However, I recently set one of the DTs to FOUR sectors from anchor, and here's where the slightly unexpected behaviour occurs.

The DT in question travels the full four sectors from the anchor away to BUY something, perfectly within the rules. It then travels four sectors from there to the SELL location. Now, strictly speaking the SELL sector is indeed four sectors from the anchor, BUT the DT actually followed a different route, which takes it more than four sectors from the anchor en-route. Does that make sense?

So, strictly speaking, the BUY location was four sectors from the anchor, as was the SELL sector - perfectly within the rules. However, the DT traversed sectors OUTSIDE this limit to get to the SELL sector. It could have easily done this route while remaining inside the four sectors from anchor limit, it did not. This may well all be working perfectly as intended, I just found it interesting that it would pick a route that takes it OUTSIDE the four sector limit. Of course, the wording does say Max gate distance to Buy / Sell, and this particular scenario is within that.

This might seem like such a trivial distinction, but it was the difference between the DT following a SAFE route - sticking within four sectors of the anchor at all times, and following a somewhat riskier route, passing through sectors that are more than four sectors from the destination. The path it chose WAS shorter, so I see the logic, but it wasn't as safe. I applied the 2, then 4 sector limits by counting sectors from the anchor, noting all that fell within 4 sectors of it - all safe. The DT strayed outside this.

This isn't a bug report or anything like that, more an observation. Likely it's working exactly as you intended, it just threw me seeing that ship traverse sectors outside that 4 sector limit, even if the destination with still within in.

Outside of that ramble, DT remains EXCELLENT, performant and very quick to find trades when I add another to the fleet. I really missed DT while I was beta testing v7.5!
ObsidianOne
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Joined: Sun, 23. Dec 18, 10:16

Re: DA 7.0+

Post by ObsidianOne »

Just to clarify it; all the mods needs to be updated and being worked on right ? I see deadair_scripts and deadair_eco updated recently from github but im not sure if others needs update as well or not.
DeadAirRT
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Re: DA 7.0+

Post by DeadAirRT »

Alenar Rumanev wrote: Thu, 27. Feb 25, 03:32
DeadAirRT wrote: Sun, 23. Feb 25, 02:31 Working on updates
One quick request while you're working on the big update - I remember in the old thread from last October a bug report of the Blueprint Analysis script where sector explorers were unintentionally generating analysis progress. I have had this same problem with an older version of the scripts myself - do you think you could take a quick look?
Cheers.
I have never once had an AI ship trigger an increase except for the intentional implementation into police behavior. I'm not looking into someone else's script, sorry.

When I tried to make the ships ACTUALLY cause this behavior, I was unable to get it working so I wouldn't even know what strange coding they did to cause it.
DeadAirRT
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Re: DA 7.0+

Post by DeadAirRT »

Scoob wrote: Fri, 28. Feb 25, 22:36 Hi DeadAir,

A question regarding DeadTater...

I set an Anchor Space, and a "Max gate distance to buy / sell" of 4 sectors. How I thought it worked was that the ship will now travel no more than 4 sectors away from the Anchor to Buy and, in turn, travel no further away than 4 sectors from the anchor to Sell. Basically, a ship configured thus would NEVER be more than four sectors away from the assigned anchor sector.

I'm running the SWI Mod and have utilised this to restrict my Dead Taters to a certain group of sectors, which worked great. I had them set to just two sectors from their anchor space, and they obeyed this perfectly, never venturing outside that range. However, I recently set one of the DTs to FOUR sectors from anchor, and here's where the slightly unexpected behaviour occurs.

The DT in question travels the full four sectors from the anchor away to BUY something, perfectly within the rules. It then travels four sectors from there to the SELL location. Now, strictly speaking the SELL sector is indeed four sectors from the anchor, BUT the DT actually followed a different route, which takes it more than four sectors from the anchor en-route. Does that make sense?

So, strictly speaking, the BUY location was four sectors from the anchor, as was the SELL sector - perfectly within the rules. However, the DT traversed sectors OUTSIDE this limit to get to the SELL sector. It could have easily done this route while remaining inside the four sectors from anchor limit, it did not. This may well all be working perfectly as intended, I just found it interesting that it would pick a route that takes it OUTSIDE the four sector limit. Of course, the wording does say Max gate distance to Buy / Sell, and this particular scenario is within that.

This might seem like such a trivial distinction, but it was the difference between the DT following a SAFE route - sticking within four sectors of the anchor at all times, and following a somewhat riskier route, passing through sectors that are more than four sectors from the destination. The path it chose WAS shorter, so I see the logic, but it wasn't as safe. I applied the 2, then 4 sector limits by counting sectors from the anchor, noting all that fell within 4 sectors of it - all safe. The DT strayed outside this.

This isn't a bug report or anything like that, more an observation. Likely it's working exactly as you intended, it just threw me seeing that ship traverse sectors outside that 4 sector limit, even if the destination with still within in.

Outside of that ramble, DT remains EXCELLENT, performant and very quick to find trades when I add another to the fleet. I really missed DT while I was beta testing v7.5!
I only control the sectors they will look in for buy/sell offers. I even filter extra out if there is no blacklist compliant route to/from the sectors in question, but the route generation is still handled by the engine without me being able to improve/rewrite it without serious performance implications. The backend for blacklists stuff and A* pathfinding would probably grind the game to a halt if done in ai/md script.

The only real solution would be to give them a blacklist that excludes all sectors outside the set area you want them in.
DeadAirRT
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Re: DA 7.0+

Post by DeadAirRT »

ObsidianOne wrote: Sat, 1. Mar 25, 06:19 Just to clarify it; all the mods needs to be updated and being worked on right ? I see deadair_scripts and deadair_eco updated recently from github but im not sure if others needs update as well or not.
The factions work, but I have not updated the ships for the new 7.5 flight model or whatever they want to call the ice skating change. It will take me time to figure out what exactly I want to do with the eve ships/factions and balancing.

As for eco and scripts, they have been fully updated for v7.5.
Scoob
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Re: DA 7.0+

Post by Scoob »

DeadAirRT wrote: Sun, 2. Mar 25, 23:46
I only control the sectors they will look in for buy/sell offers. I even filter extra out if there is no blacklist compliant route to/from the sectors in question, but the route generation is still handled by the engine without me being able to improve/rewrite it without serious performance implications. The backend for blacklists stuff and A* pathfinding would probably grind the game to a halt if done in ai/md script.

The only real solution would be to give them a blacklist that excludes all sectors outside the set area you want them in.
Ok, no worries, thanks for explaining. I can of course use blacklists (and do) to prevent travel through certain sectors as you say, so it's all good.
ObsidianOne
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Joined: Sun, 23. Dec 18, 10:16

Re: DA 7.0+

Post by ObsidianOne »

DeadAirRT wrote: Sun, 2. Mar 25, 23:48
ObsidianOne wrote: Sat, 1. Mar 25, 06:19 Just to clarify it; all the mods needs to be updated and being worked on right ? I see deadair_scripts and deadair_eco updated recently from github but im not sure if others needs update as well or not.
The factions work, but I have not updated the ships for the new 7.5 flight model or whatever they want to call the ice skating change. It will take me time to figure out what exactly I want to do with the eve ships/factions and balancing.

As for eco and scripts, they have been fully updated for v7.5.
So every mod from list works with 7.5 ? I really dont care about flight model stuff anyway.
user1679
Posts: 1078
Joined: Fri, 20. Jul 18, 23:20

Re: DA 7.0+

Post by user1679 »

DeadAirRT wrote: Sun, 2. Mar 25, 23:48 It will take me time to figure out what exactly I want to do with the eve ships/factions and balancing.
(whispers) You want to add docks to the L/XL ships. :lol:

Seriously though, thanks for keeping these updated. X4 needs more ships (and I love the EVE music)!

Oh, and what utility did you use to make the voice files sound like they actually belong to the game? I haven't seen any decent text-to-speech engines that let you save to a file.
Alenar Rumanev
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Joined: Fri, 22. Jul 11, 23:53
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Re: DA 7.0+

Post by Alenar Rumanev »

DeadAirRT wrote: Sun, 2. Mar 25, 23:43
Alenar Rumanev wrote: Thu, 27. Feb 25, 03:32 **Deleted quote pyramid. Refer back to 2/25**
I have never once had an AI ship trigger an increase except for the intentional implementation into police behavior. I'm not looking into someone else's script, sorry.

When I tried to make the ships ACTUALLY cause this behavior, I was unable to get it working so I wouldn't even know what strange coding they did to cause it.

I found the old discovery back in the previous thread back in October. The issue seemed to be related to the popular sector explorer mod. You had a fix implemented then, just checking to see if it was deployed?
Spoilered for long.
Spoiler
Show
DeadAirRT wrote: Mon, 14. Oct 24, 18:34
Scoob wrote: Mon, 14. Oct 24, 17:35
DeadAirRT wrote: Mon, 14. Oct 24, 17:14 There are three instances where credit is gained:
1) the f2 scan mode actively scanning
2) the proximity discovery
3) Your ships performing the "police" default order

If you fly close enough to a ship that it reveals information (just like with station modules), that counts. The only station modules that can be discovered without you personally flying close to them are storage modules (sector satellites satisfies the event_player_discovered_object on storage modules for some reason).

If you have something that changes the level of scan on your ship, that will increase the speed of blueprints gained. Credit earned per scan/discovery is 1 * the ships scan level. By default, your ship has a scan level of 1. The police license increases it to 2. The spacesuit has a level of 3.
1) I've only done F2 scans a few times, so I don't think it can be that.
2) Proximity discovery might be the one, however, I've not been near ANY TER stations yet have gained their modules (Storage).
3) I've no sector authority, so no Police ships at this time.

Ah, satellites! I've placed a few Advanced ones. I'm guessing they can pick up stations (still no TER station in their coverage though) as well as passing ships. The passing ships thing could pick up a lot of stuff potentially, including those TER roaming patrols. I have 11 Advanced Satellites placed, covering five sectors. I just checked them all and I still see no TER Stations I could have gotten those modules from.

I've been roll-playing a little differently this game, in that I stay in my "Home" sector, where I started with a basic Wharf and minimal blueprints. I've sent ships to explore (Sector Explorer mod) and I've remote-claimed a few ships, but I've not flown far from home personally. I've turned on the "Evolution" options, and might turn a few things up as I want to see what the Xenon Apocalypse looks like lol.

Not to worry, I must have missed something when it came to obtaining those TER Storage BPs. I've had ships remotely exploring PIO space (not "found" TER yet) but I've certainly not been there in person. Still, all good fun :)
Satellites from my testing have only ever triggered progress gains for storage modules. The normal explore command doesn't trigger progress gains but sector explorer may somehow be triggering it. I've made some changes that will make only active f2 scans and police gain progress on ships in a future version.
DeadAirRT
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Re: DA 7.0+

Post by DeadAirRT »

Alenar Rumanev wrote: Thu, 6. Mar 25, 05:24snip
I did remove what I believed to be the interaction that caused it. Since NPC ships can't actually scan anything (there is no command in the scripting for it) then it would have been the discovery trigger (which also shouldn't happen but that's another story).

AFAIK, it's not an issue anymore and was handled in v1.11.1
Alenar Rumanev
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Re: DA 7.0+

Post by Alenar Rumanev »

Thanks!

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