SerialKicked wrote:The number of ships sent in a massive raid can be changed in the line 11 of file aaa.pirate.hq.ai.xml
You can also give them less money, go to aaa.pirate.ai.xml and change the value in line 4 to something smaller (let's say 10000). You will have to go to AL Plugin , set the plugin to OFF, wait about 20 minutes and set it back to TRUE to validate the change.
Thanks, I will study those areas first.
Do you mean aaa.lib.pirate.hq.ai.xml? I assume so.
I see a log statement there when a fleet is sent, that is not switched by the flag. Should I be seeing these in the log? I have not seen any. I had V1.0 in before, have I messed up the install of V1.1?
I am getting about 5 to 8 fps in sector with the pirate fleets. The effect OOS is more intermittant, sort of like watching someone walk with a broken ankle.
omg, For your system it's LOW. Did you set AntiAliasing and shadows off ?
Yes, they are off. When I turn off the AL switch and wait for the pirates to "go away" the fps comes back to around 25-40.
I've checked all my loops, and they are correctly written. All my ships are running standard "egosoft" commands. Anyway the main script is only called every 10 or 20 minutes, this script simply run a sub script for each pirate base base telling it what to do. So, in fact, my script is idle 90% of the time.:
Beware of the standard scripts. If they return without calling wait states, for any reason, then your loop can run open. A small wait in the loop is a good idea, unless by examining the Egosoft script you can see that this can
never happen.
I am also seeing an occasional complete lockup of the game when I am in-sector with a pirate fleet.
Still look like a performance issue. Except the bonus & mark's scripts do you use other scripts ? (even trivial ones). I've never noticed such a hang with my script.
It is hard to track down, since it locks the whole game. When I have seen this before, it was a run-away loop in a script. The task switching in X2 is "Cooperative" instead of "Preemptive" so a script that winds up a loop, that never calls anything that does a task switch (such as a wait), can lock up the entire game.
I only turned the AL switch on twice, and waited an hour or two each time before changing anything.
I have the Bonus scriupts V1.04.01, except Basic patrol, and:
Mark's Patrol and Wing scripts (Fight MkIII) V2.0c.
Mark's Resupply script V2.0c. (Not used)
Xai Advanced AI (Fight MkIII) script V3.12m.
CWS Buy Ware and Continue V1.0 (Not used)
CWS Defensive Turrets V1.0
Xai FindFactoryOrders V1.0 (Not used)
JumpFleets (Race response) V1.5
PirateGuild V1.1
As noted, I have been careful not to use some of these at this time, to simplify testing.
I have run the X2 Conflict Report utility on these and it does not find any conflicts in the "t" files.
What do you call a "big attack fleet" ? The biggest fleet you should see in the first few minutes is about 10 ships, and you should not see a lot of these fleets until a while.
Are you in a custom galaxy ?
Looks like 15-20 pirates in a sector that is attacked, scattered over the stations and freighters there.
The script limit I see is 50, seems like that is way too many for my system.
You could also set the global variable "pirate.verbose" to TRUE (see readme) to see what happens.
Ok.
