
Ok, yes... the notoriety percentage in that window isn't based on your rank, but rather on your overall value between 0 and 1 million (the max cap) - your 23% through that... in order to claim for an ally you need to be at least 20%
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Jack08 wrote:Sounds like your having issues in battles, i cant quite tell if your running into a fleet of 20 carriers or just 2? - if its 20 then something is very wrong... If its a normal size fleet then there could be any number of things at fault.TKup93 wrote:I didnt read through the around 40 pages of this thread, so I may just be repeating what everyone else has said thus far.
First off, let me state that I have only been using this mod for around 5 hours, and only 2 of which have really been about combat.
With that said, I find it a MUST to have Low CPU turned on with the extra nullify fighters option. Reasons: I have my PHQ, 4 Argon EQDs and 3 Argon Free Trading stations, along with a 84 station Factory complex (using Complex Cleaner, so Frame Rate is relatively unaffected by it) along with 3 Fleets of Capital ships that defend the sector (in total, 8 Destroyers if you include my personal ship, 10 M7s, and about 10 M6s, + 10 M3 Spitfyres).
With ALL those ships running around, plus the stations and regular traffic in system I average a solid frame rate (dont run anything to see what it is, but its smooth and NEVER any choppy in SETA 10x)...With that said, when I went to take over the sector, I got to enjoy 2 minutes of lag time, followed by unending chop when the response fleets came to defend the sector...a response fleet made up ENTIRELY of Condor Carriers, 35/2 fighters a piece...so even when running in Low CPU mode I ran into 75+ additional ships in sector in an instant...this is in addition to what ever resistances were already in sector...
and my computer is no lightweight either, Intel i3 2100 CPU @ 3.10GHz with 8GBs of DDR3 Ram and a GTX 560Ti GFX card...
TL;DR: If you plan on invading a sector, any sector...or watching a battle between races...Turn on BOTH Low CPU settings to prevent your computer lagging like crazy.
Your report is far, far to vague, 2 minutes of lag... lag? what is lag? - slideshow? 10fps? 20 fps? 30fps?
Ive had people with computers far worse then yours not report issues with lag. However that being said if you expect to remain at 60 fps in seta 10x in the middle of a battle im sorry but that's just not going to happen, lol.
Ill need a list if your installed mods and scripts to help diagnose this issue.
That is a large fleet, certainly on the larger side of things, that's the maximum fleet the plugin can create, However i think i see your problem.TKup93 wrote:Sorry for the late reply. There were 6 carriers, each with 35 fighters in Low CPU mode, so if it works correctly thats 35/2*6. When they popped out their fighters I sat there for about a minute with a FPS of around 1-4 (guesses based on other games that lag my computer that have FPS readers) after the initial burst of that, I went up to around 10-20 FPS for the remainder of the battle (which ended in my battle group destroying everything rather fast. yay)
All I am running is the X3AP Bonus Pack, Cycrows Cheat Pack, and a few ship addon packs (none of which took part in the battle) as well as Complex Cleaner.
I believe it was the sheer number of ships my computer was trying to process along with having my PHQ and EQDs all in "close" proximity (100klicks).
The CPU No fighters for carriers mode thing seemed to help, I dont lag at all during battles now, but I feel like I am cheating somewhat when using it due to the fact that im making carriers into gimpy frigates.
I hope this was enough information. Thanks
Yeah, it depends how much is going on in the universe, the more tasks that are heavy on execution the higher chance scripts can stall - this is why if your going to run seta for any substantial length of time (aka, afk-fask-forward) drop down to 4 or 5.TouchMyNipple wrote:Jack, you said that SETA x10 doesn't skip scripts.
But on my decent rig sometimes if i use seta >7x to fasten the time it takes to reach battles (i.e. xenon invading from a gate 90km away) the ships will stop after sometime and just do nothing. Well that may be related to what you described as "delayed" execution of scripts as everything turns normal when i switch SETA off. Still i do belive SETA is somewhat buggy to run for a long time. For purposes of afk-fast-forward it may be better to make a side macro that just turns SETA off after, for example, one hour, waits like 2-3 minnutes and then turns SETA on again.
And once again - all stated above has nothing to do with reality as i am no scripter. It's all based on personal experience.
Cheers.
You have to access the claim menu via the IR Hotkey.Nayder wrote:Hi there,
I love this mod.
I installed this on TC, and that was realy awesome.
Not i want to use it on AP, but i have a little problem...
How can i take a sector?
I am in an unknow sector, and i put a commercial station, but it dont work.
I activated the "players sector take-over".
For a test, i activated the racial sector take over, and AI have np with the sector take over.
There is no AI stations in my sector.
And the race is still "Unknow" for an unknow sector, or the name's race for an AI sector.
I just have messages who say "0 tax etc".
Hope you can help me
Thanks.
You could edit xtl.cwp manually, tho i strongly advice not using IR with 2.0; you could find yourself in a situation where thousands of ships are being created - very quickly.Anubitus wrote:is there a way to change this to have them use the shields..?Jack08 wrote: X-Tended Terran Conflict (XTC): 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.
I did try it for a little while, everything appeared normal. Until RSS went nuts and spawned a fleet on top of IR which sent IR crazy and spawned more ships which sen.... you see where im going here?jack775544 wrote:Do you know that through experience.
As i tested it that happend with the same frequency and as i know it was not figured out why it happens.Arisk wrote:Is there a way to force the carrier to use their fighter in the response, assault fleets because they die full of fighters?
This problems is present when an assault fleet invades a sector 50% of the time no fighters are ejected from carries
I don’t mind use a hot key to force this feature
IR doesn't really exist anymore in XTL's alpha build - it has kinda morphed it into something completely different. In order to update IR i need to back port allot of the new fleet code which is only compatible with XTL - so an full AI update for IR wont happen until after XTL's release.Shuulo wrote:As i tested it that happend with the same frequency and as i know it was not figured out why it happens.Arisk wrote:Is there a way to force the carrier to use their fighter in the response, assault fleets because they die full of fighters?
This problems is present when an assault fleet invades a sector 50% of the time no fighters are ejected from carries
I don’t mind use a hot key to force this feature
@ Mark, will IR will be updated in nearest 1-2 months? or current dev version is totally based on changes made in XTL?
Neither should cause any issues.