[SCRIPT] Dedicated Assistant Drones (DAD) V4.7 [03.05.2009]

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pelador
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Post by pelador » Fri, 20. Mar 09, 16:15

V3.7 Sniper drone implemented, details above.

I had left a testing configuration in place in a previous version to ignore the check for special command software on ships to open the special drones interface menu. This set-up is now correctly enforced. So please ensure ships have this software to access the menu.

Thanks also for the feedback regarding what Drones you'd like to see, it helps me focus on what to add next. Taking a shortish "breather" for now, to take on board the implementation of the Sniper drone then I will decide which new drone to do.

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Idea
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Post by Idea » Fri, 20. Mar 09, 17:29

No, Thank you pelador for heard the sugestions proposed by other users and make them reality
:D BIG THANKS

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Post by raiman » Fri, 20. Mar 09, 19:07

@pelador
I'm downloading right now will test it soon, but it sounds awesome
@idea
i could life with that, it is a good idea. the range should be about 15km maybe 10km, what is the range of the normal scanner? it should be around that.
@semiliterate
yes that would be nice to see, but only a TL or TS should be able to launch those, to keep it realistic
raiman

Hieronymos
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Post by Hieronymos » Fri, 20. Mar 09, 21:14

Another great concept Pelador. I hope "Idea" keeps 'em comin'.

It might be more apropos to call SniperDrone an "assassination drone".

If initial pilot kill attempt fails, perhaps player could then have option of a) ordering drone to continue attacking target (as per an MD-armed M5?), or b) recalling it, or c) ordering self-destruct (to destroy evidence and transponder link to playership).

Kill attempt failure should also alert any police/military within 5-10km of attacked vessel. Perhaps an advanced "stealth" assassination drone variant could be developed that'd be hard/impossible for target pilot to "see", giving said drone 2-3 firing runs before pilot alerts authorities.

Keep up the good work.

Raiman's idea of restricting it's use is also good. Perhaps using it could require another ware, a "Sniper Drone Launch/Control/Repair Module" that's 80L or XL.

Linking access to such an effective tool (kill an M3+ pilot = a 6 million credit ship--barely scratched) thru successful completion of a combat mission(s) for those devious Split at the Rhonkar Combat Testing Instititute could also be a great way to "introduce" your product.
.........

Regarding the Turret Drone, it's a bit more controversial, imo. Personally, I only ever use LT's (in groups of 2-4) closely grouped around the docking area of a complex hub; and positioned in a way to not interfere with docking approach. A 6-pointed star in open space (near a gate? near a hostile station? positioned to draw off a hostile task force?) makes less sense.
.........

Regarding all the individual Pelador drone material + assembly requirements for 9+ different drone types and counting: you're going to need some sort of pop-up or other way for players to access each formula.
Otherwise, players will find the drones too much trouble to be worth it..and/or will only bother with their most favorite drone type(s), ignoring the rest.

For gamebalance sake, creating difficult formulae for drone making is just one method--albeit a tedious one. There's also charging lots of money ($$$), requiring cargo space, and making player jumping through hoops = combat, assassination, etc. missions.

From personal experience, I'd much rather pay a ton of money (earned through killing, capping, trading) for a drone--than have to micromanage drone construction/assembly. Especially in the mid- late-game, when cashflow is enormous..and there's lots of other things to do with my time.
If every Pelador drone type requires similarly complex access procedures..well you get the picture. Perhaps you could mix drones with complex access requirements (early game--when player has more time than cash), with expensive but simple-access types (for mid-game on, when player has less time & mucho cash).

Thus, the SniperDrone--unless it can be used for mid-game assassination missions (vs. M3+? vs. M6?), could effectively limit itself to the Early game.

If there was a Rhonkar Testing Institute station in 1-2 Split sectors, that sold different versions of the SniperDrone or other drones...but that required increasingly difficult combat missions to even access purchase..yumm, tasty!

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Idea
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Post by Idea » Fri, 20. Mar 09, 22:16

Hieronymos wrote:
Another great concept Pelador. I hope "Idea" keeps 'em comin
Thank you :) The is the first time that my IDEA has been fully created and accepted by anyone.It's realy makes me happy :D Thanks ageen to you and pelador(or now we can call him peladrone :lol: )
About you sugestions I like them.It give more controle over situation and the more fun :)

raiman wrote:
@idea
i could life with that, it is a good idea. the range should be about 15km maybe 10km, what is the range of the normal scanner? it should be around that.
Agree with you.The range of Standard radar is 5km,for Duplex 10km,for Triplex 15km.

One more idea :) It's realy simple one.Drones that scans asteroids.If the player wont to start mining operations in some sector rich with asteroids he could sent the drone to scan them so the player can see the asteroids with highest mineral value.

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Post by Hieronymos » Fri, 20. Mar 09, 22:20

Regarding marketing your excellent drones to a wider audience, with 9 drone types available--and counting, a slightly different approach to naming some could be a huge plus. Unless someone is already familiar with your work, the names of each drone type doesn't necessarily convey what each does; and more importantly why a player would want it for.
To whit, more function-specific names for Pelador drones:

Tactical: "TrackerMine" or "Mine Deployer" or "Minefield" drone
Analysis: "Blueprint Theft" or "Blueprint Analysis"
Spy: good as is; could use "AdvNavSat Deploy" drone
EMP: perfect!
Jump Beacon: perfect!
Hacking: "Station RepHacker" drone
Turret: "LT-MiniArray"
Blitz: "Boarding Prep" or "Marine Support"
Sniper: "Assassination"

..............
Another drone idea: "Tracker" drone. Follows 1km behind target ship. Great for scouting out galactic map in early game.
..............

Even though Gazz has cornered much of the adv. combat drone market with his Goblins, and LV has also made a considerable splash, there's still lots of room for combat drone scripts imo.

:arrow: Gazz's is limited to anti-missle and target distraction.
:arrow: LV's uses actual M5-M3 class ships, and needs a carrier to function.

The Keris is prety much the only vanilla drone with any real offensive punch--but is limited by vanilla combat logic.

Alternatively, custom combat drones could be developed--like your MD-armed Sniper drone.
........

As far as DDRS is concerned, I'd like to see:

a) Drone Carrier:
TL or M7-sized ship that builds and operates a swarm of combat drones with its dedicated drone manuf. and C&C facilities..and can also do same for utility, spy, EMP, Blitz, etc. drones--an all-purpose Pelador drone mothership. Just provide ship with necessary components in cargo bay, give command: build EMP drone..and voila! EMP drone built and postioned on flight deck. Ship itself would be quite weak in both shielding and beam weaponry, and would have to rely on its combat drones for survival.

b) Black Ops Droneship(s):
these could be of several different sizes: M3+, M6, TP. Each would be a custom-built craft capable of making and operating 3+ types of Pelador drones. E.g. an M6/M3 Hybrid "Light Scout Corvette" could use the Tracker Minefield drone (to deter pursuit), the Spy drone, the BlueprintStealer, the Station RepHacker, the Assassin, even the Blitz.
A "Darkstar" Light Corvette would have combat specs of only an M3 or M3+, but would more than compensate with its specialized drone capabilities.

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Post by Hieronymos » Fri, 20. Mar 09, 23:17

'nother idea:

"SQUASH Minefield Deployer Drone":
TL class ship needed for operation. Specialized deployer drone manufactured on-ship in dedicated facility (ware requiring 4,000 ST cargo space + mucho dinero: uses other wares + SQUASHmines to make drones), bundled with 6 SQUASH mines. Minefield drone can be launched from flightdeck; or by transporter to locations within 5km. Once at deployment location, drone deploys mines in 1km (?) six-pointed star pattern, as per Pelador mk1 Tactical drones.

Dedicated facility also manufactures (or assembles) mk1 Tactical TrackerMine Deployment Drones.

TL Deployer ship can store upto 6?, 12? fully operational Minefield drones (as well as xxx Tactical drones) and can rapidly deploy extensive minefields (to interdict jumpgates in advance of inbound enemy formations, for example).

Deployer ship can also use Pelador collector drones to disarm and retrieve deployed SQUASH mines.

A dedicated Minefield Deployer TL would also be ideal for construction/deployment of small OWP's using the 2 Pelador drones for said function. A full-service "fortification" TL. As mods like DDRS come up with their own specialized OWP's, said TL could also handle these

pelador
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Post by pelador » Sat, 21. Mar 09, 00:18

Wow, ideas overload. :)

Changed details in first post to be more informative on drones.

Sniper Drone is intended to be a clinical one-shot strike type thing to balance out the relative benefits, having two bites of the cherry or making it re-usable wouldn't help it's expendable nature as costs associated to the process, so at the moment am reluctant to modify for multiple tries. The MKII Camouflaged allows for "subtle" (Black ops) clinical strikes. Will think about adding on a sensible signal to nearby Military, Police ships. Similarly be useful for other tactical drones like EMP also.

I think the range restriction was in relation to furture Repair drones operating characteristics.

I love to be able to link Missions into gaining the knowledge of the Tech for retro-fitting. But at the moment I'm not sufficiently versed in the Mission Director to best apply them. I could do a scripted alternative I suppose, but I'd much prefer to use the MD.

Tactical Drone, I will upgrade to allow for mine selection variants including squash and ion.

Turret Drone can be upgraded to allow for different arrays of a choice, I chose the 6 pointed star config as imho its the general all-encompassing scenario, but different selection patterns could be accomodated.

I like the idea of opening out the Drones as wares to be sold. I have restricted this up till now using retro-fitting/engineering as a process primarily to avoid using a "MOD" and keeping it in the realms of scripts. But also as in my view in adding an extra control and gameplay in having to source various resources, thus expanding its impact.

However, considering its probably sensible to have such tech for sale, I'm going to look into having specific wares sold at stations at increased cost whilst maintaining the retro-fit/engineering options for those who like the micro-management process. Certain wares (e.g. Engineered ones, I will have to look at carefully as the time involved in engineering is to balance out the vanilla processes to some extent. But I suppose Credits can help here.)

Modified Ships is not familiar ground but I think I can learn those techniques for introducing dedicated specialised drone ships.


To help people understand where I am, I likley do a few tweaks to Drones accomodating some of the above suggestions, but the next main introduction will likely be to introduce the current Drones for sale on stations as ready to use options.

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Post by Idea » Sat, 21. Mar 09, 00:24

@Hieronymos
:o :o
Please take my name :lol:
Ok pelador I see that Hieronymos bombarded you with ideas so it is my turn now :twisted:
The idea is next:
The Drone that collects informations about other ships cargo and info to you.
What I meen.This drone could be sent in the sector where he would scan the ships for the wares and the value in the money for the ware that you specified,then he multiplay the amount of the specific ware with avarge price and sent you the informations about cargo value.It can also sent you the informations about ship type and defences.After this the player go to the sector, find the ship, then he send the Sniper drone which may success in assassination of the pilot and it that way saves the player a lot of trouble, if not success then the player must FIGHT :twisted: or run :( Afcorse this will cost a lot.This type of drone could be reused as many times as long the drone isn't desroyed.
This is ideal combinations for the pirate role in the game :)
What do you think?
EDIT:Also you could chose which race ships are gone be scanned.I hate PARANID :D

pelador
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Post by pelador » Sat, 21. Mar 09, 00:30

It sounds like an ideal "privateers" analysis tool. I'll add it to my growing list for brainstorming. :wink:

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Post by Idea » Sat, 21. Mar 09, 00:37

I think that you are a realy cool guy :D
Cheers for you peladore :D
Last edited by Idea on Sat, 21. Mar 09, 09:47, edited 1 time in total.

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LV
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Post by LV » Sat, 21. Mar 09, 02:01

Hieronymos wrote:a slightly different approach to naming some could be a huge plus.
Indeed, i'm seeing your script come into what potentially could be a high level addition to X3, I tend not to install any other script because i have that many problems when writing and testing my own stuff i simply can't risk having to spend time hunting out bugs which may not be down to my code.

I do not even know what you are using as drones, as one my TR testing slaves Hieronymos said above I use ships and tbh i used the word drones simply because i couldn't think of anything else when i wrote it.

Presentation is key around here, we spend hours and hours writing then get lazy and put up the post which doesn't have the necessary bling where the people browsing think "oooh that sounds good"

The concept is sound as it needs only 1 baseline object to be the drone and then the interface and scripts do the rest to make them do tasks

here's my 2c

Tactical: "TrackerMine" or "Mine Deployer" or "Minefield" drone

Tactical %s Drone, use the simple task of naming and you can expend tactical as for as you want, I don;t want to come across as i'm trying to tech you to suck eggs, it's just sometimes the simplest advertising is the name all done via a script menu.





Analysis: "Blueprint Theft" or "Blueprint Analysis"

as above but you could add gate/sector/roid(inc niv)/weapon availability/product availability/sats

you could even bind spy into analysis drones, variety is good, too many become confusing.

If you take a look at my Imperial Laboratories plugin there is a spy drone in there that uses the camera drone to track xenon+khaak ships and even spoof them to stop them attacking (not 100% guaranteed)

feel free to use it.

EMP: perfect!

How about missile jammer, just sits off the target and removes missiles it fires (i'd make these pretty expensive + defective as a low probability) for balance the cost can be done via running the command so it takes x credits on activation or may need the mothership to have wares onboard and the drone stays within 5k of it


Hacking: "Station RepHacker" drone
good idea as long as there is equivalent vanilla costing + a little more


Turret: "LT-MiniArray"

i don't do turret's, see gaz :)


Blitz: "Boarding Prep" or "Marine Support"

as long as there was enough extra cost (my trails at AI marine invasion of player ships was as pathetic as a rebel scum incursion today but i am recovering from a heavy drinking session with the boys yesterday)


Sniper: "Assassination"

very expensive.


The key is to punish the player for the upgrade via cost/products/risk to keep balance and give credibility to your plugin, never forget the users should have a dose of pain and suffering now and again ;)

Most of these scripts are simple which is the way you should keep them, the more complex the script usually = 10x testing and debugging time

KISS
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

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Post by Idea » Sat, 21. Mar 09, 11:25

Hi pelador
I was wondering.You could add some new sectors around the universe where the pelador drones could be sold.The sectors would be on far locations and player would have to find them.It is good for gameplay.If you decide to make a new sectors,I can make them for you, just say there names and the number of them :D

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Post by pelador » Sat, 21. Mar 09, 11:43

@LV, thanks for the feedback.

@Idea

Is possible, but at present i have no problem with populating new stations in existing sectors safely and having "top-up" scripts to keep a small stock of drones on-board. Similar to how Boarding pods work.

The trouble with mods is they are hard to maintain from a user perspective from installation and de-installation processes, hence my previous rational of keeping things script orientated. So whilst extra modding has obvious fun elements it also can alienate some developments as people have to choose then to include a modded development in the literal sense. By keeping things as close to vanilla scope in design as possible also allows you to be more compatible with other developments even if you can utilise multiple mods and developments being independant but I hope you see my point.

These factors has made my current thinking for the drones being "for sale" as having a seperate scripted version of the drones. Such that if a user doesnt wish to add the new stations with drones for sale they dont have to but the scripts will be intelligent enough to recognise if they have installed this seperate package. A Drones "light" and Drones "full" option if you will.

At the moment I'm disccussing with DDRS the best way forward of utilising wares which as a result may delay implementation a little, but it may be that the Drones become EMP mod dependant in order to best manage the wares.

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Post by Idea » Sat, 21. Mar 09, 11:58

Understood :)
Thanks for responding.
Cheers

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Post by raiman » Sat, 21. Mar 09, 19:13

@idea
isn't the triplex-scanner range 30km?
@pelador
the sniper drone is awesome :twisted:
I wouldn't make a station which sell them, I think a plot where you get the blueprints of the drones or the ability to build them is better you only have to find the station on which they give you the missions.
raiman

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Post by Idea » Sat, 21. Mar 09, 20:59

@raiman
Yes, my mistake :oops:

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Post by pelador » Sat, 21. Mar 09, 22:58

V3.8 Several feedback improvements and Sub menus:

-------------------------------------------------------------------------------------

Sub menus are as follows:

Main:
[ external image ]

Tactical Sub-menu:
[ external image ]

Includes: EMP Drone, Mine Layer Drone, Turret Drone, Blitz Drone and Sniper Drone

Information Sub-menu:
[ external image ]

Includes: Spy Drone, Analysis Drone and Hacking Drone

Trading & Navigation Sub-menu:
[ external image ]

Includes: Advert Drone, Relay Nav. Beacon, Jump drone, Jump to beacon

Engineering & Construction Sub-menu:
[ external image ]

Includes: Build drone, SOWP constructor drones, the engineering options.

-------------------------------------------------------------------------------------

Improvements are as follows:

EMP drone:- improved AI for following, use will cause ships within communication radius to potentially help attacked ship. Slightly random with leanings towards like races being more helpfull. MKII uneffected.

Tactical:- now renamed to Mine layer. Allows for tracker, squash and ion mine variants. Resource differences are that the ion mines requires 18 disruptor missiles as an extra resource, squash mines use the same resource list as tracker mines. Command options include choice.

Sniper Drone:-Each MD set now has a 6% chance to a maximum of 72%. use will cause ships within communication radius to potentially help attacked ship. Slightly random with leanings towards like races being more helpfull. MKII unneffected.

Engineering:- Commands seperated out into menu options so no longer need to specify on launch.


Next main focus is still having stations with purchaseable wares.

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Post by Hieronymos » Tue, 24. Mar 09, 21:09

To my knowledge, assigning an existing station type--like "Split Trading Station"--and writing some code so that it spawns in xxxx sector, within 20km. of xxx & yyy coord's, and is Named "Rhonkar Testing Drone Outlet" or somesuch, and sells different types of pelador drones, with different access requirements and triggers...is a plugin, not a mod.

For sample code for the station-spawning, ware selling functions check out Teladidrone's Marauder Shipyard plugin: http://forum.egosoft.com/viewtopic.php? ... 23#2812423

pelador
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Post by pelador » Tue, 24. Mar 09, 23:56

Hieronymos wrote:To my knowledge, assigning an existing station type--like "Split Trading Station"--and writing some code so that it spawns in xxxx sector, within 20km. of xxx & yyy coord's, and is Named "Rhonkar Testing Drone Outlet" or somesuch, and sells different types of pelador drones, with different access requirements and triggers...is a plugin, not a mod.

For sample code for the station-spawning, ware selling functions check out Teladidrone's Marauder Shipyard plugin: http://forum.egosoft.com/viewtopic.php? ... 23#2812423
Thats similar to how I'm doing it.

But self contained scripts are a little different than including a host of new wares on stations in my view as sensibly you need to provide an uninstall process to remove the objects associated with it. So even if using vanilla models its only curteous to provide a process to depopoulate the new fabs and ware items for an uninstall.

I also need to manage introduction of new drone wares in the future with minimal effects to the current process in peoples games.

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