[SCRIPT] [2012.01.21] Automated Satellite Network v2.00

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joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR » Fri, 9. Mar 12, 23:29

Seric wrote:I can't get this to work.

How hard can it be to copy a few files? :evil:

I've done it a few times now just to make sure, removed the files in script folder starting with "a" somthing, installed best buys locator again, then this sattelite script (as stated by script author some posts back). Still no menu where I can access the script.

I have changed name to Thereshallbewings.

I dropped the content in the zip file directly in my (steam) install of TC+AP (I'm playing AP now), so that it would overwrite the same named folders.
Did you unzip it to the "addon" subfolder of the terran conflict folder?

Seric
Posts: 19
Joined: Tue, 19. Jul 11, 12:44
x3tc

Post by Seric » Fri, 9. Mar 12, 23:48

Thanks man, I was ready to blow :)

I left clicked my AP shorcut, "Open file location" and thought the script folder in there was the one I needed to overwrite (wouldn't that be just too easy, huh).

I'll sort this out tomorrow, guess something is royally screwed now that I added the files in the wrong script folder...(?)

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joelR
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x3tc

Post by joelR » Sat, 10. Mar 12, 00:25

Seric wrote:Thanks man, I was ready to blow :)

I left clicked my AP shorcut, "Open file location" and thought the script folder in there was the one I needed to overwrite (wouldn't that be just too easy, huh).

I'll sort this out tomorrow, guess something is royally screwed now that I added the files in the wrong script folder...(?)
No thats OK. Installing where you did wont ruin anything. In fact if you ever play TC you now have the files in the proper place for a TC game.

The "addon" subfolder is where the x3ap.exe reads the scripts for AP.

Seric
Posts: 19
Joined: Tue, 19. Jul 11, 12:44
x3tc

Post by Seric » Sat, 10. Mar 12, 23:56

Alex, great work, really great script! Thanks for making and sharing it :)

MatDiF
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Joined: Fri, 25. Mar 11, 22:27

Post by MatDiF » Sun, 11. Mar 12, 23:46

Looking for a current copy of this x1tc or whatever is down.

Edit: Was also wondering if anyone knew does the sector and universe trade scripts use the info from the satellites I lay down?

Edit: Host is back up.

helmann
Posts: 79
Joined: Tue, 23. Dec 03, 10:26
x4

Post by helmann » Tue, 27. Mar 12, 12:46

I have found a problem with this script.
When set to single satellite deployment it stops after 1 or 2 sats then sits and does nothing forever. I tried this on seta for 20 mins.
But as soon as I change it to 8 sat box deployment it starts up and works fine.
Nothing was changed except the sat deployment type. Tried it multiple times with multiple different ships and conditions. Always broke down on single sat deployment after 1 or 2 sats.
I hope this can be fixed as I prefer single sat deployment .


Edit : After more testing I have found that it might be related to tethered return and jump radius. If I have it set to 5 jump radius it will only go 1 or 2 sectors away at most. Set to 7 and it will go 4 sectors away. Set to 6 and it will only go 3 sectors away.
I haven't tested the jump radius when set to 8 sat deployment though. Have only tested with single deployment.
I hope this info helps to find the problem.
Knowledge is Power!

helmann
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Joined: Tue, 23. Dec 03, 10:26
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Post by helmann » Sun, 22. Apr 12, 03:25

So by looking back at some of the other comments it appears that there is a problem with this script.

Has anyone found a fix for it?
I have been playing around for hours on a new game and cannot work out what is going wrong.
I don't have enough knowledge to look at the script sorry.
Knowledge is Power!

NovaStark
Posts: 12
Joined: Tue, 5. Jun 12, 03:47
x3tc

Post by NovaStark » Sun, 10. Jun 12, 08:14

It's unfortunate that this script has some issues as it did exactly what I wanted. In my game I got it to do single sat deployment first while set on the default 8+gates setting. It got almost the entire map except some paranid sectors that are surrounded by pirate sectors and Terran space which I have yet to open up. Even then I had to fiddle with the settings to get it that far. It seems to want to go explore unrevealed sectors even if you have explore set to off. I had to stall several times until I allowed it to explore a few sectors I had missed.

Now it seems to be stuck on the last few isolated sectors it can't fly to or is having a problem deciding on where to start with the rest of the 8+G deployment. I've tried disabling all but a single race, explorer on/off, home, jump radius, etc.

The only thing I haven't tried is enabling all races, but seeing as I planned on using sat presence in conjunction with EST/CAG/CLS I really don't want sats in pirate space (assuming the ships even survived it).

Anyways If I had to guess it has something to do with it's route decision routine as it gets stuck thinking and then eventually sends me a email.

I might take a look at the script later when I'm not so tired, but I doubt I'll get anywhere with it. I don't even know how debugging works in X3.

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gd6noob
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Post by gd6noob » Mon, 23. Jul 12, 02:39

Ive put the files in the Albion Prelude folder, I dont have the Terran Conflict Folder. The Advanced Sat deployment isnt showing up under the Special Command

RustInPieces
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Joined: Mon, 13. Feb 12, 08:22
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Re: Updated version available

Post by RustInPieces » Sat, 22. Sep 12, 14:47

Amriel wrote: - Now bypasses its safe path check if it is capable of jumping, to speed up the decision-making process.
:(
My Kestrels keep getting blown up in Xenon Sector 598, and now I just had one die in 472. There are SPPs in the sector above and below 598, there should not be any reason for it to fly through 598 instead of jumping to the other side if necessary. I've lost 6 Kestrels there already.

What do I need to change to enable safe path checking again?


Edit:
Also, can ASN buy from player stations? I have tried to set Home Base to station, and Home Sector to the station's sector, but I haven't seen ASN try to buy from my station. Instead, they sit at an out of stock Military Outpost and wait for more Adv. Sats forever.
Since ASN was not buying from my Adv. Sat complex, I have a CAG selling the Adv Satellites, hoping that ASN will buy from the stations that the CAG sells to.

Edit 2: I'm having the same problem as NovaStark. I set 20 Kestrels to deploy 8 + illuminate Gates. They seem to have finished the first advanced satellite in each sector, but are just sitting there now instead of starting to deploy the second AdvSat in each sector. I double checked the Low Credit Threshold, and I have more than enough in my account. They have some AdvSats in their inventory, so I don't think they are waiting for stock.

RustInPieces
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Post by RustInPieces » Mon, 24. Sep 12, 09:36

This is in a2069.satnet.check.path.xml

Code: Select all

$current.sector = $arg.start
$next.sector = $arg.start
while $next.sector != $arg.finish
  do if $debug
    = wait 1 ms
  $next.sector = get next sector on route from sector $current.sector to sector $arg.finish
  $current.sector = $next.sector
  
  skip if $next.sector->exists
    return [FALSE]
  
  if not $config.explore
    skip if $next.sector->is sector known by the player
      return [FALSE]
  end
  
  $next.sector.owner = $next.sector->get owner race
  $this.relations = [THIS]->get relation to race $next.sector.owner
  
  skip if $debug < 3
    write to log file $pageId  append=[TRUE]  printf: fmt='In check.path next sector loop: sector= "%s" owner= "%s" relations="%s"', $next.sector, $next.sector.owner, $this.relations, null, null
  
  if $config.relations AND $this.relations == {Foe}
    do if $debug
      write to log file $pageId  append=[TRUE]  value='In check.path: no path found'
    return [FALSE]
  end
  
end
do if $debug
  write to log file $pageId  append=[TRUE]  value='In check.path: Path is flyable'

return [TRUE]


I have no idea what I'm reading. Can anyone more knowledgeable in scripting tell me if there is an easy fix (to avoid enemy sectors)?

Code: Select all

if $config.relations AND $this.relations == {Foe}
    do if $debug
      write to log file $pageId  append=[TRUE]  value='In check.path: no path found'
  end
 
end
do if $debug
  write to log file $pageId  append=[TRUE]  value='In check.path: Path is flyable'
Would this work? I think the first code forces it to always return true, doesn't it? Does the second do if $debug need some kind of else if statement?

dispostableatheist
Posts: 193
Joined: Sun, 23. Jan 11, 13:28

Post by dispostableatheist » Sun, 28. Oct 12, 14:52

Seems to be bugged. These Satellite Distributors never jump out if their shield fall below the set amound.

Say, I have 75% set as the amount of shield when the ship should jump out. Nothing happens. Once enemies start firing on the Satellite Distributors they stop dead in the track and do nothing until they're destroyed.

Averia
Posts: 11
Joined: Thu, 8. Sep 11, 14:49
x3ap

Post by Averia » Sat, 17. Aug 13, 00:20

Hi all,

There is a solution to the behavior of the sat deployers that sometimes they sit in space just before they dropped a sat, and when attacked they just stay there without jumping or flying or fighting.

Thanks

Figge04
Posts: 55
Joined: Wed, 18. Dec 13, 16:59
x4

Post by Figge04 » Wed, 18. Dec 13, 23:31

I really love this script

leoriq
Posts: 365
Joined: Wed, 20. Mar 13, 06:42
x3ap

Post by leoriq » Fri, 9. May 14, 18:57

link is broken.

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X2-Illuminatus
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Overwatch
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Joined: Wed, 18. Jun 14, 19:29

Post by Overwatch » Fri, 4. Jul 14, 02:57

I'm getting an error with this script after a while.

I get a mail saying "Satellite network has experienced an error. Please contact the author." Then the ship stops in place.

EDIT: I figured out that the error is just a generic one. Probably something like "I can't find anywhere to buy satellites" or "I can't find a safe route to my next sector".

In other news, the little buggers refuse to stop exploring. So I went into the script and hardcoded all the 'don't explore' checks to TRUE. This seemed to solve the problem.

Unfortunately I found another game breaking bug after fixing the above. There are some sectors that just get FILLED to the brim with satellites. I'm talking MASSIVE numbers of them. I left the game on last night (Hey, the world does not stop when my pilot sleeps. Why should it stop when I do?). When I woke up I noticed that I had 17,000ish ships. nearly 7,000 of those were satellites in Heretic's End. That was quite a mess to clean up, and millions of wasted credits since I used the cheat script to delete them instead of picking them up. I'm almost positive I did not cause it, since the logic in the statements has nothing to do with placement.

EDIT 2: I'm thinking that the issue is with collision detection. The duplicated satellites are all T1 or B1. If one goes to 20k, 20k, 20k and places a satellite, it thinks it is too close to the huge Terran station, so it puts it somewhere else 'nearby'. Unfortunately the script seems to check 20k, 20k, 20k and see there is no satellite there, so it turns around and tries again, which will make another T1, which the engine will place outside the collision area of the base AND the first T1, and repeat.

Viviox
Posts: 59
Joined: Thu, 10. Jun 10, 06:45
x3ap

Post by Viviox » Thu, 14. Aug 14, 07:51

Hello,

Does anyone have problem with the game freezes at a certain point in the game while having a ship using this script?

I've recently have a ship m5 auto deploy satellite all over the the universe. about 10 hours into the game it starting to freezes at exactly the right time in the game, every time. I thought it was one of the trader is overloading the script, but it wasn't it.

For example, the game time is 11:11:01, it will freeze at 11:11:50. I save a game just before that time. Reload and deactivate one ships at the time. The trader ships did not prevent freezes, but the Auto Sat did. After stopping the ship from deploying more SAT, I was able to go pass game time 11:11:50. I was able to reproduce the same freeze multiple times. If I have my ship deploy more satellite, it will freezes again at a certain time point. Unfortunately, I am unable to determine how long it would take for it to freezes again after reactivating auto sat.

Please let me know if anyone encounter similar problem and have a way to fix this. Thanks.

TechSY730
Posts: 115
Joined: Tue, 26. Jul 16, 02:51
x3ap

Post by TechSY730 » Tue, 11. Apr 17, 03:53

In my continuing quest of trying to fix up old mods for an old game, I couldn't resist fixing up this script.

Let me know if this is an issue and I will remove the link.

Here is an "unofficial" 2.01 that fixes a few things:
  • Fix for the "Satellite network has experienced an error. Please contact the author." when unable to find an immediately accessible next sector to deploy satellites in
    Fixed an off-by-one error where the script would actually only search in a range for the number of jumps minus one (just FYI, the default search range is 50, which is used if the jump range <= 0)
    Fixed an issue where "Prioritize single deployment" caused the script to ONLY single deploy
    If searching for the next sector starts taking a while, the ship will now seek shelter before continuing to search instead of just sitting there
    Expanded the "tolerance" range for finding already placed satellites from 1km to 2km
    If emergency jump is enabled and the shield has fallen below the threshold, the ship will now attempt emergency jumping when attacked (this one has not been throughly tested, let me know if there are issues with it)
Here are some future improvements I have in mind:
  • Make the "seek shelter when searching for next planet" configurable between on, off, and "small ships only"
    Make the "tolerance" range configurable (in case 2km isn't enough for some people)
    Add a new deployment mode, center, gates (if enabled), and box, in that order
    Properly do asynchronous calls so that the ship will attempt to find shelter (or more to the point, run away) while trying to emergency jump
    Prefer paths around instead of through enemy sectors (the current logic makes some attempt to do this, but as many of you may have noticed, it isn't perfect)
    Try to plan out jump and energy management so that enemy sectors are jumped over
    Try to find a way to make "prioritize single deployment" not be so slow if all the nearby sectors already have a satellite
Full zip:
AutomatedSatelliteNetwork-V2.01_TechSY730_Hack.zip:
<Link removed; this version is broken. See below for V2.04>

An spk version can be made upon request.

Only the scripts that have changed:
a2069.satnet.deploy.xml:
<Link removed; this version is broken. See below for V2.04>

a2069.satnet.attacked.xml:
<Link removed; this version is broken. See below for V2.04>
Last edited by TechSY730 on Mon, 8. May 17, 05:46, edited 1 time in total.

Pind
Posts: 100
Joined: Tue, 3. Mar 15, 13:32
x4

Post by Pind » Wed, 12. Apr 17, 08:23

TechSY730 wrote:Here is an "unofficial" 2.01 that fixes a few things:
Looks awesome. Is this just an overwrite upgrade for previous version with a re-load in-game?

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