If he will, ask him please if this upgrades can be sold by his HQ. I like Lucike's scripts (almost everyone is brilliant) and would like to see his HQ in my gameSaetan wrote:Mhmm, would be a nice feature ... I remember nobody talking about such an idea. Maybe once in a future version, if Lucike likes this idea too.
[SCR] Security and Rescue Service [25th July 2010 X³:TC 3.2.01]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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I am not very good in english, so please, forgive me...
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sounds so delicious! Thanks
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Thanks to Haxi052's post, I've read and remembered your question again. As Lucike ended his "annual X-holidays" a few days ago, I've told him today.dmichailcz wrote:If he will, ask him please if this upgrades can be sold by his HQ. I like Lucike's scripts (almost everyone is brilliant) and would like to see his HQ in my game
He likes that idea and has already an idea how to easily add that feature. So I think it will be added sometime in the (near) future. But it won't be as easy as to simply buy a software for us. *hehe*
If I may say something...
I love all Lucikes work. And hate one thing: p2p jumping. I eagerly wait for New Dimensions mod, whole idea is to prevent using jumpdrives as much as possible. Ie, you can, but not everywhere. And all Lucikes scripts use p2p. They jump into terran sectors or jump directly in center of any other sector, not caring if jumping is allowed or not.
Maybe Lucike could develop some universal switch (may be in config files, may be in menu) to stop this? I do want JD use, but not p2p. I would like to see CAGS/SS/CLS and all the others respect X3 rules regarding jumping.
personally I find jumdrive a game-breaking mechanism. It destroyed completely feeling of vast universe. And there will be jump beacons now. Great, I know many ppl will love it. Just make it optional.
Just remember people play X3 in different ways, and for some less is more.
I love all Lucikes work. And hate one thing: p2p jumping. I eagerly wait for New Dimensions mod, whole idea is to prevent using jumpdrives as much as possible. Ie, you can, but not everywhere. And all Lucikes scripts use p2p. They jump into terran sectors or jump directly in center of any other sector, not caring if jumping is allowed or not.
Maybe Lucike could develop some universal switch (may be in config files, may be in menu) to stop this? I do want JD use, but not p2p. I would like to see CAGS/SS/CLS and all the others respect X3 rules regarding jumping.
personally I find jumdrive a game-breaking mechanism. It destroyed completely feeling of vast universe. And there will be jump beacons now. Great, I know many ppl will love it. Just make it optional.
Just remember people play X3 in different ways, and for some less is more.
djrygar:
The CAG of the bonus pack won't be able to jump to terran sectors or into the sector middle, and both CAG will use the same code as far as I know. As jumping should be a main componet, that same routine (library I guess) may be used for the other scripts too.
If Lucike will add a switch for us modified-gamers to get "signed"-behavior in that case, I don't know. Once I asked something similar like that, but I don't know his plans for that.
edit:
I have to add/clarify something: The ships running one of Lucikes scripts shouldn't be able to jump into sectors without jump gates but only trans orbital accelerators. Once it was possible for them, but Lucike did disallow that since his release of jump beacons.
The only exception for that is, if you use the "cheat" script, which should be delivered by the library in an additional directory and you have to move into your scripts-directory first.
But a jump into the sector middle of sectors with jump gates is still possible.
The CAG of the bonus pack won't be able to jump to terran sectors or into the sector middle, and both CAG will use the same code as far as I know. As jumping should be a main componet, that same routine (library I guess) may be used for the other scripts too.
If Lucike will add a switch for us modified-gamers to get "signed"-behavior in that case, I don't know. Once I asked something similar like that, but I don't know his plans for that.
edit:
I have to add/clarify something: The ships running one of Lucikes scripts shouldn't be able to jump into sectors without jump gates but only trans orbital accelerators. Once it was possible for them, but Lucike did disallow that since his release of jump beacons.
The only exception for that is, if you use the "cheat" script, which should be delivered by the library in an additional directory and you have to move into your scripts-directory first.
But a jump into the sector middle of sectors with jump gates is still possible.
Last edited by Saetan on Sun, 14. Mar 10, 09:56, edited 1 time in total.
Ah, I thought that he will make separate version for superbox, p2p would not get ES approval, but it's great to have confirmation. Then probably New Dimensions guys will use superbox version. As for Security Services, I'll just stay with current version so jump beacons will not bother me (unless he adds another tempting feature )
Everyone's happy ;D
Everyone's happy ;D
But 'danger beacons' bring me another idea
There is a script on the forums called "Universe Explorers" by 7aten11ns
It's very 'lucike-like", as it employs 'trainable pilot' concept. Does not use Pilot Union unfortunatelly, but its great nevertheless. You hire an explorer that travels trough 'verse, maps sectors, drops satellites and maintains them, if they are destroyed. When he encounters enemies, he drops 'danger beacon'
I think it would be great if Lucike's pilots would see those beacons and react properly (traders/prospectors keep away from sector, security patrol visits more often etc)
There is a script on the forums called "Universe Explorers" by 7aten11ns
It's very 'lucike-like", as it employs 'trainable pilot' concept. Does not use Pilot Union unfortunatelly, but its great nevertheless. You hire an explorer that travels trough 'verse, maps sectors, drops satellites and maintains them, if they are destroyed. When he encounters enemies, he drops 'danger beacon'
I think it would be great if Lucike's pilots would see those beacons and react properly (traders/prospectors keep away from sector, security patrol visits more often etc)
Re: [SCR] Security and Rescue Service [7th May 2010 X³:TC 3.1.01]
Security and Rescue Service
(Version 3.1.01 - 7th May 2010)
[ external image ]
[ external image ] [ external image ]
-> Security and Rescue Service (Version 3.1.01)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.12, 7th May 2010)
Required: X³: Terran Conflict Version 2.5 or newer (not compatible with X³: Reunion) !!
7th May 2010 (Version 3.1.01)
(Version 3.1.01 - 7th May 2010)
[ external image ]
[ external image ] [ external image ]
-> Security and Rescue Service (Version 3.1.01)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.12, 7th May 2010)
Required: X³: Terran Conflict Version 2.5 or newer (not compatible with X³: Reunion) !!
7th May 2010 (Version 3.1.01)
- Frigates with CODEA Weapon System and "safe operations"-option enabled will attack ships of the huge-ship-class only, if they've got a hangar for at least 10 fighters.
- Ships of the type Aran can now be used for the SRS too.
- Adjustments to the CODEA Weapon Base.
- The shortcut for navigators will be set in the automatic naming function.
- The Rescue Service will transfer salvaged pilots automatically to an ready TP in its Supply Base.
- Global administration menu added.
- Several small improvements.
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No, just start the SRD command on a ship which should be the wing leader. Its pilot has to have a rank of at least lieutenant. Then let the other SRS capable (needed equipment installed, pilot on board) ships follow your leader. The leader will check regularly if there are SRS capable ships following him and if so, they will be added to the "wing" automatically.
No regular egosoft-wing settings are needed.
No regular egosoft-wing settings are needed.
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There are a several "Following" commands available... Navigation-Follow, Combat-Protect, Combat-Attack target of, Combat-Attack nearest enemy...Saetan wrote:...let the other SRS capable (needed equipment installed, pilot on board) ships follow your leader. The leader will check regularly if there are SRS capable ships following him and if so, they will be added to the "wing" automatically.
Which one is to be used here?
I've noticed that all my SRS ships set their "Missle fire probability" to 0% once they engage an enemy... It's kinda frustrating.... Also makes my M8's kinda useless when running SRS
Any way to fix this? Or am I doing something wrong?
Also, small bug - when the pilots are reporting in the log they open up with "Guten Tag".. Guess a translation was missed.
Any way to fix this? Or am I doing something wrong?
Also, small bug - when the pilots are reporting in the log they open up with "Guten Tag".. Guess a translation was missed.
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That's no bug, that's normal. That behaviour indicates, that Lucike's scripts care about missile usage... they are independent from the named setting. Lucikes scripts (SRS, CODEA) love to use missiles, so don't be afraid that no missiles would get used.Aoshi_ wrote:I've noticed that all my SRS ships set their "Missle fire probability" to 0% once they engage an enemy...