[SCRIPT] Race Military + Patrol Missions V1.10 : Updated 15/08/2006

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Cycrow
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Post by Cycrow » Fri, 10. Feb 06, 20:57

well, if the reward is fairly high, then u will have more sectors ;)

Icecola
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Post by Icecola » Fri, 10. Feb 06, 20:58

Ok, good to know. It's not a problem really, since I never use seta so I can do extensive micro managment on property sheet while following leader. It is just choises...:) Definetly waiting for what you end up adding on future releases of this particular script.

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meh

Post by Tritous » Fri, 10. Feb 06, 21:46

they say "the wav format from sound recorder...." Like I said I have a LOT of different softwares, and besides, sound recorder can be made to record in about 40 different types of wav format if you want to, but all work I do stays in the highest quality format and isn't converted until right at the end when it's finished...you get the best quality that way.
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Post by Electric_Kola » Fri, 10. Feb 06, 22:55

How much is the fee btw? some of us are a little strapped for credits :P
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Cycrow
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Post by Cycrow » Fri, 10. Feb 06, 23:03

the free is random, between 300'000 and 500'000 credits
althou u can earn that money back by doing 1 or 2 missions :P

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George Wills
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Post by George Wills » Mon, 13. Feb 06, 11:49

I did some Military missions for Teladi and noticed some things. All that missions was "Patrol:follow leader"

- 3 times (from 10 last missions) Leader escape me through gate. I was 300-500 m behind him, he jumped through gate and send me message, that I failed because I'm too far away. I started to save game before jump and it helped, because after load it never happen again.

- moskito missiles ... it's really strange, all that "jumped in our possition" enemies has only moskito missiles, even khaaks.
Only other missiles left there was from some local defenders.

- often we passed (under 10 km) by wing of pirates without leader noticed them. Perhaps it was because teladi-pirate neutral relations? I know teladi attack pirates only after pirates start some harassment ... I hope other races military will attack pirates even not scripted for their mission.

- in our wing was usually one ship slower than leader, it never catch up with our formation, and catch us only in longer fights ... it never obtain message "failed, too far away" :lol:
It's common, that wing leader knows characteristics of all crafts and limit formation speed to slowest one. I don't know if it is possible in X3 to order some (leader) ship to fly slower than his max. speed. (then perhaps "steal" him some engine upgrade should work or cheat speed of slow ones little?)
Or what about leader check his company from time to time and when somebody lost, he will wait for him? Some ships can be even crippled in fight. And left comrades in field is not good behavior.

PS: Cycrow, I don't want to annoy you, thats are just my observations.
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Last edited by George Wills on Mon, 13. Feb 06, 12:50, edited 1 time in total.

Dolmio Chips
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Post by Dolmio Chips » Mon, 13. Feb 06, 12:15

I keep getting distance is too far from leader as well. Last time I was taking out an enemy and the leader was doing his thing. As soon as I destroyed my target I got the message and the mission was cancelled!!

Cycrow
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Post by Cycrow » Mon, 13. Feb 06, 22:49

the problem with them getting too far is a weird one and im not sure how to fix it without making it too easy.

i've tested when following a ship throught a gate, i was directly behind, couldn't had gone throught the game more than a few seconds bhind, yet when i imerge on the other sie, the target is already 5-10k away, they seem to move increadly fast when u go between sectors, it they move while the next sector is loading up.

as for the missiles, well, i dont manually add missions, i usually use the $ship -> add default items, so thats part of the game engine.

for the patrol, the leader only breaks off and attacks the enemys that are spawned by the mission, and ignores the ones that the game added. i was thinking about making you have to take out those as well, but i wasn't sure if i should add them or not.

As for the speed thing, they should fly in formation and the leader should only fly as fast as the slowest ship, u'll prolly notice the leader doesn't usually fly at its full speed, so its obvious they are slowing down, however other than that, theres no way to tell the leader what speed to travel at, that s all hard coded.. if an escort lags behind, then its down to the AI of game

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Update V1.02

Post by Cycrow » Fri, 3. Mar 06, 17:58

Update to fix the problem with mission failing when following the leader through a gate

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Stevio
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Post by Stevio » Fri, 3. Mar 06, 18:01

Thank you :wink:

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Post by Armegeddon » Sat, 4. Mar 06, 12:33

Only did one patrol so far since updating to latest version, but encountered a problem. Patrol started in Lucky Planets, went to Shore of Infinity. Followed the leader to the center of the sector, where he then stopped and did nothing for over 10 minutes real time (several of those minutes on SETA). No ships spawned to fight during the trip there. After 10 minutes I gave up and moved away, as soon as I got outside 5k from him I got the mission failed.
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Cycrow
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Post by Cycrow » Sat, 4. Mar 06, 15:40

hmmm, sounds like its not detecting the end of the mission
ill have to look into this

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Post by X_x_X » Sun, 5. Mar 06, 22:40

sounds really cool - once you put in some more mission types!

knoving about the qualitiy of you other scripts, i´m looking 4ward to the final version :)

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Post by arcana75 » Mon, 6. Mar 06, 04:11

I get alot of "too far" messages too... :oops:

Cycrow could u add a speed check to the mission leader? I keep getting leaders flying at 200+ while my Nova Vanguard does only 125 :shock:

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Post by Cycrow » Mon, 6. Mar 06, 05:27

theres no way to control the speed unfortuatlly, you can jsut tell it to fly or to stop, not waht speed it flys at, althou it should slow down and fly in formation with the followers.

are you still getting the too far messages in the new version ? i changed it so the leader stops and waits for you once it gets through the gate.

althou the annoying thing is, when you enter the sector the ship is 2km away from you went it starts moving again, but in the few seconds it takes for you to gain control of the ship to start flying again the leader is already a good 6km away which i really dont think i could fix

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arcana75
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Post by arcana75 » Mon, 6. Mar 06, 08:18

The other way would be to check the player ship and spawn a leader that's bound to be slower than it?

Or, do like Wing Commander and spawn navsats as waypoints (with timers, like LV's deathmatch countdown timer sats) and have them follow you instead.

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hmm

Post by Tritous » Mon, 6. Mar 06, 09:06

how about a twist... if you get more than 3 km away the fleet stops and waits for you. if you don't "quit fooling around" within a minute you fail. or if you go more than 5km away you fail.

that would sort out them being too fast etc. also, perhaps small reductions off the rewards at the end if you go too far more than 3 times.
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Post by Darklight86 » Mon, 6. Mar 06, 19:31

I can't seem to find the 'sign up' in the BBS, is it random or should it always be there?
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Cycrow
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Post by Cycrow » Mon, 6. Mar 06, 20:08

its random, and quite rare, you will have to search for it ;)

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Post by EKS » Sun, 19. Mar 06, 00:11

Playing around with this mod i discovered 2 things that could be improved:
1) The patrol can have a speed above your ships maxspeed
2) I had a xenon ship pilot eject, is that normal?

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