[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)
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The difficult part is coming up with a flawless & mod independent way to detect it, and not accidently detect a ship that is truly just changing sector rather then job spawning.BlackRain wrote:Is that a difficult thing to do>> To create a script that can stop ships from spawning in a sector>>
Mod independence means i cant edit the Jobs file, Scripts, or use JobID references, so i have to stick to more unconventional methods of dealing with the Job Engine (damn the job engine... i wish there was a SIGNAL_JOBSHIP_SPAWNED)
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Love the mod, +1 more vote for supressing job ship respawns though.
Didn't some of the older sector takeover scripts handle supressing those ships? How did they do it? I used to use http://forum.egosoft.com/viewtopic.php?t=143524 in X3:R, I am pretty sure that did it.
Assuming I don't care about making it portable (I am thinking AP with XRM) and I don't mind mucking around in the script editor, is there an easier way for me to do it myself? I'm going to be looking into it for myself, but if you have any ideas for the direction I should take, that would be helpful.
Didn't some of the older sector takeover scripts handle supressing those ships? How did they do it? I used to use http://forum.egosoft.com/viewtopic.php?t=143524 in X3:R, I am pretty sure that did it.
Assuming I don't care about making it portable (I am thinking AP with XRM) and I don't mind mucking around in the script editor, is there an easier way for me to do it myself? I'm going to be looking into it for myself, but if you have any ideas for the direction I should take, that would be helpful.
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Even making a non portable way is rather difficult, you would have to either edit all the job entry's that have specific sectors set in them, or edit all the job scripts.LegendaryTeeth wrote:Love the mod, +1 more vote for supressing job ship respawns though.
Didn't some of the older sector takeover scripts handle supressing those ships? How did they do it? I used to use http://forum.egosoft.com/viewtopic.php?t=143524 in X3:R, I am pretty sure that did it.
Assuming I don't care about making it portable (I am thinking AP with XRM) and I don't mind mucking around in the script editor, is there an easier way for me to do it myself? I'm going to be looking into it for myself, but if you have any ideas for the direction I should take, that would be helpful.
Ill try to get the job suppressor done asap


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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Just wanted to add my observation.....I had the problem of enemy ships just respawning in conquered sectors, when I was just using XRM, I wasnt using IR at the time.
Now I am just using IR, and let the game SETA for several hours, and The Terrans have taken 5 Sectors from Argon, and upon inspection, not one Argon capital ship has "Respawned" and Terran stations are in these sectors.
I couldnt find a capital ship anywhere in several of the newly conquered sectors, Argon or Terran, but they were clearly Terran Sectors now with the massive stations in em.
So my point is I think it is XRM causing the respawning of ships, Not IR. And maybe if anything IR is not agressive enough.
Just my observations.....
Now I am just using IR, and let the game SETA for several hours, and The Terrans have taken 5 Sectors from Argon, and upon inspection, not one Argon capital ship has "Respawned" and Terran stations are in these sectors.
I couldnt find a capital ship anywhere in several of the newly conquered sectors, Argon or Terran, but they were clearly Terran Sectors now with the massive stations in em.
So my point is I think it is XRM causing the respawning of ships, Not IR. And maybe if anything IR is not agressive enough.
Just my observations.....
I always shoot first then.......hmm I can never remember the rest
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Okay, I'm getting invasions now that I actually presses save after exiting Hot war editor. But somehow it seems that ONLY pirate sectors are being taken over (8 hours later after setting hotwar). I have a feeling that IR invasions isn't prepared for both responses from IR and RFF (built in)
I'm going to have to check the sectors some time. Something strange is happening.
I'm going to have to check the sectors some time. Something strange is happening.
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Playing AP -Xrm-and PG
Game really bogged down so I decided to clean the universe .I have 3 diff saves during the time the game bogged down so I checked the different saves for cleaning.Not going to post all the numbers cause I didnt sit through the whole cleaning process for all the saves,just checked the initial message.
numbers is time played for the saves.
save 2:09:49 Argon had 1767
save 2:10:17 Argon had 7583
save 2:10:27 Argon had 14563
ver 2.0 1.07 in the plug in manager
Really wierd
Game really bogged down so I decided to clean the universe .I have 3 diff saves during the time the game bogged down so I checked the different saves for cleaning.Not going to post all the numbers cause I didnt sit through the whole cleaning process for all the saves,just checked the initial message.
numbers is time played for the saves.
save 2:09:49 Argon had 1767
save 2:10:17 Argon had 7583
save 2:10:27 Argon had 14563
ver 2.0 1.07 in the plug in manager
Really wierd
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Everyone that has reported this bug so far has been running XRM; I'm not sure i have any other choice but to mark XRM as Partially Incompatible as i just cant not seem to be able to isolate the exact cause of this problem. I've not been able to recreate it.Kadaas wrote:Playing AP -Xrm-and PG
Game really bogged down so I decided to clean the universe .I have 3 diff saves during the time the game bogged down so I checked the different saves for cleaning.Not going to post all the numbers cause I didnt sit through the whole cleaning process for all the saves,just checked the initial message.
I have ideas on what could cause the problem but none of them make sense, could be the number of shipyards+military bases that is far higher then IR is intended to run on... but i wrote IR2.0 with this in mind and there are no guardians... so that makes no sense
Perhaps its the amount of recon drones running around? but i added a global check to prevent things like cascading responses
Perhaps threes an endless loop... but ive been over every loop that spawns ships and cant find any mis-spelled variables or reversed instructions...
Until i get some time to play test IR with XRM (Unlikely) i cant really do much other then say keep an eye on your task count, and run the universe cleaner if things get out of hand.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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No, re-init script cache shouldn't cause this; The reason it doesn't show up for you in new save games is because i put in safeguards to prevent it form happening in the 1.06/1.07 update... Save games that were created prior to this update still ran the risk of running into issues.Larxyz wrote:Have had this problem without xrm.
have not been able to replicate though.
Only happened to me in old savegames with IR,
when start a new game this does not seem to show up.
Can this be related to if you use the script option of
reiniate the script cache?
just some thoughts
So far i haven't had anyone report issues without XRM after i took steps to prevent it, not even from the Russians (i was getting a report of this bug at least once a day from them, until i posted the 1.06 update)
The glitch is likely still present in the code, but it dosent like to reveal itself unless in XRM ... lol
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Try to dis-include PAR and Showroom shipyards. I see a awful lot, and should be only used for player or civilian use. (I have no experience with modding, but it seems simple.)Kadaas wrote:Playing AP -Xrm-and PG
Everyone that has reported this bug so far has been running XRM; I'm not sure i have any other choice but to mark XRM as Partially Incompatible as i just cant not seem to be able to isolate the exact cause of this problem. I've not been able to recreate it.
I have ideas on what could cause the problem but none of them make sense, could be the number of shipyards+military bases that is far higher then IR is intended to run on... but i wrote IR2.0 with this in mind and there are no guardians... so that makes no sense
On a side-note, I tried following a very big invasion against the Boron :pitchforks: and it my game crashed. I went a little bit ahead and went through the gate first. I'm using XRM.
Edit: Oh, XRM is not fully compatible... >hit self
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Same here with the crashing. I waited for a Argon assault force to enter some Paranid sector that I forgot what it was called and it crashed. Sometimes I can get the invasion force to show up while I'm waiting in-sector, but some of the ships don't have models and the whole force jumps into the center of the sector. Exiting the game and re-loading the save when they showed up clears up the issue.
Is there something that can be learned from the previous IR and IR:CE about the crashes, and absentee showroom and PAR guards?
EDIT: Oh, I'm using XRM too. Oh, there is something else. Only the added ships by XRM are sometimes invisible. Not the vanilla Egosoft ones.
Is there something that can be learned from the previous IR and IR:CE about the crashes, and absentee showroom and PAR guards?
EDIT: Oh, I'm using XRM too. Oh, there is something else. Only the added ships by XRM are sometimes invisible. Not the vanilla Egosoft ones.
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Sounds like there is something wrong with a ship in the XRM TShips file that IR is spawning that causes the game to crash. Not much i can do about that.Osiris454 wrote:Same here with the crashing. I waited for a Argon assault force to enter some Paranid sector that I forgot what it was called and it crashed. Sometimes I can get the invasion force to show up while I'm waiting in-sector, but some of the ships don't have models and the whole force jumps into the center of the sector. Exiting the game and re-loading the save when they showed up clears up the issue.
Is there something that can be learned from the previous IR and IR:CE about the crashes, and absentee showroom and PAR guards?
EDIT: Oh, I'm using XRM too. Oh, there is something else. Only the added ships by XRM are sometimes invisible. Not the vanilla Egosoft ones.
Guards dont exist in IR2.0 primarily because XRM has aproximately 300 IR enabled docks...

Adding filters and other catches / limiters for things like that is mod dependence that i do not want to have to maintain, so i removed them from IR completely instead.
IR does feel rather... Docile... without the Task Forces & Guards... Ill have to re-add them at some point after XTL's release... i just don't know how to add them and maintain support for XRM... probably cant; will have to think about it.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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Mod Compatibility State Change
- X-Tended Terran Conflict (XTC) v1.2a: Incompatible->Theoretically Compatible - This mod is theoretically compatible, however it is completly untested; Also note that only basic shield types will be used, the XTC extra shield types will not.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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You can still use IR2.0 in XRM just keep a close watch on the script task count ... if it starts rising rapidly and slowing down the game just hit the universe cleaner... ill continue to search for this glich in my spare time but it may take some timeTouchMyNipple wrote:Damnit, Meg! I knew the coockies couldn't have been that tasty...
Seems i'll have to search for another rebalance script while waiting for XTL.
Or simply switch to pure XRM for that period...
if someone could upload a savegame with the problem it may help speed things up
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Invisible ships is a sure sign that the XRM Part 1 is not installed correctly. That, or in your pulling apart of the mod you have broken something...Osiris454 wrote:Oh, there is something else. Only the added ships by XRM are sometimes invisible. Not the vanilla Egosoft ones.
IR would not be at all responsible for invisible ships - only an incorrect XRM installation would account for that.
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Went back to the first of the save before it bogged down,They were so close anyways ,only had to redo a few station placements.The game has been running fine since and I am past that time point.Only thing I can say is maybe it could have been a rare occassion of a random set of circumstances that caused it.