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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Phezzan
Posts: 79
Joined: Mon, 12. Nov 07, 05:48
xr

Post by Phezzan » Sun, 21. Mar 10, 18:03

Performance Suggestion:

Exclude Sats, lasertowers, etc. from the repair array in main.

I modified my local copy of: plugin.tatakau.repair.main
I increased the wait to 50ms and the global script took 22 seconds to complete. After looking around a lot I finally realized I was running on too many things.

In main:

Code: Select all

 $ships = get ship array: of race Player class/type=Ship 
becomes:

Code: Select all

 $ships = get ship array: of race Player class/type=Moveable Ship 
It now completes in 7 seconds despite my 50ms wait.

Have I bugged something or is this a real performance gain?

------------------------------------------------------------------------

On an unrelated note (continuing the 'it feel like cheating' thread)
I suggest you modify repair.single to return TRUE if the shields are down.

The marines are busy trying to get the shields up before they will attempt to repair hull and armor.

I assume my Marines are repairing the ship from within, but they won't stand next to the outer hull while it's taking damage.

----------------------------------------------------------

If you want to make repairs less frequent, modify the Artificial life timer in plugin.tatakau.repair.al:

search for 'timer interval'

deathshead420
Posts: 128
Joined: Thu, 19. Jun 08, 23:51
x3tc

Post by deathshead420 » Fri, 18. Jun 10, 02:08

I'm using 2.7.1 tc +last bonus pack , cad's 177 , and all the scripts on cad's front page including the new jobwings . My problem is with the marine repairs. I have found tons of elephants with no shields all over. When i go to Brennen's triumph there are at least 75 or more and they seem to be pouring out of the south gate .

I tried to remove the script in the PM but I still seem to have them jumping in all over the verse and sitting in front of gates waiting to kill me.(seems to happen more when i have not saved in two or three hours lol)

~Any help would be welcome~

StarCrack
Posts: 235
Joined: Thu, 3. Apr 08, 05:27
x3tc

Post by StarCrack » Fri, 18. Jun 10, 02:35

found tons of elephants
sounds like a TShip problem i had when merging some mods

BLACKANDY
Posts: 41
Joined: Mon, 4. Feb 08, 05:18

Post by BLACKANDY » Fri, 18. Jun 10, 19:18

vampirecosmonaut wrote:Here's a link to my modded effect values for your marines.
It is based on their engineering skill, providing 1 point of hull repair for every 10 points of engineering skill, with a bonus of 1 point when they have a skill of 100.

A maximum repair of 12 points of hull per tick.

http://www.filefront.com/14817891/plugi ... effect.xml

I certainly hope I'm allowed to post this. :oops:
File is Unavailable.Please reupload.

keo
Posts: 443
Joined: Sat, 23. Jul 05, 14:28
xr

Post by keo » Sat, 19. Jun 10, 00:54

im using it with 3 mods and other script,
all work well and ... TY for this scrip ^^

thewhiteausie
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Joined: Thu, 22. Jul 10, 09:42
x3tc

Post by thewhiteausie » Thu, 22. Jul 10, 09:49

I'm really keen to try this but the links are broken :(

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Jaga_Telesin
Posts: 435
Joined: Sat, 16. Sep 06, 22:48
x4

Post by Jaga_Telesin » Thu, 22. Jul 10, 21:47

Phezzan wrote:Performance Suggestion:

In main:

Code: Select all

 $ships = get ship array: of race Player class/type=Ship 
becomes:

Code: Select all

 $ships = get ship array: of race Player class/type=Moveable Ship 
It now completes in 7 seconds despite my 50ms wait.

Have I bugged something or is this a real performance gain?
Just FYI - I made this change, and then realized I shouldn't... the script has marines repairing things like stations as well, which won't fall under the "Moveable Ship" type. This change eliminates that feature from the script, which is probably unwanted.

However, changing the timing to something more reasonable like 100ms or even 250ms can be beneficial to CPU impact.

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Sam L.R. Griffiths
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Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Sat, 24. Jul 10, 23:52

I am having trouble downloading any of the files.

In order to minimise future problems of availability, may I suggest using the TXU site for storage of your mod(s)?
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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Sam L.R. Griffiths
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x4

Post by Sam L.R. Griffiths » Tue, 27. Jul 10, 08:28

Is this script still being supported or has it been orphaned? If the latter, then I might be interested in expanding this script and/or creating another script/mod using this script as a basis.

I have some ideas wrt further exploitation of the marines.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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Krewzur
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Joined: Mon, 16. Jun 08, 20:14
x4

Post by Krewzur » Thu, 16. Sep 10, 23:27

The script doesn't seem to repair station hulls for me. :?

It's grand for everything else though. Anyone else have this problem?
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FalconGrey
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x4

Post by FalconGrey » Tue, 12. Jul 11, 03:00

Roger L.S. Griffiths wrote:Is this script still being supported or has it been orphaned? If the latter, then I might be interested in expanding this script and/or creating another script/mod using this script as a basis.

I have some ideas wrt further exploitation of the marines.
I'm guessing Orphaned with how long this post has gone with no reply... a pity. Was thinking the same thing with some ideas.
It's not if we win or lose that matters, it's that we stood and faced it.

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Dank7430
Posts: 497
Joined: Tue, 29. Dec 09, 18:52
x3ap

Post by Dank7430 » Sun, 7. Aug 11, 20:57

Will this still work with V3.1?

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joelR
Posts: 2008
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x3tc

Post by joelR » Sun, 7. Aug 11, 22:10

Dank7430 wrote:Will this still work with V3.1?
It works with 3.1

Nemesis_87
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Joined: Sat, 19. Mar 11, 16:26
x3tc

Post by Nemesis_87 » Fri, 7. Oct 11, 20:05

Hi, i use Ship rebalance mod with Hull multiplier which increases all ship hulls, Would this mod still be compatable?

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corhen
Posts: 338
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Post by corhen » Sat, 8. Oct 11, 10:06

I use x-rm, with increased hulls, and can tell you it is completly compatable.
Jovianmoon wrote:
apricotslice wrote:...auto-pillok...
Are we ready to collide with that asteroid?
Yes sir! Engaging auto-pillock!

Nemesis_87
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Joined: Sat, 19. Mar 11, 16:26
x3tc

Post by Nemesis_87 » Sat, 8. Oct 11, 15:43

cheers for the reply bud, il give this a shot (seeing cap fights take ages now and hull is bound to get damaged no matter how many caps i use so this is handy)

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Retrox
Posts: 353
Joined: Thu, 9. Nov 06, 14:59
x4

Post by Retrox » Mon, 19. Dec 11, 08:48

Is this script compatible with x3:AP?
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

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Lordaeron
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Joined: Tue, 17. Jul 07, 16:51
x4

Post by Lordaeron » Mon, 19. Dec 11, 11:08

Jep, works fine for me.

Scoob
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Post by Scoob » Mon, 19. Dec 11, 14:13

Me too, though with the higher hull capacity things take a fair bit longer.

Scoob.

i64man
Posts: 451
Joined: Sun, 7. Nov 10, 18:27
x3tc

Post by i64man » Wed, 21. Dec 11, 10:48

I am having problems with this script and I can't seem to get it to work. I downloaded and installed it, but I don't see any options for the marines other than the launch marines under the piracy.

Any suggestions?

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