AL Plugin : X3 Race Response Fleets Final 1.7a 3/12/07

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Black_Sails
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Post by Black_Sails » Tue, 2. Sep 08, 18:49

lol thats happened to me as well, several times. Recently too. I had just started a new game and was going to give a shot at being a trader (I'm usually the stereotypical pirate :P ) and when I entered argon prime, one Terran Tyr jumped in...followed by a good ten supporting corvettes and several other Terran battlecruisers scrambling Thors. They laid waste to the argon sector, first taking out IndustriTech's cerbeus lol and the remaining argon defences.

There is a fix, you just have to turn RRF off through the AL menu and then back on again, and it shouldn't happen...it at least solved my issue.

Which RRF are you using-the new alpha

http://forum.egosoft.com/viewtopic.php?t=209655

or the release without the aggressive AI?

cale_online
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Post by cale_online » Tue, 2. Sep 08, 19:39

(oh look i've been moved!)

i have no idea. lol it was a 1.7 tho.

i think i've over installed x3 a few too many times now, cos every time i install it, i get a different random problem.
on my new new game, i dont have any mammoths to buy.. lol
i heard that was something to do with the xscript installer tho, or something.

anyway, i've just downloaded rrf 1.8 so i'll see what happens now! lol

Meros
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Post by Meros » Wed, 3. Sep 08, 11:20

Hi Cale, I had a somewhat similar problem, maybe my post on this page might help.

http://forum.egosoft.com/viewtopic.php? ... start=1545

intently
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Khaak M1 in Ore Belt... RRF is no-show

Post by intently » Tue, 30. Sep 08, 15:38

Hey all. I've seen there are a few threads on the board about Kha'ak capital ships squatting in Argon border sectors with no response from the Argon military... well, I've got a Carrier in Ore Belt that's killing all the transports.

I just installed the Race Response Fleets scripts to see if they'd handle the problem, but so far nothing much is happening. Perhaps because the M1 destroyed all the stations in the sector before I installed RRF? Will RRF not respond unless there's a station under attack?

The Carrier is slaughtering transports by the dozen. There are a handful of Argon fighters idling near 0,0,0 in the middle of the sector, but they aren't engaging the M1 (and would die quickly if they did). Could these be the beginning of a Race Response Fleet? Will capital ships arrive even though all the stations are already dead?

If the RRF can't save my butt... do you think I can take the carrier out with my Mamba Raider and some mass drivers? It's almost impossible to get behind the sucker without getting hit by the kyon beams.

Edit: I got moved! I hope someone sees my questions here on page 75....

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LV
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Post by LV » Tue, 30. Sep 08, 19:07

If there are no objects left to call a response then you would need to wait until an M6 or M1/2 entered the sector randomly, M6's do this most but may get toasted before a response is called.

In time the argon trade dock should respawn so it's patience only the fighters at 0,0,0 should not have anything to do with rrf

intently
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Post by intently » Tue, 30. Sep 08, 20:55

Thanks for the info.

I was just re-reading the instructions and I realized that I never got any messages asking about difficulty options or anything... can I assume then that the scripts didn't get installed properly?

I installed the whole LV pack and Cycrow's pack all at once and then loaded a saved game, and I didn't get ANY of the various configuration messages I apparently should have gotten. Erm....

Anticept
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Post by Anticept » Thu, 9. Oct 08, 09:23

Got a Question:

How do you get the RRF difficulty window open again? I've tried disabling and reenabling RRF after recieving the uninstalled notice, and I still do not get the window.

EDIT: Nevermind. Had to wait a bit before it would resend the difficulty window.
Signature.

adecoy
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Post by adecoy » Sun, 12. Oct 08, 20:50

is it possible to cap the ships this mod creates using the bail signal extension?

Cronos988
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Post by Cronos988 » Tue, 28. Oct 08, 09:13

adecoy wrote:is it possible to cap the ships this mod creates using the bail signal extension?
I see no reason why this should not be possible. However, Cap ships jump away once you drain their shields. So chances are not very high.

I've got some Problems in my Xverse right now: I'm playing X3:R v. 2.5 with XTended Mod v.0.75 and RRF. For some reason the ships I have on Sector patrol (mostly M7 Class ships with FCS MK 3) tend to get in trouble with race ships. Every now and then I get a message of a Paranid or Teladi Police ship shot down, resulting in the RRF forces being shot too and my rank going to the deep sea.
I also noticed some M5 Border Patrol ships being red to me for no apparent reason. They didn't try to attack me either.
Any guesses on this? Can this be related to RRF?

Mazryonh
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Why am I suffering from unwarranted aggression in this mod?

Post by Mazryonh » Mon, 17. Nov 08, 18:04

I don't get it. I'm not using anything other than the officially signed scripts, Cycrow's Missile Targeting Software Mod, and the latest version of the Race Response Fleets. I'm on the Savage Split start.

I sent a newly-bought Split Dragon into Power Circle after buying a Jumpdrive at Terracorp, and for some reason the ENTIRE Argon Rapid Response fleet is after me. I don't think my AI ships attacked them for no reason; I hadn't set my ships to treat Argon ships or stations as an enemy. Much costly bloodshed ensued with my Dragon destroyed, reload upon reload. :evil:

Yes, the Argon have hostile stations towards me because I started on the Savage Split game. Does sending a big ship in a sector with hostile stations count as an "offensive action"? Because I never actually ordered anyone to fire upon those stations, nor did I set anyone's turrets to "attack enemies," just "missile defense."

I would like to see if the mod creator might know anything. :?:

xiriod
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Post by xiriod » Mon, 17. Nov 08, 18:19

Is it possible to set up this script so that the fleets only respond to Kha'ak and Pirate incursions? If so, how?

The default AI does not handle this in my game, thus I have to mainly mop up pirates which is a bit dull in the long run as they keep wiping out factories in sectors while the race fleets just wander about....

Mazryonh
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Post by Mazryonh » Thu, 20. Nov 08, 21:28

OK, I think I've discovered what causes the bug. Maybe someone could fix it?

Anytime I enter a sector with a hostile station with an M6 Dragon I am not currently in, the Rapid Response Fleets immediately see that as some sort of hostile action. Trouble is, the stations were hostile only because I had bad initial reputation with the Argon and Boron, not because I fired on them.

I wouldn't mind hacking the hostile stations using Pirate stations, but the problem is that the moment I pay the fine for something as stupid as bringing an M6 I own in a sector with hostile stations, ALL the stations for that race then become non-hostile again!

Is this something that the mod-maker can fix?

Master Hauler Chief
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Post by Master Hauler Chief » Thu, 27. Nov 08, 12:58

I have a problem with RRF and I need some advice. Im playing X3R 2.5 with bonus pack, XTM 7.5 (full version install), RRF & Bounty Boost scripts. The problem is I get random app crashes which I believe are caused by RRF.

What happens I am not sure of, but I do have an idea. The last crash happened just after all hell had broken loose in Ore Belt between the Pirate and the Argon military. I was in sector at the time, and a pirate carrier with an escort of frigates attacked a group of Argon fighters. This brought in a Cerberus and a group of corvettes. A few moments later the game crashed.

Its done this type of crash 3 or 4 times, but only since I installed RRF and Bounty Boost. They and XTM are the only additions I use to the standard game. This is a fresh install of Vista 32, and X3R on a freshly formatted HDD. This game is the only one on the system. There are no extrenous programs running in the background, and the computer itself is in full working order. The "vanilla" game will run perfectly well, as does XTM.

Some advice or help would be appreciated as I really like RRF, and would like to sort out the problem I am having.

Thanks.

dostillevi
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Post by dostillevi » Thu, 18. Dec 08, 17:02

I'm in the middle of testing for this crash.. I'll try to update if I find out if RRF is causing it. As others have said, it seems to have to do with cap ships jumping in and out, possibly a bug in the carrier scripts that control docked fighters? Since my crash only occurs during combat with large ships RRF ships involved, my first test is a game without RRF but with all other mods (I have 87 listed on my excel sheet).

I'm hoping to be able to reduce the CPU intensity of RRF too, possibly with some timed waits. I know LV has done a lot with it already so I'm not sure if there's anything I can do, but I will take a look if I can fix the crash first..

Edit: Bounty Boost was my other immediate culprit, but after removing it the crashes still occurred on clean starts. Other possibilities include my combination of CMODII, MARS, FCSIII, and O.C.S. Apollo.. but all of these should work together with their appropriate patches.. I don't have much else that would only cause problems during heavy combat.

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LV
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Post by LV » Thu, 18. Dec 08, 23:19

i've taken a real good look at the IS crash and it still occurs in my test TC version, I still cannot offer any other opinion other than the running scripts and lag insector are actually crashing with an overload, not a code bug as it's random
LV's TC Scripts
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dostillevi
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Post by dostillevi » Fri, 19. Dec 08, 03:09

I just experienced what I believe is the same crash I've been having, but without RRF installed.. doesn't mean RRF isn't a cause of crashes though.. will have to investigate further.. I did notice this crash happened when an enemy ship using MARS turrets entered the sector.. will follow up in that thread.

Edit: After disabling MARS for enemy ships (and not using it myself), I installed rrf and have not yet crashed despite several heavy in sector fights involving pirates, kha'ak, and many RRF ships. RRF seems to be in the clear, thanks for all your work LV!

I've reported The MARS crash, but I won't be investigating it until I have at least an m6, which usually takes me a while...

Khas
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Post by Khas » Sun, 4. Jan 09, 01:46

Cronos988 wrote:
adecoy wrote:is it possible to cap the ships this mod creates using the bail signal extension?
I see no reason why this should not be possible. However, Cap ships jump away once you drain their shields. So chances are not very high.
I've been playing around with this, I've got BSE on high settings, and I've even changed the morale and fight.skill values (so that they bail more often, and at a higher hull amount - with BSE anything nearing morale of 30 makes it very very hard to bail). I have not yet seen a single RRF ship bail, and I was just currently sitting in a sector with the pirates with 7x Marauders, 2x Reavers and 1x Carrack against the Paranids with 2x Zeus and god knows what else - the Marauders got creamed, but not a single one capped. I'm going to run a little test and set the bail rate manually to 100%, and see if they bail then, but I'm not hopeful. Maybe LV can shed some light on this? I've tried going through the jtp scripts, but can't find anything causing BSE to be ignored - in fact I don't think that option was ever put in, as it would just be a work-around to get round missions; but now that the ships are destroyed and recreated elsewhere, it shouldn't matter.

It's all very odd. I'll report back what I find.

EDIT: OK, modifications done: no explosions ever, bail always, bail when hull is under 100%. On bog standard ships it works perfectly - roaming raiders, traders etc. However it doesn't do diddly squat on the RRF stuff: they never bail, ergo you can never cap them (except through vanilla means maybe?). I wouldn't know where to start in LV's scripts to check what might be causing it - the only thing I can possibly think of is the 'am I taking enough damage to jump out' script is hogging the ship, as does the 'I am jumping out' script - in both cases the 'am I going to bail/damaged enough to bail yet/blow up yet/ doesn't run because it's waiting for the 'run away' to finish.

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LV
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Post by LV » Sun, 4. Jan 09, 11:36

RRF re-links all cap ships periodically and therefore over-rides BSE or any other script linking into signals, the only way you could alter this is to put a check into the plugin.jtp.global script which is linked to cap ships sig attacked command
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

Khas
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Post by Khas » Sun, 4. Jan 09, 16:51

LV wrote:RRF re-links all cap ships periodically and therefore over-rides BSE or any other script linking into signals, the only way you could alter this is to put a check into the plugin.jtp.global script which is linked to cap ships sig attacked command
I'm a newb at this: so I just call the BSE stuff from the RRF signal at the same time as you call your signal, and have them running side-by-side?

EDIT: Actually, in which of your scripts and where would I put the call to call the BSE scripts? Then once I've found which BSE script is the primary I can pop it in myself.

xxx73
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Post by xxx73 » Sun, 19. Apr 09, 06:48

A few questions about this brilliant mod:

How many response fleets those a race have?

Is the size of the response fleet that jump in to protect the same for all or is it based on some facts about their strength?

If someone eliminate the response fleet from one race will a new spawn/be build and how long time will that take, or will there be no more response fleet from that race?

Thanks for any help.

Tore

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