[BUG]Command rejected
Moderators: Moderators for English X Forum, Moderators for the X3:FL Forums
-
- Posts: 418
- Joined: Sat, 12. Jun 10, 11:49
[BUG]Command rejected
Hello,
I've captured a bailed ship in Yaki sector and as soon as it turned green i had Betty spamming "Command Rejected". I could save and reload , nothing changed. When i guve an order to the said ship, like dock on my Shrike, it moves for a second then stops. The order so exactly the same you can see for a second it have "Dock to ship" and then after the "Command Rejected" it switch back to none.
Here is a save if someone wants to look at it.
Might be a reason why so many ships stop moving across the universe.
Also while i'm speaking of bugs, one not directly related but, when you move the station you have automated minor unloading on, sometime the unload point becomes "None" and you can't remove it anymore from the list ever. Have to delete the ship.
I've captured a bailed ship in Yaki sector and as soon as it turned green i had Betty spamming "Command Rejected". I could save and reload , nothing changed. When i guve an order to the said ship, like dock on my Shrike, it moves for a second then stops. The order so exactly the same you can see for a second it have "Dock to ship" and then after the "Command Rejected" it switch back to none.
Here is a save if someone wants to look at it.
Might be a reason why so many ships stop moving across the universe.
Also while i'm speaking of bugs, one not directly related but, when you move the station you have automated minor unloading on, sometime the unload point becomes "None" and you can't remove it anymore from the list ever. Have to delete the ship.
-
- Posts: 41
- Joined: Mon, 17. May 21, 13:57
Re: [BUG]Command rejected
Well, I posted that message in another thread, but will repeat that here, because it looks like 1.2 update made a critical problem not just for me. Also, here was thread about that problem that I've started before: viewtopic.php?f=199&t=440238
The worst part is that I completely unsure that it will be fixed because devs announced that 1.2 was final update and they not plans to do anything more.Yeah, issue escalating. I recently found that even after being killed and replaced ships most of ships keeps to doing nothing. Few hours ago traveled thru Bala Gi's Joy and found sector overfilled with pirate M6s that did literally nothing. All M7D (except Yaki's) keeps to "afk" in the same systems or around that systems where they was killed/captured before. I literally facepalmed when in replacement for argon's M7D that forgot something in sector Eighteen Billion and was captured and destroyed by reverse engineering jumped another Gryphon and standed to "afk" in 2 or 3 kilometers from previoust one's position.
Also, found another weird thing - my ships started to forget tasks assigned to them. For example, Ocelot that I captured in first hours of game after command jump to me sometimes stops to do anything after finishing jump (it fixing with repeating command, but still). Also, I found that captured yaki's M7D that wasn't "afk" keeps to reset mouse control mode.
It feels that I should stop to play the game before (if) devs will make update fixing that bugs because it looks like game will collaps into "afking" soon if I will keep to play.
-
- Posts: 144
- Joined: Wed, 21. Jan 09, 12:27
Re: [BUG]Command rejected
You have this issue too? Random ships being afk near gates ...Midnightknight wrote: ↑Mon, 28. Jun 21, 10:07
Might be a reason why so many ships stop moving across the universe.
MfG GE
-
- Posts: 41
- Joined: Mon, 17. May 21, 13:57
Re: [BUG]Command rejected
Moreover, thread in DE forum says that that problem exist even in new game started in v1.2: viewtopic.php?f=200&t=440387
-
- Posts: 144
- Joined: Wed, 21. Jan 09, 12:27
Re: [BUG]Command rejected
Yes, that's my threadArtificial wrote: ↑Mon, 28. Jun 21, 16:03 Moreover, thread in DE forum says that that problem exist even in new game started in v1.2: viewtopic.php?f=200&t=440387

I think that's almost or already a major bug and ruins the flair of the game when you have the same ships being afk on the same spots.
I want to immerse into the X3:FL but you find those afk ships and I can't stop thinking about them.

My question is: Does this BUG affect all games or only a few under certain circumstances?
Maybe if there is a possibility for the Devs to plug in another update I wouldn't mind raising some Green as appreciation, if some laws do not prohibit it.
Perhaps there are more players who would pitch in.
MfG GE
-
- Posts: 41
- Joined: Mon, 17. May 21, 13:57
Re: [BUG]Command rejected
Well, it definitely a major bug because number of "afking" ships increases with time and after some time universe becames "dead".
For my game, for example, I was unable to find most of pirate M6s and M3s - it looked like they are literally dissapeared. After I visited Bala Gi's Joy i understood why:
https://i.imgur.com/uXfK5Hk.png
All of them are afk, ofc. First from that problem suffered M7D, even if they was fine in 1.1 (except nuance that they was used as common M7 with hangars without tries to use them as drones carriers - well, that not changed in 1.2 too). After few hours I started to find "afk" TS and TM (for TM it was mostly OTAS and Terracorp, but other factions was affected too) traders plus M3-M5, M6, M8 and M7 of all races, especially argons, paranids and yaki. M2 and M1 usually not faced that issue.
For some afk ships helped death or capturing - their replacements worked correctly... for some time, but later around half of them turned into "afk" state again. Interesting fact about "afk" ships behaviour, at least for some of them - if they being damaged they going to shipyard and receiving repair and after... they gonig back to their chosen position and turn to afk again.
Also, I found that after few hours "hostile activities" like invasions to enemy territories or migrations around own and allied sectors completely stopped. In 1.1 I was able to see how paranid military ships travels to Rhonkar's Trial and back and split's M2 and M1 travels thru pirate sectors to Emperor's Ridge, but after 1.2 update all invasions that I was able to see was Xenon migrations around Getsu Fune and Menelaus' Paradise sectors - they even not leaving 347 and 472 sectors. Right now in my game all military ships sitting at their sectors and not even trying to travel to another (hey, even in X3TC races was more aggressive against each other!). Even rapid response groups doing literally nothing except traveling in the same sector.
Another anomaly with ships behaviour that I've found was that M7Ms decided to use tonns of Moscito missiles instead Flail Barrage Missiles or Hammerhead Torpedoes (they usually not has them at all or has very few of them) while all M8 ships still flyed with full cargo of tomahawk missiles and regulary resupplied them.
Well, suming what I typed above - it looks like 1.2 seriously broke something in game and without fix game just will became dead. Btw, another issue that I've found was with broken after migration upgraded stations. Currently I triyng to finish station uprgades to get more information about problem, but that's another problem and should be discussed in another thread.
For my game, for example, I was unable to find most of pirate M6s and M3s - it looked like they are literally dissapeared. After I visited Bala Gi's Joy i understood why:
https://i.imgur.com/uXfK5Hk.png
All of them are afk, ofc. First from that problem suffered M7D, even if they was fine in 1.1 (except nuance that they was used as common M7 with hangars without tries to use them as drones carriers - well, that not changed in 1.2 too). After few hours I started to find "afk" TS and TM (for TM it was mostly OTAS and Terracorp, but other factions was affected too) traders plus M3-M5, M6, M8 and M7 of all races, especially argons, paranids and yaki. M2 and M1 usually not faced that issue.
For some afk ships helped death or capturing - their replacements worked correctly... for some time, but later around half of them turned into "afk" state again. Interesting fact about "afk" ships behaviour, at least for some of them - if they being damaged they going to shipyard and receiving repair and after... they gonig back to their chosen position and turn to afk again.
Also, I found that after few hours "hostile activities" like invasions to enemy territories or migrations around own and allied sectors completely stopped. In 1.1 I was able to see how paranid military ships travels to Rhonkar's Trial and back and split's M2 and M1 travels thru pirate sectors to Emperor's Ridge, but after 1.2 update all invasions that I was able to see was Xenon migrations around Getsu Fune and Menelaus' Paradise sectors - they even not leaving 347 and 472 sectors. Right now in my game all military ships sitting at their sectors and not even trying to travel to another (hey, even in X3TC races was more aggressive against each other!). Even rapid response groups doing literally nothing except traveling in the same sector.
Another anomaly with ships behaviour that I've found was that M7Ms decided to use tonns of Moscito missiles instead Flail Barrage Missiles or Hammerhead Torpedoes (they usually not has them at all or has very few of them) while all M8 ships still flyed with full cargo of tomahawk missiles and regulary resupplied them.
Well, suming what I typed above - it looks like 1.2 seriously broke something in game and without fix game just will became dead. Btw, another issue that I've found was with broken after migration upgraded stations. Currently I triyng to finish station uprgades to get more information about problem, but that's another problem and should be discussed in another thread.
-
- Posts: 531
- Joined: Tue, 13. Apr 21, 21:36
Re: [BUG]Command rejected
The "command rejected" spam seems to be caused when a ship is stuck in a loop trying to dock at its homebase which has been destroyed etc. It seems to fix, and the ship begins docking, if you give it a new homebase.
Last edited by Hwitvlf on Mon, 28. Jun 21, 19:02, edited 1 time in total.
-
- Posts: 79
- Joined: Fri, 28. May 21, 18:48
Re: [BUG]Command rejected
Seems like sloppy scripting then, should clear homebase if it no longer exists.

-
- Posts: 144
- Joined: Wed, 21. Jan 09, 12:27
Re: [BUG]Command rejected
Can you identify your starting scenario? @Artificial
I started a few new games today, 28. June 2021:
Terran Spy - only found AFK pirate M6, but when attacked they started moving /restarted 2x only, 15min each
Space Suit - already in Getsu Fune AFK Teladi TS heavy transport near Xenon Gate /restarted 1x, 10min
I dont know if the behavior of the Pirate M6 is intended to be "waiting near gate until attacked" or not, found 2x Pirate M6 (of 2) with this bahavior and a Pirate M3 doing the same until damaged.

I started a few new games today, 28. June 2021:
Terran Spy - only found AFK pirate M6, but when attacked they started moving /restarted 2x only, 15min each
Space Suit - already in Getsu Fune AFK Teladi TS heavy transport near Xenon Gate /restarted 1x, 10min
I dont know if the behavior of the Pirate M6 is intended to be "waiting near gate until attacked" or not, found 2x Pirate M6 (of 2) with this bahavior and a Pirate M3 doing the same until damaged.
I found that GoD has been very busy in 1.2 (only my opinion) and deleted a lot of factories the game starts with, i.e. Artus sector has 3x Bofu Labs where 2 of them were deleted very quickly and Ocean of Fantasy beta had a few Crystal Factories which have been reduced too. Now there are a lot of AFK transporters around these sectors. So it might be the "missing home base"

MfG GE
-
- Posts: 531
- Joined: Tue, 13. Apr 21, 21:36
Re: [BUG]Command rejected
Coding is complex and it nearly impossible to avoid bugs if you're doing anything substantial. That's why companies used to have entire departments dedicated to pre-release testing. FL was made by a small team of dedicated fans who gave it away for free. They don't have the luxury of having a pay-rolled testing department, and they probably have their own jobs and life problems to deal with. Considering how much is completely reworked in FL, I'd say the team did a great job in making it stable.
I don't mean to sound argumentative. I just think it's important to keep things in perspective and give gratitude and patience to those who've earned it.
-
- Posts: 418
- Joined: Sat, 12. Jun 10, 11:49
Re: [BUG]Command rejected
Lol yes they USED TO. Now most companies even with many employees have a testing department the exact same size the team on FL is using ahah. I guess it's also why people are a lot less patient with bugs. Today companies have 50% commercials to sell the game, 40% designer to make it look pretty and the rest is shared between coding and debugging.
I think the thing to keep in mind is they are not paid for the stuff. FL is a bit like those extensions of M&B made by fans and turned into fully fledged games with time. But the difference is Taleworld seem to give a really huge support to those "spins off" and sell them for a low cost, but with full support you might expect for a true game, it's a lot different with Egosoft it seem, so we shouldn't be expecting the same level of polishing.
-
- Posts: 79
- Joined: Fri, 28. May 21, 18:48
Re: [BUG]Command rejected
I'll agree as far as it is a small team, with a big project, and since all foreseeable patches have been deployed... Not enough time was spent on making the game ready between deployment and 1.2. Right now, my universe grinds to a halt after every few hours of gameplay, I had to write a script to prune all the inactive ships so that the universe functions again. I halfheartedly dug into the scripts to see what was causing it, but then gave up due to RL time limitations. I have written my fair share of scripts for X3, and to my own dismay, have experienced my own sloppy coding, and it is exactly that. I rush through a project, only to find out unforeseen things broke my script, and then I had forgot to make it check for XXXX, in order to proceed to the next step without error. The key is not in the time or effort spent coding, it is in the time spent testing and fixing, because for every line of code you write, there are probably one or two things you did not account for.Hwitvlf wrote: ↑Mon, 28. Jun 21, 19:18
Coding is complex and it nearly impossible to avoid bugs if you're doing anything substantial. That's why companies used to have entire departments dedicated to pre-release testing. FL was made by a small team of dedicated fans who gave it away for free. They don't have the luxury of having a pay-rolled testing department, and they probably have their own jobs and life problems to deal with. Considering how much is completely reworked in FL, I'd say the team did a great job in making it stable.
I don't mean to sound argumentative. I just think it's important to keep things in perspective and give gratitude and patience to those who've earned it.
I did feel like the developers felt stressed and rushed to meet players' expectations, but I also feel that there was not enough time to work out the bugs. Right now, its kind of "it works well enough" but after a few hours of frustration the level of annoyance surpasses the level of enjoyment.
-
- Posts: 41
- Joined: Mon, 17. May 21, 13:57
Re: [BUG]Command rejected
Lost TerraCorp pilot
That's might be correct because after 1.2 most of M5-M3 assigned to TM lost their homebase assignments.
Yeah, and that's why we doing our feedback and reports here (well, we also hope that they will do fixes aswellHwitvlf wrote: ↑Mon, 28. Jun 21, 19:18 Coding is complex and it nearly impossible to avoid bugs if you're doing anything substantial. That's why companies used to have entire departments dedicated to pre-release testing. FL was made by a small team of dedicated fans who gave it away for free. They don't have the luxury of having a pay-rolled testing department, and they probably have their own jobs and life problems to deal with. Considering how much is completely reworked in FL, I'd say the team did a great job in making it stable.
I don't mean to sound argumentative. I just think it's important to keep things in perspective and give gratitude and patience to those who've earned it.

-
- Posts: 418
- Joined: Sat, 12. Jun 10, 11:49
Re: [BUG]Command rejected
Same here, i don't want to donate to whatever organization, if i want to give to them i don't need Egosoft or anybody to do it for me, here i want a game i would enjoy and i would like to thank devs for it. And even if i must say i don't like DR and a few things, the fact the game runs smoothly with so many improvement is something i was waiting for sometime. In fact i don't mind most of the annoyance if i got in the end an engine correctly fixed, running smoothly on modern computer to make mods on it. Cause when i go back to AP and load too many mods it's start to lag like hell.Artificial wrote: ↑Mon, 28. Jun 21, 21:04 Yeah, and that's why we doing our feedback and reports here (well, we also hope that they will do fixes aswell). Btw, if authors will sell updates for that game - I will be happy to support them. If game will evolve to level of X3TC - I will be even more happy to support them. And I don't want to pay money to support dubious political organizations - I want to pay authors for their job because they deserves to get payment for job they did (unlike authors of Rebirth and X4 - that games are disgusting with they game design decisions, in my opinion).
But i'm interested to know if this is a homebase issue, cause many ships i see "stuck" are really not likely to had their homebase destroyed. M7/M2 do not have any and i have seen many of them simply stuck too. At least if the two issues are related.
-
- Posts: 144
- Joined: Wed, 21. Jan 09, 12:27
Re: [BUG]Command rejected
I think the truth is in the middle.
Small amount of Developers, lots of fixes, work and probably a time gate but still a lot was done! Also I am not sure how the things worked internally, Egosoft may have set a time limit or may have stopped giving control to the developing team for fixes anymore, may have been personal issues between Devs, etc...
I am not sure if this BUG will halt the game in longer runs but it might be or it might severely reduce performance or have a major impact on the gameplay because ships blocking gates.
Currently I have a bigger cloud of transporters + escorts in front of a few gates with very little room to navigate bigger ships.
@Midnightknight
What is your starting scenario?
(Maybe it is related to the TerraCorp start?)
If you want to support the Dev team, you may want to talk to someone from Egosoft as well because Egosoft did some work too.
If there is something to donate I would participate because this game is beautiful.
Small amount of Developers, lots of fixes, work and probably a time gate but still a lot was done! Also I am not sure how the things worked internally, Egosoft may have set a time limit or may have stopped giving control to the developing team for fixes anymore, may have been personal issues between Devs, etc...
I am not sure if this BUG will halt the game in longer runs but it might be or it might severely reduce performance or have a major impact on the gameplay because ships blocking gates.
Currently I have a bigger cloud of transporters + escorts in front of a few gates with very little room to navigate bigger ships.
@Midnightknight
What is your starting scenario?
(Maybe it is related to the TerraCorp start?)
If you want to support the Dev team, you may want to talk to someone from Egosoft as well because Egosoft did some work too.
If there is something to donate I would participate because this game is beautiful.
MfG GE
-
- Posts: 41
- Joined: Mon, 17. May 21, 13:57
Re: [BUG]Command rejected
For me it difinitely already decreased FPS. It feels like FPS decreased at least at half, I think - with ssd, 3600x, 2070s and 16gb I started to feel small lags at x10 SETA. If you want - I can share my save files to you (just need to find actually works service to do that-GoldenEye- wrote: ↑Mon, 28. Jun 21, 21:11 I am not sure if this BUG will halt the game in longer runs but it might be or it might severely reduce performance or have a major impact on the gameplay because ships blocking gates.

Well, I don't want to have big headache with complicated ways to donate, but if there will be official way to do that - I will (but again, the best way for me will be if devs will sell their product as DLCs or somehow like that, even if here will be some shop commision).-GoldenEye- wrote: ↑Mon, 28. Jun 21, 21:11 If you want to support the Dev team, you may want to talk to someone from Egosoft as well because Egosoft did some work too.
If there is something to donate I would participate because this game is beautiful.
-
- Posts: 144
- Joined: Wed, 21. Jan 09, 12:27
Re: [BUG]Command rejected
Devs cant sell the DLC because it is part of the X3-series owned by Egosoft. And the Dev used the previous titles as basis (all owned by Egosoft).
*By Devs I mean the community Devs
*By Devs I mean the community Devs
Last edited by -GoldenEye- on Mon, 28. Jun 21, 21:36, edited 1 time in total.
MfG GE
-
- Posts: 418
- Joined: Sat, 12. Jun 10, 11:49
Re: [BUG]Command rejected
Nope i play the Goner start but it's a game started in 1.0 so might have a few issues carried through updates. I wouldn't mind starting again but the game is really slow paced compared to other X3 games and if i start anew i think it will be on a modified one to play with mods. So i want to complete most achievements first. Might make the thing even harder to correctly debug in the end.-GoldenEye- wrote: ↑Mon, 28. Jun 21, 21:11 @Midnightknight
What is your starting scenario?
(Maybe it is related to the TerraCorp start?)
It's Egosoft politics, once again look what Taleworld did with the Mount&Blade franchies, most of the games are made by moders with the support of the studio. Nothing would prevent them to do the same but i feel they don't want to have X3:FL compete with X4 ...-GoldenEye- wrote: ↑Mon, 28. Jun 21, 21:33 Devs cant sell the DLC because it is part of the X3-series owned by Egosoft. And the Dev used the previous titles as basis (all owned by Egosoft).
-
- Posts: 531
- Joined: Tue, 13. Apr 21, 21:36
Re: [BUG]Command rejected
I'm almost certain that the frozen ship issue is not Homebase related, but I think the 'command rejected' issue is. A save someone uploaded here had almost all the Yaki capitals in Weaver'sT and Senator'sBL frozen, and they don't have Homebases. Also, as I was parked in Weaver's using SETA (waiting for Hub realignment), all the Yaki ships came to life at once and began acting normally.Midnightknight wrote: ↑Mon, 28. Jun 21, 21:11 But i'm interested to know if this is a homebase issue, cause many ships i see "stuck" are really not likely to had their homebase destroyed.
I haven't seen any frozen ships in my game (Yaki Assassin start v1.0) so there must be something triggering the problem if the conditions are right.
-
- Posts: 144
- Joined: Wed, 21. Jan 09, 12:27
Re: [BUG]Command rejected
Thats what I think.
I have a savegame only a few minutes old, lost TerraCorp, with 1x AFK ship right after I entered Getsu Fune (3rd sector available). So it may still be related to this specific start

MfG GE