[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: Crash

Post by BlackRain »

UK_Jay wrote:New 1.2 Beta after 45 mins or so system crash :( do love mod though :)
Is this a new game with 1.2 or are you loading a save from an older version, like 1.1?
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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
User avatar
Marvin Martian
Posts: 3609
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian »

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
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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
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?
UK_Jay
Posts: 7
Joined: Mon, 28. Mar 16, 17:32

Post by UK_Jay »

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 .
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

UK_Jay wrote: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 .
It still might be best to start a new game
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH »

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.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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.
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH »

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.
OK, I read Marvn's post, and he was right. The script count the number of Cvs not the one stuck in the dock.
User avatar
Marvin Martian
Posts: 3609
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian »

BlackRain 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?
the undocking thing is already in cwir_stationrebuild but as single use, not each loading

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> 
here also only real destroyed CVs will be in the log
Last edited by Marvin Martian on Tue, 17. May 16, 18:13, edited 2 times in total.
DarkWolf77
Posts: 18
Joined: Fri, 11. May 12, 15:27
x4

Post by DarkWolf77 »

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 :-)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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!
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH »

Thanks Marvin for fixing the cleanup script.
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

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:

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>
My patch:

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>
I have released a compatibility patch on Nexus... can you see if I implemented it correctly? Thanks...
User avatar
Marvin Martian
Posts: 3609
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian »

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>
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

Marvin Martian wrote: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>
Just making sure... the outpost stations in CWIR don't have storage right?

Also... looking through some other CWIR patches; do you guys have Xenon Hunt integrated? If so that's also a potential patching conflict.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Simoom wrote:
Marvin Martian wrote: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>
Just making sure... the outpost stations in CWIR don't have storage right?

Also... looking through some other CWIR patches; do you guys have Xenon Hunt integrated? If so that's also a potential patching conflict.
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?

As for outposts, I can't remember if they have storage or not.
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH »

BlackRain wrote:
Simoom wrote:
Marvin Martian wrote: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>
Just making sure... the outpost stations in CWIR don't have storage right?

Also... looking through some other CWIR patches; do you guys have Xenon Hunt integrated? If so that's also a potential patching conflict.
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?

As for outposts, I can't remember if they have storage or not.
Outposts have no docking ports nor storage
A.Persyn
Posts: 121
Joined: Sun, 14. Mar 10, 13:14
x3tc

Post by A.Persyn »

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?

Return to “X Rebirth - Scripts and Modding”