[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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To add to this, XTL has probably the same amount, if not more, of SIGNAL_KILLED events happening at any one time, as thats the entire concept of XTL, to have ships killing other ships, and it also has at between 5-10 hooks into this signal on a global level and (n=number of ships in universe) and n hooks (1 per object) on a per object level (every object in the entire universe has a signal_killed and signal_capured local hook).paulwheeler wrote:I'm pretty certain its not an error in the code - Its actually an extremely simple (deliberately so) script, I've been over it with a fine toothed comb many times, and if it was a bug in the script, with the sheer number of Signal_Killeds being fired in an XRM game, it would be happening far more often than it does. It seems to only occur on sustained runs at SETA and as I said, its happened to me once in about a month of thorough testing. Its definitely the script engine not doing something its been told to do.Litcube wrote:For what it's worth, Paul, I've never experienced this with global data arrays. Phanon corp, entire assets are stored in massive complex arrays. From start to finish, everything is referenced, received, and stored inside that giant array. I have never, in 4 years, experienced or have heard reported, corrupt global data from SETA or anything else. This also goes for Revelation, dozens of other scripts I have, and CWP, which this mod uses. I suspect other problems with the script code.paulwheeler wrote: Because of the X3 script engine's tendency to skip commands at high SETA rates, it is possible (although extrememly unlikely) that the integrity of the bounty data arrays can become compromised.
Again, for what it's worth.
Anyway, it should be a sorted after my next update as I'm adding checks in so the scripts won't save the arrays unless the checks are passed.
I also have never experienced corrupt data in a global array, or a local, or any array at high seta values (and im talking 10x, for days straight) - and have also found the SIGNAL_KILLED event to never be unreliable, its always fired when it needs to, otherwise XTL would fall apart and compleatly stop functioning, as would phannon corp as far as i understand its execution is somewhat similiar to XTL (it relys alot on _KILLED and _CAPTURED, both seem 100% reliable)
The script engine cannot skip individual instructions in a scripts execution due to high load, they will always complete - however it can skip or delay script calls, and even pause active scripts and wait for more CPU time - if you have a loop with a high frequency of script calls then you may run into some problems at high load.
Last edited by Jack08 on Mon, 12. Mar 12, 19:35, edited 1 time in total.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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OOS works is really weird ways!!!
How's this possible that three Pirate ships: 1x Pir. Perseus, 2x Pir. Pericles eliminate my patrol wing consisting of 1x fully armored Pir. Centaur, Falcon hauler and two captured Deca Deaf's.
Seriously this is F#$%^@( UP!
How's this possible that three Pirate ships: 1x Pir. Perseus, 2x Pir. Pericles eliminate my patrol wing consisting of 1x fully armored Pir. Centaur, Falcon hauler and two captured Deca Deaf's.
Seriously this is F#$%^@( UP!
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Atleast your not losing a Titan to 2 Blastclaws like i did in vanilla...Sorkvild wrote:OOS works is really weird ways!!!
How's this possible that three Pirate ships: 1x Pir. Perseus, 2x Pir. Pericles eliminate my patrol wing consisting of 1x fully armored Pir. Centaur, Falcon hauler and two captured Deca Deaf's.
Seriously this is F#$%^@( UP!
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are you playing TC or AP? if TC - than well stuff like that was quite common, if AP - did you use the RRF fix that Paul and/or LV provided? if yes than it could be the "loose orders when attacked" bug, which Cycrow suggested will come back with older RRF scripts, that bug if it occurs means that ship fired on looses all orders and just gets killed since it doesnt defend itselfSorkvild wrote:OOS works is really weird ways!!!
How's this possible that three Pirate ships: 1x Pir. Perseus, 2x Pir. Pericles eliminate my patrol wing consisting of 1x fully armored Pir. Centaur, Falcon hauler and two captured Deca Deaf's.
Seriously this is F#$%^@( UP!
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I play TC which is underlined in my signature. I though OOS beta was supposed to work better, but three puny fighter crushing M6 and some fighters including 200MJ Falcon. That's just great ... :/
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I think that part of the issue is that we only remember the situations where it doesnt work in our favor. Its not unreasonable to see how it could be possible for the situation to occur even in sector. I have had my ass handed to me by just 4 blastclaws in my heavy centaur.Sorkvild wrote:I play TC which is underlined in my signature. I though OOS beta was supposed to work better, but three puny fighter crushing M6 and some fighters including 200MJ Falcon. That's just great ... :/
There is more to consider than just one subjectively unfortunate event like that. For example if you have 2 million credits to your name-its an issue. If you have 2 billion its no big deal to lose a few fighters and an m6.
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Well i think you've likely added too many zeros to that amount... Bounties are different for every ship, but the way it is calculated, it is possible for several ships to get the same value.Hyppe wrote:Just a quick one about the bounties: Are the bounties supposed to be ship specific or wing specific? Just noticed a group of 5 Pirate Barracudas (wing apparently, at least the IDs were running number?) each with identical bounty, 2940000 cr or something.
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Anyone else having ctds with 1.18c ?
I had the game working beautifully last night with 1.18b, but after updating any time I use seta (set to 500) with auto-pilot the game dies. Not immediately, say between 1-2 seconds before the ctd happens. Pick a station as target and have the Autopilot dock at target. Switch on seta. On one crash I had Task manager open in the background and noticed a huge spike in cpu usage, away up in the 90 percent area which is un-usual, just after I got back to windows.
Tried a complete fresh start in case it may be required, but same problem exists.
Updated just using part 2.
TC, no AP. Using fake patch method (no plugin manager installed, I prefer fake patching).
I cant see there is much to go wrong with the installation, though I have been away from the game for a while I believe I have followed guidance to the letter. And 1.18c is the only change since last night.
I had the game working beautifully last night with 1.18b, but after updating any time I use seta (set to 500) with auto-pilot the game dies. Not immediately, say between 1-2 seconds before the ctd happens. Pick a station as target and have the Autopilot dock at target. Switch on seta. On one crash I had Task manager open in the background and noticed a huge spike in cpu usage, away up in the 90 percent area which is un-usual, just after I got back to windows.
Tried a complete fresh start in case it may be required, but same problem exists.
Updated just using part 2.
TC, no AP. Using fake patch method (no plugin manager installed, I prefer fake patching).
I cant see there is much to go wrong with the installation, though I have been away from the game for a while I believe I have followed guidance to the letter. And 1.18c is the only change since last night.
Last edited by alt3rn1ty on Mon, 12. Mar 12, 20:41, edited 1 time in total.
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Thing is OOS never been favorable to my forces. I remember loosing a M7 to some fighters and one P... and so on, don't even mention Blastclaws because those things are totally bugged.
Since some time I do not allow my fighting ships to roam freely, because of constant OOS butt kicking
the only sector where I keep the patrols is my Unknown
Since some time I do not allow my fighting ships to roam freely, because of constant OOS butt kicking

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Double check that you copied every script. I didn't test the new scripts in TC, but i tested thoroughly in AP on and off SETA and there's nothing added that I'd have thought would cause issues in TC.alt3rn1ty wrote:Anyone else having ctds with 1.18c ?
I had the game working beautifully last night with 1.18b, but after updating any time I use seta (set to 500) with auto-pilot the game dies. Not immediately, say between 1-2 seconds before the ctd happens. Pick a station as target and have the Autopilot dock at target. Switch on seta. On one crash I had Task manager open in the background and noticed a huge spike in cpu usage, away up in the 90 percent area which is un-usual, just after I got back to windows.
Tried a complete fresh start in case it may be required, but same problem exists.
Updated just using part 2.
TC, no AP. Using fake patch method (no plugin manager installed, I prefer fake patching).
I cant see there is much to go wrong with the installation, though I have been away from the game for a while I believe I have followed guidance to the letter. And 1.18c is the only change since last night.
Also, try turning off the bounty system and see if it makes a difference.
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Well as you can see, OOS combat is way worse in TC compared to AP and I will agree it was really frustrating before I switched to AP. Its not an XRM issue per se, but a TC issue. Frankly I would have been happy to spend 10 bucks if thats the only thing AP "fixed".Sorkvild wrote:Thing is OOS never been favorable to my forces. I remember loosing a M7 to some fighters and one P... and so on, don't even mention Blastclaws because those things are totally bugged.
Since some time I do not allow my fighting ships to roam freely, because of constant OOS butt kickingthe only sector where I keep the patrols is my Unknown
Ive watched my heavy centaur barely take a scratch against a group of 6 pirate M5/M3s in AP. Back in TC this was risky.
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Less borked OOS in AP, now that's somethingjoelR wrote:Well as you can see, OOS combat is way worse in TC compared to AP and I will agree it was really frustrating before I switched to AP. Its not an XRM issue per se, but a TC issue. Frankly I would have been happy to spend 10 bucks if thats the only thing AP "fixed".Sorkvild wrote:Thing is OOS never been favorable to my forces. I remember loosing a M7 to some fighters and one P... and so on, don't even mention Blastclaws because those things are totally bugged.
Since some time I do not allow my fighting ships to roam freely, because of constant OOS butt kickingthe only sector where I keep the patrols is my Unknown
Ive watched my heavy centaur barely take a scratch against a group of 6 pirate M5/M3s in AP. Back in TC this was risky.

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We want the Boron back!
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