Is this a new game with 1.2 or are you loading a save from an older version, like 1.1?UK_Jay wrote:New 1.2 Beta after 45 mins or so system crashdo love mod though
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
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Vincent, are we sure the CV destruction code above is really working? I was testing it out and I loaded up an old save, it told me it destroyed a bunch of docked and idle CV's. I saved the game, then loaded up the save again, it told me it destroyed a bunch of CV's, I did this several times. Why is it still saying it destroyed CV's when I load up these saves ? Even if I exit game and go back in and load up the save, same thing.
Is something persisting in the save? I went around to all of the shipyards and saw no CV's but it is strange that it keeps saying that.
I hate to say this, and I don't know for sure, but it may be necessary to start a new game with version 1.2
Is something persisting in the save? I went around to all of the shipyards and saw no CV's but it is strange that it keeps saying that.
I hate to say this, and I don't know for sure, but it may be necessary to start a new game with version 1.2
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the CV notice code use the full $builders list for the Log, so it is by design already wrong
there are some CV that not get destroyed, so you need to count the destroyed CV not the whole found!!
Because of Crash, what crash you have? freez, CTD, BSoD?
some game freez (i had in the past at XR 400) will be end after a minute or more, the reason i can't figured out yet, offcial they call it to much tasks
there are some CV that not get destroyed, so you need to count the destroyed CV not the whole found!!
Because of Crash, what crash you have? freez, CTD, BSoD?
some game freez (i had in the past at XR 400) will be end after a minute or more, the reason i can't figured out yet, offcial they call it to much tasks
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I have now been testing for an hour on a new game with version 1.2 and not only did I not experience any crashes but it is running beautifully from what I can see. CV's are functioning correctly as well.
I even got a chance to witness a very cool invasion which is still on going hehe. Sovereign Syndicate is attempting to take Azure barrier (sending in attack ships and troop ships for boarding)
I even got a chance to witness a very cool invasion which is still on going hehe. Sovereign Syndicate is attempting to take Azure barrier (sending in attack ships and troop ships for boarding)
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It might be good to include this script in the mod just in case. I don't think there would be any negative to having the file in the folder even if it doesn't do anything. What do you think Marvin?Marvin Martian wrote:the CV notice code use the full $builders list for the Log, so it is by design already wrong
there are some CV that not get destroyed, so you need to count the destroyed CV not the whole found!!
Because of Crash, what crash you have? freez, CTD, BSoD?
some game freez (i had in the past at XR 400) will be end after a minute or more, the reason i can't figured out yet, offcial they call it to much tasks
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Yes was game from before i will try fresh new game shame i have full 25 stations build perfect trade system
lol i will try new fresh game and see .
Oh sorry it maybe a freeze i just read Marvins post however as i was froze for about 1 min i thought must be a crash and reset system i will try again thanks for your work guys it is a very good mod .

Oh sorry it maybe a freeze i just read Marvins post however as i was froze for about 1 min i thought must be a crash and reset system i will try again thanks for your work guys it is a very good mod .
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It still might be best to start a new gameUK_Jay wrote:Yes was game from before i will try fresh new game shame i have full 25 stations build perfect trade systemlol i will try new fresh game and see .
Oh sorry it maybe a freeze i just read Marvins post however as i was froze for about 1 min i thought must be a crash and reset system i will try again thanks for your work guys it is a very good mod .
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You mean the stacked CVs or the Docked CVs? IMHO, the stacked CVs are the result of the invasion script in 1.1, and that have been fixed in 1,.2. The docked CVs problem are there even before 1.1 codes. If the player sends a Behemoth to retrofit at a player shipyard, the Behemoth would be in a docked state forever, and there are no way to get it out of that state.BlackRain wrote:Vincent, are we sure the CV destruction code above is really working? I was testing it out and I loaded up an old save, it told me it destroyed a bunch of docked and idle CV's. I saved the game, then loaded up the save again, it told me it destroyed a bunch of CV's, I did this several times. Why is it still saying it destroyed CV's when I load up these saves ? Even if I exit game and go back in and load up the save, same thing.
Is something persisting in the save? I went around to all of the shipyards and saw no CV's but it is strange that it keeps saying that.
I hate to say this, and I don't know for sure, but it may be necessary to start a new game with version 1.2
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This is not true at all. Both the stacked and docked CV issues were fixed with 1.2 and were bugs introduced in 1.0. There is absolutely no issues with repairing ships in an XL Dock unless you are saying it is exclusive to the Behemoth ship then I will have to investigate this but I know for a fact all other ships work just fine.VincentTH wrote:You mean the stacked CVs or the Docked CVs? IMHO, the stacked CVs are the result of the invasion script in 1.1, and that have been fixed in 1,.2. The docked CVs problem are there even before 1.1 codes. If the player sends a Behemoth to retrofit at a player shipyard, the Behemoth would be in a docked state forever, and there are no way to get it out of that state.BlackRain wrote:Vincent, are we sure the CV destruction code above is really working? I was testing it out and I loaded up an old save, it told me it destroyed a bunch of docked and idle CV's. I saved the game, then loaded up the save again, it told me it destroyed a bunch of CV's, I did this several times. Why is it still saying it destroyed CV's when I load up these saves ? Even if I exit game and go back in and load up the save, same thing.
Is something persisting in the save? I went around to all of the shipyards and saw no CV's but it is strange that it keeps saying that.
I hate to say this, and I don't know for sure, but it may be necessary to start a new game with version 1.2
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OK, I read Marvn's post, and he was right. The script count the number of Cvs not the one stuck in the dock.BlackRain wrote:VincentTH wrote:BlackRain wrote:Vincent, are we sure the CV destruction code above is really working? I was testing it out and I loaded up an old save, it told me it destroyed a bunch of docked and idle CV's. I saved the game, then loaded up the save again, it told me it destroyed a bunch of CV's, I did this several times. Why is it still saying it destroyed CV's when I load up these saves ? Even if I exit game and go back in and load up the save, same thing.
Is something persisting in the save? I went around to all of the shipyards and saw no CV's but it is strange that it keeps saying that.
I hate to say this, and I don't know for sure, but it may be necessary to start a new game with version 1.2
You mean the stacked CVs or the Docked CVs? IMHO, the stacked CVs are the result of the invasion script in 1.1, and that have been fixed in 1,.2. The docked CVs problem are there even before 1.1 codes. If the player sends a Behemoth to retrofit at a player shipyard, the Behemoth would be in a docked state forever, and there are no way to get it out of that state.
This is not true at all. Both the stacked and docked CV issues were fixed with 1.2 and were bugs introduced in 1.0. There is absolutely no issues with repairing ships in an XL Dock unless you are saying it is exclusive to the Behemoth ship then I will have to investigate this but I know for a fact all other ships work just fine.
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the undocking thing is already in cwir_stationrebuild but as single use, not each loadingBlackRain wrote:It might be good to include this script in the mod just in case. I don't think there would be any negative to having the file in the folder even if it doesn't do anything. What do you think Marvin?
you can extend/replace it with
Code: Select all
<cue name="CWIR_IdleCV_Cleaner" instantiate="true" namespace="this">
<conditions>
<event_game_loaded/>
</conditions>
<actions>
<!-- Idle CVs -->
<find_ship groupname="$Builders" primarypurpose="objectpurpose.build" space="player.galaxy" multiple="true"/>
<set_value name="$count" exact="0" />
<do_all exact="$Builders.count" counter="$Counter">
<do_if value="($Builders.{$Counter}.pilot.command.value == null) and not (@$Builders.{$Counter}.buildmodule.buildanchor.exists) and not (@$Builders.{$Counter}.container.exists) and not (@$Builders.{$Counter}.isplayerowned)">
<destroy_object object="$Builders.{$Counter}"/>
<set_value name="$count" operation="add" />
</do_if>
</do_all>
<remove_value name="$Builders"/>
<!-- Docked CVs -->
<find_station name="$shipyards" space="player.galaxy" functional="true" multiple="true">
<match_content class="class.buildmodule" />
</find_station>
<do_all exact="$shipyards.count" counter="$Counter">
<find_dock_location container="$shipyards.{$Counter}" size="tag.dock_xl" name="$docks" multiple="true"/>
<do_all exact="$docks.count" counter="$i">
<do_all exact="$docks.{$i}.component.docked.count" counter="$Count">
<do_if value="$docks.{$i}.component.docked.{$Count}.primarypurpose == objectpurpose.build and $docks.{$i}.component.docked.{$Count}.docklink">
<do_if value="$docks.{$i}.component.docked.{$Count}.isplayerowned">
<start_script object="$docks.{$i}.component.docked.{$Count}.pilot" name="'player.default'"/>
</do_if>
<do_else>
<start_script object="$docks.{$i}.component.docked.{$Count}.pilot" name="'move.die'">
<param name="byjump" value="true"/>
</start_script>
<set_value name="$count" operation="add" />
</do_else>
</do_if>
</do_all>
</do_all>
<remove_value name="$docks"/>
</do_all>
<remove_value name="$shipyards"/>
<write_to_logbook category="general" text="'Destroyed idle CVs: ' + $count" chance="if $count then 100 else 0" />
<remove_value name="$count"/>
</actions>
</cue>
Last edited by Marvin Martian on Tue, 17. May 16, 18:13, edited 2 times in total.
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DarkWolf77 wrote:Hi again
I load a save Game from Beta 1.1.
All IDLe and docked CVs was destroyed (after the Cleanup Script).
I play now 2 hours without crash.
The Fractions are still building new CVs with correct commands. The Rebuilding-Script works correct.
I don´t see any issue at this time!
Great work
Excellent, let me know if any more issues!
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Hey there CWIR team. 
Just letting you guys know that I found a XML patch conflict between our mods in Upkeep_Management.xml:
Your patch:
My patch:
I have released a compatibility patch on Nexus... can you see if I implemented it correctly? Thanks...

Just letting you guys know that I found a XML patch conflict between our mods in Upkeep_Management.xml:
Your patch:
Code: Select all
<replace sel="/mdscript/cues/library/actions/do_if/do_if/do_if/do_all/do_elseif[@value='$Object.isclass.station']/@value">$Object.isclass.station and not $Object.macro.ismacro.{macro.struct_bt_alb_outpost_macro} and not $Object.macro.ismacro.{macro.struct_at_xen_xenon_outpost_macro}</replace>
Code: Select all
<replace sel="//cues/library[@name='CheckObject']/actions/do_if/do_if/do_if[@value='md.$AllowMultiMissions or not @$HasMission']/do_all/do_elseif[@value='$Object.isclass.station']/@value">$Object.isclass.station and $Object.hasstorage</replace>
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use at your mod
Code: Select all
<replace sel="//cues/library[@name='CheckObject']/actions/do_if/do_if/do_if[@value='md.$AllowMultiMissions or not @$HasMission']/do_all/do_elseif[@value='$Object.isclass.station' or @value='$Object.isclass.station and not $Object.macro.ismacro.{macro.struct_bt_alb_outpost_macro} and not $Object.macro.ismacro.{macro.struct_at_xen_xenon_outpost_macro}']/@value">$Object.isclass.station and $Object.hasstorage</replace>
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Just making sure... the outpost stations in CWIR don't have storage right?Marvin Martian wrote:use at your modCode: Select all
<replace sel="//cues/library[@name='CheckObject']/actions/do_if/do_if/do_if[@value='md.$AllowMultiMissions or not @$HasMission']/do_all/do_elseif[@value='$Object.isclass.station' or @value='$Object.isclass.station and not $Object.macro.ismacro.{macro.struct_bt_alb_outpost_macro} and not $Object.macro.ismacro.{macro.struct_at_xen_xenon_outpost_macro}']/@value">$Object.isclass.station and $Object.hasstorage</replace>
Also... looking through some other CWIR patches; do you guys have Xenon Hunt integrated? If so that's also a potential patching conflict.
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We do not have xenon hunt integrated, but, I also made xenon ships capturable and I suppose it functions like xenon hunt although not sure what xenon hunt has in it exactly. So I guess it is a possibility?Simoom wrote:Just making sure... the outpost stations in CWIR don't have storage right?Marvin Martian wrote:use at your modCode: Select all
<replace sel="//cues/library[@name='CheckObject']/actions/do_if/do_if/do_if[@value='md.$AllowMultiMissions or not @$HasMission']/do_all/do_elseif[@value='$Object.isclass.station' or @value='$Object.isclass.station and not $Object.macro.ismacro.{macro.struct_bt_alb_outpost_macro} and not $Object.macro.ismacro.{macro.struct_at_xen_xenon_outpost_macro}']/@value">$Object.isclass.station and $Object.hasstorage</replace>
Also... looking through some other CWIR patches; do you guys have Xenon Hunt integrated? If so that's also a potential patching conflict.
As for outposts, I can't remember if they have storage or not.
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Outposts have no docking ports nor storageBlackRain wrote:We do not have xenon hunt integrated, but, I also made xenon ships capturable and I suppose it functions like xenon hunt although not sure what xenon hunt has in it exactly. So I guess it is a possibility?Simoom wrote:Just making sure... the outpost stations in CWIR don't have storage right?Marvin Martian wrote:use at your modCode: Select all
<replace sel="//cues/library[@name='CheckObject']/actions/do_if/do_if/do_if[@value='md.$AllowMultiMissions or not @$HasMission']/do_all/do_elseif[@value='$Object.isclass.station' or @value='$Object.isclass.station and not $Object.macro.ismacro.{macro.struct_bt_alb_outpost_macro} and not $Object.macro.ismacro.{macro.struct_at_xen_xenon_outpost_macro}']/@value">$Object.isclass.station and $Object.hasstorage</replace>
Also... looking through some other CWIR patches; do you guys have Xenon Hunt integrated? If so that's also a potential patching conflict.
As for outposts, I can't remember if they have storage or not.
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With the latest version running on a new gamestart, the game freezes after about 45 minutes. If I save before the freeze and uninstall CWIR it doesn't happen. It didn't happen on previous versions (1.0 and 1.1), and my mod configuration hasn't changed.
There is no dump file when it freezes. And no obvious common activity between each freeze. Any ideas?
There is no dump file when it freezes. And no obvious common activity between each freeze. Any ideas?