[Bonus Plugin] Defend Position Command

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moggy2
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[Bonus Plugin] Defend Position Command

Post by moggy2 » Fri, 5. Oct 07, 03:24

Name: Defend Position Command
Version: 1
Date: 27.07.2007
Scripter: moggy2

Overview:

When activated, the command causes the ship to wait at the specified sector position until an enemy ship comes within 10 km of the position. This ship will then attack. Once all the enemies have been destroyed the ship will then return to the same position (+/- a couple of km) and wait for more enemies.

Equipment:

The command is available on fighters and big ships when the Fight Command Software Mk2 is installed.

jlehtone
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Post by jlehtone » Wed, 17. Oct 07, 15:20

less is more :D


Now it is time to plan the optimal defense in depth considering speed and OOS strength of ships involved.
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Insanity included at no extra charge.
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fud
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Post by fud » Wed, 17. Oct 07, 16:05

ooo, I like this one.

jlehtone
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Post by jlehtone » Thu, 18. Oct 07, 09:11

The beauty of this is that it simply calls the stock "Attack all enemies and land" without place to land and with fixed detection range. The stock game command has always allowed that use, but there has been no vanilla way to call it. XaiCorp is very good at making the existing functionality available to users. :D


Defend Position is no better than the Sector Patrol against fast peaceful targets. Both will lock on that cruising Pirate Harrier, if it is in their detection range, and both will chase it. And the chance of Phoenix catching up a loitering Harrier (OOS) ...

But the Harrier has to come within 10 km from the Defended Position first, while the Patrol will start its wild goose chase miles away.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

brain13homepage
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Post by brain13homepage » Fri, 26. Oct 07, 08:57

Possible an spoiler ...
Spoiler
Show
The Caiman Miner with several MDS and full shield
could defeat an group of pirates themselves,
I have seen one consisted of an Buster, and Falcon, and an Nova,
all defeated by it OOS.

Pretty awesome,
why would you need something like this,
when your freighters could deal with the problem themselves?

Yes, the command is still useful,
and I recommend use it for defense,
but there is another choice here. [ external image ]

jlehtone
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Post by jlehtone » Fri, 26. Oct 07, 10:04

brain13homepage wrote:I have seen one consisted of an Buster, and Falcon, and an Nova, all defeated by it OOS.
But have you seen a Xenon P patrol eat 2.5 GJ of shields from a Raptor before the Raptor dealed with them? More than once?

If you beat 2 GJ of shield from a TS, what is left?

The Almighty Random Number Generator is the god of OOS combat. Your offer of young dove might please it once or twice, but even the sacrifice of all of your lifestock does not garantee its enduring grace. :goner:

brain13homepage
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Post by brain13homepage » Fri, 26. Oct 07, 13:36

Well. the P Patrol would travel expectable path,
they would travel between two Xenon sectors,
thus the path is predictable.

This fact (at least for me) indicates that the far west of the X-universe,
would be of little Xenon activities then.

Out of the path, and there would only be Pirates, or the Clusters,
unless an Destroyer and an Carrier jump in decided by the God engine,
that would be safe [ external image ]

I have no sector patrol, but PPC is quite powerful OOS I know,
and IS they would eat the hull soon, very soon.

Since every asset I lost due to Pirate attacks
I have little experience defending against the Xenon.

But I do have destroyed two P Patrols in an Argon Buster
Thanks to Goner Salvage Insurances.
[ external image ]

plw
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Post by plw » Fri, 26. Oct 07, 18:56

I find that the P patrols are fairly slow and cumbersome and do not present as much as a problem as the LX. I always set about those first. Any tips?
brain13homepage wrote:Well. the P Patrol would travel expectable path,
they would travel between two Xenon sectors,
thus the path is predictable.

This fact (at least for me) indicates that the far west of the X-universe,
would be of little Xenon activities then.

Out of the path, and there would only be Pirates, or the Clusters,
unless an Destroyer and an Carrier jump in decided by the God engine,
that would be safe [ external image ]

I have no sector patrol, but PPC is quite powerful OOS I know,
and IS they would eat the hull soon, very soon.

Since every asset I lost due to Pirate attacks
I have little experience defending against the Xenon.

But I do have destroyed two P Patrols in an Argon Buster
Thanks to Goner Salvage Insurances.
[ external image ]

brain13homepage
Posts: 40
Joined: Wed, 6. Nov 02, 20:31

Post by brain13homepage » Fri, 26. Oct 07, 21:32

Spoiler
Show
Mass Drivers
That is the answer.

Without them, it is almost impossible to defeat an single LX with an M4,
I tried it, never make it without that, especially there are other Xenon ships nearby.

jlehtone
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Post by jlehtone » Mon, 29. Oct 07, 10:33

Fighter set to 'Defend Position'. Has four escorts. All five form a GMS Group. Three "Attack target of Lead" and one "Protect Lead". In sector.

Lead seems to have task 'Defend Position' and action 'None'. A red (KM3) shows up next to the group and shoots two escorts. On sector map the assaulted ship and the lead flash red. No observed reaction from the Lead (or the rest of formation). (Then again, "observation" was to look at sector map. Broken asteroid there, with mineral collectors, so choosing a view that renders 3D might be fatal.) Finally told Lead to "Attack all" for a while to get rid of that foe.


Two possible explanations:
1. The "Attack all enemies and land" loop was in its "wait a minute" step. Thus, the lead was eating his donut and rather unobservant.
2. There are over hundred ships in sector. Occasionally all combat scripts can "lose their marbles" during those furballs.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

jlehtone
Posts: 21801
Joined: Sat, 23. Apr 05, 21:42
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Post by jlehtone » Sat, 3. Nov 07, 08:44

jlehtone wrote:Two possible explanations:
:oops: :headbang:
3. No installed weapons.

They defended quite well against continuous Kha'ak attacks for couple hours considering they were completely unable to harm their opponent. (There were other, armed groups to do the cleanup.) 8) Only 4 out of 20 of this "unintentional distraction force" were shot before I spotted my error.

"Attack .." does start by checking if the ship has laser-energy (ie installed gun). But it checks only at start, so one can remove the gun after the command enters its main loop (to force use of missiles).

Would it be silly to check for gun on the start of "Defend Position"? After all users are, how to put it politely, ... :roll:
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

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FalconGrey
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Post by FalconGrey » Wed, 7. Nov 07, 00:55

jlehtone wrote:
jlehtone wrote:Two possible explanations:
:oops: :headbang:
3. No installed weapons.
:rofl:

been there... :oops:
It's not if we win or lose that matters, it's that we stood and faced it.

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