[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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Gavrushka
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Post by Gavrushka »

Upgraded to 1.18c and received four bounty failure messages, so have reset... - The thing to note is I've never used SETA.
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Jack08
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Post by Jack08 »

paulwheeler wrote:
Litcube wrote:
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.
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.

Again, for what it's worth.
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.

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.
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).

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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Sorkvild
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Post by Sorkvild »

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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swatti
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Post by swatti »

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!
Atleast your not losing a Titan to 2 Blastclaws like i did in vanilla...
Jumee
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Post by Jumee »

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!
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 itself
swatti
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Post by swatti »

Where do large pirate fleets spawn? Theres one more gate in the hub i could re-align and i'd like to invite some pirates to my mix ^^
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Sorkvild
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Post by Sorkvild »

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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Hyppe
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Post by Hyppe »

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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joelR
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Post by joelR »

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 ... :/
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.

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.
paulwheeler
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Post by paulwheeler »

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.
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.
paulwheeler
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Post by paulwheeler »

Gavrushka wrote:Upgraded to 1.18c and received four bounty failure messages, so have reset... - The thing to note is I've never used SETA.
Well hopefully, you won't have any further issues.
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alt3rn1ty
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Post by alt3rn1ty »

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.
Last edited by alt3rn1ty on Mon, 12. Mar 12, 20:41, edited 1 time in total.
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Sorkvild
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Post by Sorkvild »

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
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paulwheeler
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Post by paulwheeler »

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.
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.

Also, try turning off the bounty system and see if it makes a difference.
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alt3rn1ty
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Post by alt3rn1ty »

Will do, failing finding anything missed I will re-install from the ground up and fresh start again just to be sure
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joelR
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Post by joelR »

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 kicking :( the only sector where I keep the patrols is my Unknown
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".

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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Sorkvild
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Post by Sorkvild »

joelR wrote:
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 kicking :( the only sector where I keep the patrols is my Unknown
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".

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.
Less borked OOS in AP, now that's something :)
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Jumee
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Post by Jumee »

Sorkvild wrote:Less borked OOS in AP, now that's something :)
a lot less borked OOS :)
swatti
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Post by swatti »

Bug or what:

My Nagoya's description says it mounts nice 7x2GJ shields, yet once i transfer them over, it only mounts 6... ?
paulwheeler
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Post by paulwheeler »

swatti wrote:Bug or what:

My Nagoya's description says it mounts nice 7x2GJ shields, yet once i transfer them over, it only mounts 6... ?
Clone the Nagoya as per the 1.18 release notes.

The shield bay change was made in the 1.18 update and the new slot will only work in newly spawned ships.

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