X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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Kadatherion
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Post by Kadatherion »

hlking wrote:
Arghy wrote:XTC has alot more stuff running then vanilla so i'm not surprised if theres an FPS cap.
If thats true, then I'm really sad. I really enjoy XTC but It aint fun running it at 20 FPS. Any way to increase FPS besides those I mentioned above?

Not much, unless you are prepared to get your hands dirty. When the bottleneck is - as very often happens in X3, modded or not - the CPU, there are few things really useful apart from simply lowering the number of "living" objects around the universe.

The best thing you can do is fire up X3 editor and edit XTC's Jobs file to lower the number of ships flying around. Civilians aren't really that much of a strain on the system (but there are really a TON of 'em in XTC jobs so cutting them down fiercely might really be helpful), but hundreds of free traders and military patrols definitely are. You can experiment with something like an all around 25/33% decrease of jobs (and at least a good 50% decrease in civilians), and you'll sure see the benefits.
They will not disappear immediatly after you load the game with the new jobs file, they will be slowly removed as they finish their current orders; you can keep track of how many are around from the script editor, under the task list.

However, keep in mind that when you have less AI traders around they might just be not enough to keep the economy alive (especially in XTC where freighters are really slow and sectors kinda big): a solution is either to ensure in the jobs file the free traders are always spawned with max engine tunings, or even edit the TS ships in the tships file to make them faster. So if, for example, you halved the number of traders, but doubled the speed for TS, the overall economy should more or less keep the same intended balance. Of course, such an edit might lead you to a chain reaction of having to rebalance other ship classes to counter the faster transports to maintain gameplay balance.


EDIT: As I haven't currently an XTC game running long enough to check how many tasks are called in a fully expanded universe, I just peeked at the jobs file. Civilians are indeed many, and you can easily eliminate several hundreds ships by halving 'em (if not totally removing in case you don't care for 'em).
However the numbers for traders and military ships don't seem to be horribly high. Might be that XTC generates a lot of entities with scripts instead of relying mostly on the jobs file as it's often done (in which case we're kinda screwed :P ).
Usually, in my modded games I try to always keep myself under 10.000 active tasks (this with a 3GHZ dual core), and keep the total traders around at 1500-2000 tasks. More than that and I usually begin to notice the strain slowly building up. Of course this is a figure also based on what scripts and mods I have the habit to use (which have themselves their share of CPU hit); in XTC, with its set of completely new scripts all around, this figure might end up being completely different in the long term.
Arghy
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Post by Arghy »

I'd love to know why the otas M7 is so OP--same price as the other M7's with 12 500MJ shields and the 3rd fastest . I'd also like to know why the terran M7 is so terrible and the argon one is right after it. I have compared every races M7 even the pirate ones and they all have better turret and weapon coverage then the argon/terran M7s. Even if you somehow made the OTAS M7 expensive and hard to get your still going to run into the fact that its flat out better then every other M7 by a huge ass margin.

X3:OTAS 4ever

Try taking a Yokahama into combat and enjoy as you struggle to bring your only decent weapons into play(its your flaks). The MAM launchers are useless against any ship that isent a flying box and moves super slow. I nearly lost to a friggin split M6 because i couldent hit the damn thing with my main weapons so i spent the entire fight absorbing damage trying to bring him into my flak arcs. Why the flaks are only relegated to the side turrets coupled with their low number and horrible fire arcs i dont know.

Frigates should have at the very least 5 turret hard points with light capital weapon capable mounts. The yoko/cerb isent the boron anti capital M7 so i dont know what their role is when their terrible at countering everything. Their barely a step ahead of their respective M6's in terms of combat effectiveness.
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Aragon Speed
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Post by Aragon Speed »

hlking wrote:Hello, I need some help regarding performance.

I've Been playing XTC for the past few days and its been all fine ( almost 3 days in my current save ). But lately I've noticed the game getting slower and slower, and at the time I'm writing this its close to unplayable. I've about 20-22 fps right now, and in a new game = 2-300 fps. Expected the fps to drop a bit later in the game, but not like this. If my FPS continues to drop at the same speed it will be unplayable in a few hours.

I've tried pretty much everything I can think off to boost the FPS, which is:

-Freed up more then 400GB hdd space.
-Defrag.
-Cleaned registry.
-Lowered the graphic settings.
Closed all unnecessary background programs.

Nothing of the above helped, still running at same fps. Really weird, haven't had any performance problems with TC before, with or without mods.

Oh, and I was running 2 extra scrips, but I disabled them some time ago.
Scrips are Litcubes Phanon Corp and Serial Kicked's Yaki Armada.

spec:
i7 950 @ 3600 mhz
Ati 5850
Kingston ddr3 @ 1800 mhz

XTC = 1.2a on TC 3.1 ( CD ) with the "blank mission text" hotfix.

Hope anyone can help, thanks.

PS: Tried loading a vanilla save with ~2 weeks played, and I'm running it without any problems. So must be something funky with XTC.
Try opening the GNS and then closng it again. There was a bug that caused slowdown if the GNS wasn't opened for a long time. This should be fixed now, but let us know if it makes a difference or not.

If it doesn't then it is something else causing an issue somewhere.
plynak
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Post by plynak »

malanthor wrote:Plynak: you are not the average trader though, because they are hostile to you they obviously KNOW you and dont want you entering their territory. I dont have a problem with say people from italy, but id rather not have their biggest drug kingpin over for dinner. Thats why they attack you, cause your a dirty bandit. :P Just kidding, but come on, a little more constructive criticism and polite tone would be nice to have here. That last part was meant for everyone by the way.
If I have unintentionally insulted someone, I apologize. Back to Paranids. Well I do not mind them being hostile, but I still have not find a way to improve my relations with them. I can not find their sector bordering with pirates and as soon as I enter, they attack me. How have you managed to improve the relation with them?
Last edited by plynak on Sat, 9. Jul 11, 10:27, edited 1 time in total.
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
plynak
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Post by plynak »

Arghy wrote:I'd love to know why the otas M7 is so OP--same price as the other M7's with 12 500MJ shields and the 3rd fastest . I'd also like to know why the terran M7 is so terrible and the argon one is right after it. I have compared every races M7 even the pirate ones and they all have better turret and weapon coverage then the argon/terran M7s. Even if you somehow made the OTAS M7 expensive and hard to get your still going to run into the fact that its flat out better then every other M7 by a huge ass margin.

X3:OTAS 4ever

Try taking a Yokahama into combat and enjoy as you struggle to bring your only decent weapons into play(its your flaks). The MAM launchers are useless against any ship that isent a flying box and moves super slow. I nearly lost to a friggin split M6 because i couldent hit the damn thing with my main weapons so i spent the entire fight absorbing damage trying to bring him into my flak arcs. Why the flaks are only relegated to the side turrets coupled with their low number and horrible fire arcs i dont know.

Frigates should have at the very least 5 turret hard points with light capital weapon capable mounts. The yoko/cerb isent the boron anti capital M7 so i dont know what their role is when their terrible at countering everything. Their barely a step ahead of their respective M6's in terms of combat effectiveness.
Hmm, where do I find the OTAS Shipyard? Have been looking all around and have not found it.

Anyway, terran M7 was a poor ship even in the vanilla and do not forget that the MOD is still in development.

My only concern regarding ships are superfrighters. Most of them are useless now. You either buy a Cayman for it 90 speed or Vulture, which is now faster than the Argon one and has a huge cargo space. No need to buy others :(
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
Arghy
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Post by Arghy »

OTAS shipyard spoiler:
Spoiler
Show
Its in sirus III around 400km from the south gate--the location either moves or it moved since 1.1
Yeah the OTAS TS and superfreighters make every other superfreighter look like crap--the TS is 130ms with 4000m3 compared to the baldric which has 110ms and 4000m3.

Yeah my entire point about the M7's is this is a mod and their deficiencys can be improved upon. All of the terran ships should be weapon heavy since they use fairly predictable weapon technology and their tech is a step above the other races. Terrans having the most undergunned ship of its class makes no sense at all. Considering its main weapons will be the M/AML it should be given enough energy weapons in turrets to blaze away constantly into space to use all of that extra weapons energy.

Frigates should be a cheap anti fighter investment for your fleet designed to cover the bigger capitals while they slug it out. A fighter should balk at a frigate not laugh as they close in on its obvious holes and pump it full of fire.
*forgot to add the OTAS TS also has more turrets and weapons then most M6's
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X2-Eliah
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Post by X2-Eliah »

Arghy wrote:All of the terran ships should be weapon heavy since they use fairly predictable weapon technology and their tech is a step above the other races. Terrans having the most undergunned ship of its class makes no sense at all.
Just for the record, that is the opinion of the Terrans. Other races might see through that load of bull***** propaganda, y'know. You say predictable, we say 'old and not-updated'. They were cut off from the rest of the universe for several hundreds of years, it's only reasonable that what they think is good is actually not, and that they are too stuck-up to admit themselves wrong... :roll: This is not a 'Terrans are noobpwnzorz omgleet supermen' mod. And frankly, either you accept that some ships will be more crap than others, or you bust your nerves in an effortless tirade of nagging. Your choice ;)
The-Last-Communist
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Post by The-Last-Communist »

X2-Eliah wrote:
Arghy wrote:All of the terran ships should be weapon heavy since they use fairly predictable weapon technology and their tech is a step above the other races. Terrans having the most undergunned ship of its class makes no sense at all.
Just for the record, that is the opinion of the Terrans. Other races might see through that load of bull***** propaganda, y'know. You say predictable, we say 'old and not-updated'. They were cut off from the rest of the universe for several hundreds of years, it's only reasonable that what they think is good is actually not, and that they are too stuck-up to admit themselves wrong... :roll: This is not a 'Terrans are noobpwnzorz omgleet supermen' mod. And frankly, either you accept that some ships will be more crap than others, or you bust your nerves in an effortless tirade of nagging. Your choice ;)
and that how X was meant to be ! , it was like that befor X3tc , and I hope it will be the same in XR
looking forward to 2.0 !
keep up the good work (like to reminde you guys of your awesomeness)
Splits , for the better things in life...
Arghy
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Post by Arghy »

Heh i guess i really did get bought into the terran propaganda but why would you put in terrible ships? Why even balance if your going to play favorites and give a race super pwn ships? My problem is the rock paper scissors balancing instead of 'a ship for every purpose and a purpose for every ship'. I could live with ships that are inferior to other ships but i want it to be cheaper by a large margin or its pointless to even have it in the game. Every TS should have its pros and cons that make it unique from the rest and give you a reason to use that ship. Even if its 'i'm going to use the caiman because i want an armed inferior TS' the caiman should remain the best armed TS because the second it isent no one is going to bother buying the caiman.

I started as a terran and i'm really far into it but now that i realized how much better the other ships are i really dont want to even bother playing the terrans anymore. I literally could not wait to play and would load up the mod non stop but realizing that an entire race is pretty much useless has deeply affected my long term vision of the game. I was really loving the mod and now that i have literally no desire to play i see it as quite a big problem for the mod.

I enjoy the terrans but i'm no fanboy i would be just as pissed and disenfranchised if another race was made useless. Its poor design to have something inside the game that no one will use. I quit playing vanilla when i realized that the entire game consisted of me buying nothing but OTAS ships because honestly you were stupid and shooting yourself in the foot if you werent. If you want to you should be able to play a pure race settup without gimping yourself due to super ships and trash ships. Every race should have its niche and they should excel in that niche and the corporation ships should reflect this not break it by being the best at everything.

I dont want XTC to become a stagnant step 1, step 2, step 3 or dont even bother.

*Lore question*

If the terran tech is so old why did they build the ATF ships and bigger stations then everyone? I thought the terrans old tech just made them inflexible but they made up for it by the raw power that their big ships possessed like their black hole power plants.
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Aragon Speed
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Post by Aragon Speed »

I tell you what, why don't you go and rebalance XTC and then release your own balance mod for it? Problem solved.
shinyclef
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Post by shinyclef »

Aragon Speed wrote:I tell you what, why don't you go and rebalance XTC and then release your own balance mod for it? Problem solved.
^ So true.
Thank you for the long hours and hard work that you did to benefit the community that people have received for free and yet still choose to critisize. *Goes back to search for Yaki*. Is it possible to join the Yaki? lol

EDIT:
I just flew through the south gate in necessary tribute, and it looped back to the same gate. I didn't go anywhere! Is my install bad? Or a bug?
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X2-Eliah
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Post by X2-Eliah »

Yes, gates leading to unconnected sectors are looped back on themselves (literally unconnected). The expansion system will open them up eventually. You can tell if a gate is looped by checking it's name, if it says the sector name it is already in, it's unconnected. Also, no out-going stripe on the galaxy map in that direction.
screen2
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Post by screen2 »

How can i hire a tl schip i have good relations with teladi but there is no option to hire a tl schip...??
hlking
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Post by hlking »

Try opening the GNS and then closng it again. There was a bug that caused slowdown if the GNS wasn't opened for a long time. This should be fixed now, but let us know if it makes a difference or not.

If it doesn't then it is something else causing an issue somewhere.
Aye, that was among the first things I did, cause I read somewhere that it could cause problems before the "1.2a" update. I'm afraid that wasn't the issue though.

I tried to remove all of the civilian ships as well ( For testing purpose ). That gave me about 2-3 FPS more, so now the FPS is about 20-25 depending on sector. Which is a tad too low for me, about 30+ would be great ;)

I'm going to try a new clean install without and extra scripts this time, could be that one of those extra scrips caused a problem.

How is XTC running for everyone else, anyone else having FPS issues?
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X2-Eliah
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Post by X2-Eliah »

What were those 'extra scripts'?
hlking
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Post by hlking »

X2-Eliah wrote:What were those 'extra scripts'?
I was using Litcubes Phanon corp and Serial Kicked's Yaki armada, disabled them some time ago though.
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X2-Eliah
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Post by X2-Eliah »

Yaki armada is known to be utterly horrible as far as performance goes... I am not so familiar with the corp script, but having read what it does, I suspect it could be very intensive too.. Well, that plus I have suspicions they are not even able to function properly in xtc.
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Sartorie
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Post by Sartorie »

Attention Steam users :

currently Steam is installing a map patch for their promotion thing, this map patch is incompatible with XTC !

this means from now on XTC is incompatible with the newest Steam version of TC, there is nothing we can do to repair savegame damage once it was applied either

we are sorry about this but if you have complains about this, nag Steam not us ;)
Kadatherion
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Post by Kadatherion »

X2-Eliah wrote:Yaki armada is known to be utterly horrible as far as performance goes... I am not so familiar with the corp script, but having read what it does, I suspect it could be very intensive too.. Well, that plus I have suspicions they are not even able to function properly in xtc.
Yep, YA could be responsible for at least part of the issue: it's a nice script, but was never really finished and polished, which is a shame. And it might well be not compatible with XTC. Luckily enough, it seems there are interesting plans to make both pirates and yaki smarter in XTC 2.0.

Litcube's Phanon Corp, on the other hand, is surprisingly harmless performance wise (at least in a vanilla universe, never tried its XTC compatible version). Well, unless you let your rivals rampage and expand too much, in which case they might end up building enough ships and stations to become a relevant performance factor.
creidiki
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Post by creidiki »

I've got the bonus mission but all its installed is a Director file ... is it supposed to install to 14?
I am not as think as you drunk I am.

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