RRF (Race Response Fleets with Race Wars) 2.2 21/9/10
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Hi LV,
I've been running 1.61 recently and RRF ships are being uncharacteristicly ineffective, which is odd.
Let me give you my current scenario:
Invasion of Thyn's Abyss by the Xenon thanks to the Improved Races script (evolution of Improved Kha'ak/Xenon).
The sector is getting royally trounced by excessive Xenon forces, local defences are down.
RRF signal reports this sector as the current 'sector of interest' to the Split however they do not appear to be responding. North, in Family Njy, there's a RRF enabled M1 and M2 who are just sat there doing nothing.
I've noticed strangeness a couple of other times when I've jumped to an 'alert' sector to see RRF ships there, but not moving. Oh they take pot shots at anything that gets close but they're hardly effective.
This may well be a problem with my install but I've gone through the whole switch off AL, wait, run uninstall, wait, done message & re enabled it but not joy.
Rather odd really, any ideas?
Cheers,
Scoob.
I've been running 1.61 recently and RRF ships are being uncharacteristicly ineffective, which is odd.
Let me give you my current scenario:
Invasion of Thyn's Abyss by the Xenon thanks to the Improved Races script (evolution of Improved Kha'ak/Xenon).
The sector is getting royally trounced by excessive Xenon forces, local defences are down.
RRF signal reports this sector as the current 'sector of interest' to the Split however they do not appear to be responding. North, in Family Njy, there's a RRF enabled M1 and M2 who are just sat there doing nothing.
I've noticed strangeness a couple of other times when I've jumped to an 'alert' sector to see RRF ships there, but not moving. Oh they take pot shots at anything that gets close but they're hardly effective.
This may well be a problem with my install but I've gone through the whole switch off AL, wait, run uninstall, wait, done message & re enabled it but not joy.
Rather odd really, any ideas?
Cheers,
Scoob.
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I've noticed this too. I am also running Improved races, but it seems unlikely it is a compatibility problem.Scoob wrote: I've noticed strangeness a couple of other times when I've jumped to an 'alert' sector to see RRF ships there, but not moving. Oh they take pot shots at anything that gets close but they're hardly effective.
Also, do RRF ships respond to threats outside of their owned sectors, e.g. Pirate sectors, or are the ships there the result of a failed invasion?
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Yeah I was happy to install this version after having to uninstall the last version because it made my game crash (and computer forcing me to hard boot my PC)
Between uninstalling the last version and installing this one. Iv not experienced one game crash.
After installing this latest version with the latest lib. My game crash at the first system a RRF fleet jumps in while I'm in the system. And the game crash, force me to hard boot my PC because this script not only crash my game, but make the game crash my PC.
I'm looking forward till the day when you at the first post write - Crashing problem solved when RRF jumps in while you are at the system.
Between uninstalling the last version and installing this one. Iv not experienced one game crash.
After installing this latest version with the latest lib. My game crash at the first system a RRF fleet jumps in while I'm in the system. And the game crash, force me to hard boot my PC because this script not only crash my game, but make the game crash my PC.
I'm looking forward till the day when you at the first post write - Crashing problem solved when RRF jumps in while you are at the system.
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Hi,
Not sure what the issue was but after starting it once again things appear to be working fine - RRF ships move and engage as you'd expect. There have been updates to Improved Races so maybe that was conflicting somehow, can't be sure.
Anyway, things are generally working really well - performance is good too.
I do have one reoccuring issue though, and that's the apparently random total freeze. I've experienced it numerous times now & I cannot identify an exact cause.
It's taken place so far during an established battle, what I mean is that the RRF ships have jumped in and have been engaging the enemy for sometime & have taken some losses.
Luckily I had a recent save (a couple of minutes before the freeze) last time in my fairly modified game. Using this I could re-create the freeze easily - litterally load game, wait or SETA to get the freeze. Disabling RRF on load = no freeze. I tried to identify some particular event that happened just before the freeze such as a death or jump-in but I observed no such thing.
With my other mods I know a saved game would be pretty much useless as there's a lot to factor in - I will keep observing & see if I spot any apparent event, just like with the much earlier jump-freeze issue.
Note: this issue is rare & I can often play for hours in large battles where RRF ships are involved without issue.
Cheers,
Scoob.
Not sure what the issue was but after starting it once again things appear to be working fine - RRF ships move and engage as you'd expect. There have been updates to Improved Races so maybe that was conflicting somehow, can't be sure.
Anyway, things are generally working really well - performance is good too.
I do have one reoccuring issue though, and that's the apparently random total freeze. I've experienced it numerous times now & I cannot identify an exact cause.
It's taken place so far during an established battle, what I mean is that the RRF ships have jumped in and have been engaging the enemy for sometime & have taken some losses.
Luckily I had a recent save (a couple of minutes before the freeze) last time in my fairly modified game. Using this I could re-create the freeze easily - litterally load game, wait or SETA to get the freeze. Disabling RRF on load = no freeze. I tried to identify some particular event that happened just before the freeze such as a death or jump-in but I observed no such thing.
With my other mods I know a saved game would be pretty much useless as there's a lot to factor in - I will keep observing & see if I spot any apparent event, just like with the much earlier jump-freeze issue.
Note: this issue is rare & I can often play for hours in large battles where RRF ships are involved without issue.
Cheers,
Scoob.
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- Sith Lord
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that's why it's so annoying as it's hard to track, keep your eye on M1's as it may be the fighter docking/figher fioght code, I have killed my pc so I will be offline for anything between 8 hours to 5 days (dependant on how quickly my bro gets his ass into gear)
LV's TC Scripts
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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
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LV wrote:that's why it's so annoying as it's hard to track, keep your eye on M1's as it may be the fighter docking/figher fioght code, I have killed my pc so I will be offline for anything between 8 hours to 5 days (dependant on how quickly my bro gets his ass into gear)
Ayiieeee, good luck with fixing it/getting a new one. And if it's a younger sibling, it should be mandatory to come to you as soon as possible

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Hi,
M1's & their fighters? I suppose this could then also apply to M7's with docking bays and their fighters too?
A reload after my last freeze saw a Cerberus jumping out (well just vanishing) when it'd taken a pounding. No freeze this time however what if last time it had remaining fighters trying to dock or something at that moment. I will try to keep an eye out & save regularly when in such a situation.
Good luck sorting the PC.
Cheers,
Scoob.
M1's & their fighters? I suppose this could then also apply to M7's with docking bays and their fighters too?
A reload after my last freeze saw a Cerberus jumping out (well just vanishing) when it'd taken a pounding. No freeze this time however what if last time it had remaining fighters trying to dock or something at that moment. I will try to keep an eye out & save regularly when in such a situation.
Good luck sorting the PC.
Cheers,
Scoob.
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Hi LV,
A quick update, hopefully it's of some use.
I've just had another RRF scrap I saved during and witness the follow variations on reloading.
Ships involved are RRF Raptor with 65 docked (initially) fighters vs. a Kha'ak carrier. There were some Kha'ak fighters too earlier but they didn't last long & were gone by the time I saved.
Scenario 1:
Kha'ak carrier causing carnage, RRF Raptor closing. Fighters launch & engage enemy.
Carrier closes & starts directly engaging the Kha'ak Carrier. Kha'ak Carrier is hitting harder than it's being hit at this point.
Raptor gets a bit too close resulting in a collision with the better shielded Kha'ak Carrier. Bye bye Raptor.
It still managed to launch the bulk of it's fighters before going down so they're now giving the Kha'ak Carrier a hard time.
Kha'ak carrier isn't going to last much longer, <15% shields...
GAME FREEZE.
Scenario 2:
Same players except this time an RRF Split Viper appears to have survived its initial encounter with the Kha'ak.
Kha'ak Carrier shields take a pounding as several missiles fired from the Viper hit home.
Raptor is closing & launching fighters - fighters begin to engage.
Raptor moves within weapons range an finishes off the already damaged Kha'ak carrier.
Fighters return to dock at Raptor...
Game continues NO FREEZE.
Looks to me so far that if a carrier escapes the sector leaving it's fighters to continue the battle a freeze follows soon after.
This is a little odd as it's not like a fighter would try to return to the carrier while the fight is still on surely? Also a damaged fighter would try to find the nearest shipyard of its race & head there. Well, in prior battles I've seen hull-damaged fighters leaving the battle & heading for a shipyard.
Note: I'm using Improved Races so RRF is pushed more than previously. I also use my own shield & bullet mods so fights do last a lot longer due to better shield recharge & less weapon damage. This means there is no insta-kill after the first capital ship volly.
EDIT: Sorry, looks like I gave bad info for Scenario 2.
I saved after the battle was over & continued to play for a while before having the game freeze once more.
The Raptor was in the process of docking it's remaining fighters. It was still listed as owning 66 ships (can dock 65) but one of those was Split Tiger currently not in sector.
Anyway every time, soon after the 62nd fighter docks my game freezes. I've reloaded several times and this happens each time - usually a few seconds after that 62nd dock.
There's no other activity in the sector that I can see, but it IS a big sector Family Zyarth.
Cheers,
Scoob.
A quick update, hopefully it's of some use.
I've just had another RRF scrap I saved during and witness the follow variations on reloading.
Ships involved are RRF Raptor with 65 docked (initially) fighters vs. a Kha'ak carrier. There were some Kha'ak fighters too earlier but they didn't last long & were gone by the time I saved.
Scenario 1:
Kha'ak carrier causing carnage, RRF Raptor closing. Fighters launch & engage enemy.
Carrier closes & starts directly engaging the Kha'ak Carrier. Kha'ak Carrier is hitting harder than it's being hit at this point.
Raptor gets a bit too close resulting in a collision with the better shielded Kha'ak Carrier. Bye bye Raptor.
It still managed to launch the bulk of it's fighters before going down so they're now giving the Kha'ak Carrier a hard time.
Kha'ak carrier isn't going to last much longer, <15% shields...
GAME FREEZE.
Scenario 2:
Same players except this time an RRF Split Viper appears to have survived its initial encounter with the Kha'ak.
Kha'ak Carrier shields take a pounding as several missiles fired from the Viper hit home.
Raptor is closing & launching fighters - fighters begin to engage.
Raptor moves within weapons range an finishes off the already damaged Kha'ak carrier.
Fighters return to dock at Raptor...
Game continues NO FREEZE.
Looks to me so far that if a carrier escapes the sector leaving it's fighters to continue the battle a freeze follows soon after.
This is a little odd as it's not like a fighter would try to return to the carrier while the fight is still on surely? Also a damaged fighter would try to find the nearest shipyard of its race & head there. Well, in prior battles I've seen hull-damaged fighters leaving the battle & heading for a shipyard.
Note: I'm using Improved Races so RRF is pushed more than previously. I also use my own shield & bullet mods so fights do last a lot longer due to better shield recharge & less weapon damage. This means there is no insta-kill after the first capital ship volly.
EDIT: Sorry, looks like I gave bad info for Scenario 2.
I saved after the battle was over & continued to play for a while before having the game freeze once more.
The Raptor was in the process of docking it's remaining fighters. It was still listed as owning 66 ships (can dock 65) but one of those was Split Tiger currently not in sector.
Anyway every time, soon after the 62nd fighter docks my game freezes. I've reloaded several times and this happens each time - usually a few seconds after that 62nd dock.
There's no other activity in the sector that I can see, but it IS a big sector Family Zyarth.
Cheers,
Scoob.
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Hi,
Another update.
I do also appear to be getting freezes caused by Improved Races - sometimes turning that off will prevent the freeze if I've saved recently.
While RRF is sometimes the cause of the freeze the fact that I have two scripts causing me problems at the moment suggests that input from is is less than valid
Sorry about that.
Cheers,
Scoob.
Another update.
I do also appear to be getting freezes caused by Improved Races - sometimes turning that off will prevent the freeze if I've saved recently.
While RRF is sometimes the cause of the freeze the fact that I have two scripts causing me problems at the moment suggests that input from is is less than valid

Cheers,
Scoob.
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- Joined: Thu, 27. Feb 03, 22:28
Ahem, me again.
Something odd I just noticed:
Looking at 'Argon Gladiator Bomber' in Cloudbase SE shows pilot name of 'Ashunty Halter [Omicron Lyrae]'. However 'Paranid Rapid Response Agamemnon' in sector Nopeleos' Memorial shows a pilot name of 'Etmanckotsat [null]'.
Just thought it was rather odd, not sure if it relates to any issues.
Btw: I've confirmed that while RRF does sometimes freeze in the examples given, there was also an issue with 'r6' of Improved Races which was complicating the issue. Reverting to 'r5' is seeing me more stable again so I can identify the RRF freezing once again.
Cheers,
Scoob.
Something odd I just noticed:
Looking at 'Argon Gladiator Bomber' in Cloudbase SE shows pilot name of 'Ashunty Halter [Omicron Lyrae]'. However 'Paranid Rapid Response Agamemnon' in sector Nopeleos' Memorial shows a pilot name of 'Etmanckotsat [null]'.
Just thought it was rather odd, not sure if it relates to any issues.
Btw: I've confirmed that while RRF does sometimes freeze in the examples given, there was also an issue with 'r6' of Improved Races which was complicating the issue. Reverting to 'r5' is seeing me more stable again so I can identify the RRF freezing once again.
Cheers,
Scoob.
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Speaking of Improved races, one poster has noticed that RRF is taking over ships now and again. I thought it would only take ships running stock egosoft commands and non-renamed ships, but I guess that has changed or I was incorrect. Is there a local I should be setting to ensure RRF will leave the ships alone?
Currently they have:
- a non-default name.
- a custom combat scripts at priority 99 on task 0 (Though some call the standard !fight.attack.object script when they want to kill something)
- a custom set signal_attacked
- signal_killed ignored
- startaction disabled
- racial control disabled
- been created from scratch, not taken from those in the universe.
I am assuming there is conflict between my overrode signaling and your (secondary?) signals on RRF aquired IR ships causing the lockup.
Thanks for the help!
Currently they have:
- a non-default name.
- a custom combat scripts at priority 99 on task 0 (Though some call the standard !fight.attack.object script when they want to kill something)
- a custom set signal_attacked
- signal_killed ignored
- startaction disabled
- racial control disabled
- been created from scratch, not taken from those in the universe.
I am assuming there is conflict between my overrode signaling and your (secondary?) signals on RRF aquired IR ships causing the lockup.
Thanks for the help!
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I believe you just set the local "lv.jtp.block" to [TRUE]... At least that's how it used to be.7ate9tin11s wrote:Speaking of Improved races, one poster has noticed that RRF is taking over ships now and again. I thought it would only take ships running stock egosoft commands and non-renamed ships, but I guess that has changed or I was incorrect. Is there a local I should be setting to ensure RRF will leave the ships alone?
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Hi,aka1nas wrote:Hi Scoob,
Do you have the NPC bailing plugin installed as well? I have similar issues with Khaak Corvettes sometimes and someone diagnosed it to NPC bailing and another script fighting over Signal_Killed.
Installed but disabled - will try removing entirely in case it's giving problems.
Cheers for the tip.
Scoob.
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- Sith Lord
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that'll do it but i use 1 not true which i think are the same anyway7ate9tin11s wrote:Thanks, I will give that a shot.I believe you just set the local "lv.jtp.block" to [TRUE]... At least that's how it used to be.
I have got x3 running again but have much to re-install and backup as i had to get a new HD and re-install xp and EVERYTHING

i'll play with the carrier logic as soon as i can set up again
scoob would it be possible in the meantime to kill any M1 carrier jumping in to see if you get 0 crashes, this way i know it's the carriers causing the intermittent freeze
LV's TC Scripts
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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
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- Sith Lord
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I'm really enjoying this script - watching huge battles go on and helping clear out the stragglers for salvage has been really good for my wallet! I'm a bit worried about a few things though, after the most recent slew of sector take-overs by the Xenon and Terrans:
1) If a corp HQ is destroyed, does it respawn? Will the RRF script allow invasions to corp HQ sectors?
2) If I let a race take over a large number of sectors, does it become less likely that the other races will perform an invasion? I get the feeling that the Terrans are building up steam in their invasions and am worried that there'll soon be no Paranid left.
3) How does a race decide which place to invade next? I've noticed that Scale Plate Green changes hands between the Terrans and Teladi fairly frequently. It appears to be random to me, since the Unknown Sector south of Oort Cloud recently was captured by the Paranid. I was hoping that the invasions would be border-based.
And a few notes:
1) I noticed that the RRF-generated ships and stations are able to use ships, weapons and stations that are not by default available, for example I saw a Colossus with a Starburst in its hanger, and a Titan lumbering around with 16x Plasma Beam Cannons. What's more interesting is that I noticed a Terran Repair Laser Factory in Scale Plate Green!
2) Invasion Fleets spawn in the middle of the sector, which is a bit lame since there are perfectly good gates to pour in from.
3) "After a diplomatic breakdown, a large Xenon fleet is heading for Omicron Lyrae" is a bit funny.
Finally, some ideas:
1) Can the invasion fleets be made to pour in from a single gate? I think it'd make more sense and improve the invaders' chances somewhat, since spawning in the middle of the sector means that the poor chaps are suddenly besieged from all sides
2) Maybe the sector invasions could become sort of like missions, where if you have say, a police license or sufficient race rep, the invader/defender asks for your help and offers a bounty for kills during the fight.
I'm sure I'll find a solution for the Corp HQ issue (if they do get invaded), even if it means putting a huge sphere of laser-towers around the stations.
1) If a corp HQ is destroyed, does it respawn? Will the RRF script allow invasions to corp HQ sectors?
2) If I let a race take over a large number of sectors, does it become less likely that the other races will perform an invasion? I get the feeling that the Terrans are building up steam in their invasions and am worried that there'll soon be no Paranid left.
3) How does a race decide which place to invade next? I've noticed that Scale Plate Green changes hands between the Terrans and Teladi fairly frequently. It appears to be random to me, since the Unknown Sector south of Oort Cloud recently was captured by the Paranid. I was hoping that the invasions would be border-based.
And a few notes:
1) I noticed that the RRF-generated ships and stations are able to use ships, weapons and stations that are not by default available, for example I saw a Colossus with a Starburst in its hanger, and a Titan lumbering around with 16x Plasma Beam Cannons. What's more interesting is that I noticed a Terran Repair Laser Factory in Scale Plate Green!
2) Invasion Fleets spawn in the middle of the sector, which is a bit lame since there are perfectly good gates to pour in from.
3) "After a diplomatic breakdown, a large Xenon fleet is heading for Omicron Lyrae" is a bit funny.
Finally, some ideas:
1) Can the invasion fleets be made to pour in from a single gate? I think it'd make more sense and improve the invaders' chances somewhat, since spawning in the middle of the sector means that the poor chaps are suddenly besieged from all sides
2) Maybe the sector invasions could become sort of like missions, where if you have say, a police license or sufficient race rep, the invader/defender asks for your help and offers a bounty for kills during the fight.
I'm sure I'll find a solution for the Corp HQ issue (if they do get invaded), even if it means putting a huge sphere of laser-towers around the stations.