[SCRIPT] PiloteAI III.70 (28.09.08)

The place to discuss scripting and game modifications for X³: Reunion.

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Happyblue
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Post by Happyblue » Sat, 1. Nov 08, 16:47

Azz

I loved this script in X3. Do you plan to update it to work with TC? I find that having a wingman helps greatly but the stock AI is just plain stupid.

I've lost more fighters to thier pilots ramming a station than in defending one.

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Azz
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Post by Azz » Tue, 11. Nov 08, 20:26

OK, it's just the beginning :

[ external image ][ external image ]

But obviously it still stays a great deal of work :) (hmm, this one is more fitted : :( )
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Trokhon
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Post by Trokhon » Sat, 22. Nov 08, 00:58

I get after reporting status from a trading software MK3 managed ship

ReadText7161-1032-3 in the ship name

???
thanks for helping

Happyblue
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Post by Happyblue » Sun, 23. Nov 08, 11:39

Just good to hear that you are working on it - I look forward to a beta

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Azz
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Post by Azz » Sun, 23. Nov 08, 19:19

Trokhon :

7161-1032, that is the line

Code: Select all

<t id="1032">MK3</t>
in the 337161 t-file


strange you have this error...

perhaps download and reinstall the script, or at least the file 337161.xml in your 't' folder..
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Trokhon
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Post by Trokhon » Sun, 23. Nov 08, 22:29

many thanks found the problem with your help.
In the german t file this line has been missing

I was thinking I had checked this before but I must have overlooked it.

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Azz
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Post by Azz » Sun, 23. Nov 08, 23:04

german t files are not updated to 3.70

They are still in 3.57 and are not packaged in the 3.70...

if it can helps, here are the modifications in 3.70 :


Texts modifs :
file xx7161 :
id 100
id 1010
id 1011
id 1145
id 1146
id 1147
id 1268
id 1269
id 1384
id 1385
id 1268, 1269
id 12101 à 12113

file xx7163 :
id 220
id 1410, 1411,1420
id 1705
id 28,29
id 1700 à 1893

File xx7164
id 825 et 826 (commands descriptions)
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bbgun77
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Post by bbgun77 » Fri, 28. Nov 08, 01:59

This is my favorite one of the script!Any possible I can see it in X3:TC?

Kilrathi Avenger
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Post by Kilrathi Avenger » Mon, 8. Dec 08, 07:19

bbgun77 wrote:This is my favorite one of the script!Any possible I can see it in X3:TC?
God i hope Azz and the team are able to port this over to X3:TC. In my humble opinion, PilotAI is one of the all time great scripts for the X universe. :D :D :D
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my job is just another splinter in the bum"

Treelor
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Post by Treelor » Tue, 9. Dec 08, 02:05

I hear that, I've got my Hyperion going 173m/s whereas it should only go 131m/s :V

I absolutely love the ranking system.

EDIT: 240m/s now

Esraven
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x3

Post by Esraven » Wed, 18. Feb 09, 13:49

Note that the script OOS reward
http://forum.egosoft.com/viewtopic.php?t=134373

is not compatible with Pilote AI v3,7

The commands under general section get screwed up when you install OOS reward

hairyhermit
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conflicts

Post by hairyhermit » Sun, 29. Mar 09, 17:28

is it possible that this script conflicts with GHK and GMS from the bonus pack? I am unable to get group commands to work with those running but it seems that squadron commands from your pilotAI work fine.

The only feature really missing from SQ is a hotkey to dock the squadron at target.

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xathros
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Post by xathros » Sat, 11. Apr 09, 11:25

I noticed there's not much activity...

Anyway, quick question:

What missiles are good to use with the bomber squadrons. I'm limited so far to hammerheads or warheads but i'm worried about blast hitting other wings. I have a bomber squadron of 6, and they've got thunderbolts but since they are bombers, im thinking of using them to focus fire on cap ships to obliterate the opposition. Just worried about collateral damage.

TimeWalkersSight
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Post by TimeWalkersSight » Mon, 13. Apr 09, 01:37

is there also a version of this script that does not use cheats (changing ship speed)? How do fighters with this ai perform vs fighters with fight command software Mk3? how much better are they than the standard fighters?
Is there a light version that only incorporates the ship ai?

hairyhermit
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Post by hairyhermit » Tue, 14. Apr 09, 03:44

I've noticed that by rescuing ejected pilots, if you are scanned by police they attack due to the illegal wares tag on the rescued pilot.
“One has to understand what the enemy is all about: the enemy's history, the enemy's culture, the enemy's aspirations. If you understand these well, you can perhaps move towards peace.”

hairyhermit
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Post by hairyhermit » Tue, 14. Apr 09, 13:00

It's not really a cheat since your pilots have to earn their ranks, they can be killed, and then even to get the ComAI takes a good amount of work and/or luck. They are definitely an improvement over the standard, in fact if I was going to recommend any kind of game enhancement for Reunion, this one is definitely top of the list since it adds that RPG element of experience into your pilots instead of the randomly generated skill level they start with that never improves.

As I said yesterday, its a great script except for the ejected pilots being marked as illegal wares when you rescue them, even if you intend to rescue them and not sell as slaves. I leave the pilots and grab the AI's when they eject.



TimeWalkersSight wrote:is there also a version of this script that does not use cheats (changing ship speed)? How do fighters with this ai perform vs fighters with fight command software Mk3? how much better are they than the standard fighters?
Is there a light version that only incorporates the ship ai?
“One has to understand what the enemy is all about: the enemy's history, the enemy's culture, the enemy's aspirations. If you understand these well, you can perhaps move towards peace.”

xxx73
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Post by xxx73 » Thu, 23. Apr 09, 05:28

Do I have to start a new game to use this script?

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dralk
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Post by dralk » Thu, 23. Apr 09, 20:08

i dont think you have to restart but you might :(
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Treelor
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Post by Treelor » Sun, 26. Apr 09, 05:01

Fairly certain a restart is not required, actually.

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Hellgate
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Post by Hellgate » Tue, 28. Apr 09, 20:16

is this script working on X3 TC 2.0a ?

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