[LIST] Streamlining X3 with ease of use modifications

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Apr 12, 08:43

Teleth wrote:Why is it a forbidden topic?
Beats me *shrug*. It just is. Discuss what is wrong with it and they will lock the thread.

Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Post by Teleth » Mon, 9. Apr 12, 09:17

Hmm, in commemoration of fixing mods, I propose I don't play the game and continue to add more!

I've moved from editing RandomSectorManagement to the unfocussed jumpdrive sector. Would like to restore Kha'ak encounters here among other things.

The MD script looks particularly vexing.. I honestly have no idea how Egosoft worked with this stuff, it's worse than assembly.
Maybe I should start by trying to modify the generics.. provided I can find where they are stored of course.

DrBullwinkle, are there any other good mods that come to mind that you would like to get working?

LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara » Mon, 9. Apr 12, 09:28

Hey guys,

Just a couple of suggestions.

Complex Cleaner/ Modular Complexes by Gazz. I am getting some kind of a compatibility issue with AP2.0 + XRM.

and concerning some salvage and fun as you requested Teleth:

Debris Repair and Utilization:
http://forum.egosoft.com/viewtopic.php?t=232573
There is some kind of model issue which prevents it from working in AP2.0+XRM as far as I understand.
Would like to restore Kha'ak encounters here among other things
Awesome!

Cheers,
Martin

Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Post by Teleth » Mon, 9. Apr 12, 09:41

LordGaara wrote:Hey guys,

Just a couple of suggestions.

Complex Cleaner/ Modular Complexes by Gazz. I am getting some kind of a compatibility issue with AP2.0 + XRM.
Are you sure its either AP/XRM?
It says in the XRM post that: This mod is 100% compatible with Complex Cleaner.
What exactly is wrong?
I don't use CC because I have FDNL, and intend to spread my factories over 3 sectors.
LordGaara wrote: Debris Repair and Utilization:
http://forum.egosoft.com/viewtopic.php?t=232573
There is some kind of model issue which prevents it from working in AP2.0+XRM as far as I understand.
I did have a look at this earlier, but it seemed a bit incomplete, I'm also not really far along enough in my game for it. Model issues are completely outside of my expertise also. Do you have a link to the post that identifies the problem? or know a bit more about it?

It's safe to say I still know next to nothing about X3 modding but I'm getting there..

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Apr 12, 09:50

Teleth wrote:I propose I don't play the game and continue to add more!
Yes, that sounds logical. :S
The MD script looks particularly vexing.. I honestly have no idea how Egosoft worked with this stuff, it's worse than assembly.
I suppose it helps if you are fluent in German and guys like Xenon_Slayer and Ketraar are just down the hall.

I find it quite foreign, myself. Some of that is due to the fact that the docs do not adequately discuss how to write a script. The MCSI manual is awesome, but the MD manual leaves many questions unanswered.

Interestingly, some people that you would not think of as serious programmers seem able to handle the MD. Perhaps they have less to un-learn?

A special-purpose MD editor would help. XML was designed to be a data transfer language, for machine-to-machine communication. It was never intended to be written with a text editor. That just complicates the already-different-way-of-thinking that the MD requires.

Also, most of the MD scripts that I have seen have been lightly documented (or undocumented). That does not help the learning curve.
the generics.. provided I can find where they are stored
THAT is something that I can help with:

director\3.01 Generic Missions.xml
are there any other good mods that come to mind that you would like to get working?
As a matter of fact, yes. I have wanted to do major surgery on Logain Industries Light Support Drone Carrier (LSDC). I have hacked it enough to make it work, but it has an architectural flaw that I have yet to solve properly. It also has a lot of weird complications that I want to remove.

My Griffon (from the Final Fury plot) was just aching for the proper software to support its drone-carrier intended role. My hack does the job, but it would be easy to abuse.

So it needs work, but it should be do-able.

Another thing that I would like to see is a different cut at RRF/IR/MBRR. I like the part where there are more challenging reactions to the player's actions, but I hate the NPC-vs-NPC performance drain, and I hate the fact that those scripts do more to make race relations challenging than they do to make combat challenging. However, I have the feeling that that project might be quite a big one. And, for sure, I do not know enough about race relations to even attempt it.

LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara » Mon, 9. Apr 12, 09:52

Yes, I am sure about CC. I get some sector and XRM stations/shipyards names as <invalid>. The above stations are invisible and untargetable in the nav menu, but I can trade with them using the Trading System Extension. :roll:

Regarding the Debris repair, here is what TECSG wrote:
As for Debris, there is (unfortunately) no correlation between the ID of the debris and the (original) ship/station it is supposed to represent. I did see there was a 'repair debris' script, but this just used hard-coded values which were (unfortunately) incorrect a lot of the time. There is also the issue that some of the models used for the debris (the Titan Mk. 1 from X3R for example) are no longer available in TC/AP.

I should also mention, there is unfortunately no way to scan for ship/station debris, all of the 'get ship/station/object' commands ignore debris
That's all I know on the matter.

Cheers,
Martin

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Apr 12, 09:57

LordGaara wrote:about CC. I get some sector and XRM stations/shipyards names as <invalid>.
Sounds like an installation issue to me. If XRM has the Complex Cleaner model in TShips, then you would want to install only the script from CC. But I don't use XRM, so I cannot test it to be sure.

Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Post by Teleth » Mon, 9. Apr 12, 10:26

LordGaara wrote:Yes, I am sure about CC. I get some sector and XRM stations/shipyards names as <invalid>. The above stations are invisible and untargetable in the nav menu, but I can trade with them using the Trading System Extension. :roll:
Does sound like an installation issue.. particularly if it is just XRM stations and sectors invalid. Complex cleaner is probably really uhh.. complex so I don't think I can be of assistance with it. If I can find the time maybe I will give it an install and see what goes wrong.
LordGaara wrote:
As for Debris, there is (unfortunately) no correlation between the ID of the debris and the (original) ship/station it is supposed to represent. I did see there was a 'repair debris' script, but this just used hard-coded values which were (unfortunately) incorrect a lot of the time. There is also the issue that some of the models used for the debris (the Titan Mk. 1 from X3R for example) are no longer available in TC/AP.

I should also mention, there is unfortunately no way to scan for ship/station debris, all of the 'get ship/station/object' commands ignore debris
That's all I know on the matter.
Sounds like it needs quite a bit of digging to fix, and that the original mod has its fair share of problems. The mod sounds reasonably interesting so I may take a look, it is probably not a small task to fix it however..
DrBullwinkle wrote:As a matter of fact, yes. I have wanted to do major surgery on Logain Industries Light Support Drone Carrier (LSDC). I have hacked it enough to make it work, but it has an architectural flaw that I have yet to solve properly. It also has a lot of weird complications that I want to remove.
I did take a quick look at this but for some reason didn't give it a shot, I 've chosen Automated Carrier Software for my carriers. I would love to use real drones, but they just not supported well in X3. I have no idea why they are so hardcoded.
LSDC does look quite interesting, and rather sophisticated. It's probably a nightmare to work on.
Could you explain some of the problems with it?

I need to make an actual choice as to what I am going to work on hah.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Apr 12, 11:02

ACS is probably fine. That is in my "maybe later" folder, but I have not gotten around to it yet.

LSDC does have some basics that are pretty good.
Teleth wrote:[LSDC is] probably a nightmare to work on.
Could you explain some of the problems with it?
Yes, it is a nightmare. Mainly because it is undocumented. :P

But also because LA is not an experienced programmer. He was a prolific scripter for a couple of years, but he made a lot of noobie mistakes that a real programmer would have avoided. "Project Death by Feature Creep" among them. :)

Things to be fixed:

- On-board drone production is a good idea but far too complicated to be of much value. Needs to be streamlined. And, by "streamlined", I mean re-written.

- Rules of Engagement (RoE): Good idea, probably. Again, implemented with too much complexity. Needs streamlining. And, by "streamlining", I mean... ;)

- Drones will continue to engage until they die from time-out. Needs to be fixed; probably by the task that runs on the drone.

- The biggest issue is that, if one drone dies, then it will launch every drone it has on board, and will keep them launched until they all die from time-out. That, in turn, leaves our scrappy little frigate essentially unprotected. Rapid Griffon death is the usual result.

The problem is caused by some "doubling logic" which launches two drones for every one that is killed. It is almost a good idea, because it compensates for any misjudgment in the RoE. However, once it begins launching doubled drones, it never stops. Also, the implementation does not differentiate between combat death and time-out death.

It needs a rule limiting the maximum number of drones in the "sky" at any time. This turns out to be a more complicated problem than it might seem, at first glance.

As far as I can tell, the entire logic for this needs to be rewritten.

The code does some things nicely, but it is not so easy to follow, due to poor naming conventions, spaghetti code, and lack of documentation.

If you are interested, I can pull together my hacks and upload them. But if you prefer ACS, then I will be interested in hearing how that works out, as well. Personally, I see the two scripts as fitting different roles. ACS is carrier management, which could be good for the player ship or in-sector operations (as well as OOS). LSDC is a drone carrier, which is ideally suited to OOS patrols. (And my hacked version really is awesome at that.)

Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Post by Teleth » Mon, 9. Apr 12, 11:25

Okay well I took a look at the debris mod and it seemed functional at a basic level.. only problem was I couldn't find any debris in X3AP/XRM! It's either seriously rare or I need to switch to high view distance...

Gonna take a look at the griffon + LSDC and see how it goes for me.

edit: so far it's really good at destroying the framerate in-sector haha.
Last edited by Teleth on Mon, 9. Apr 12, 11:52, edited 1 time in total.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Apr 12, 11:52

Here are my thoughts on how it should work. YMMV, of course.

- Drones in the "air" should be limited to approximately 30. Much more than that, and the drone carrier can level a sector.

- I could not figure out a very-fast way to count the number of drones in the air, especially since there may be more than one drone carrier in a sector. So, instead, I limit the number of drones ON BOARD to 30. This is a workaround for the real goal of 30 in the air.

- Drones should be produced on-board. One of the goals of any carrier software is to reduce the complication of managing fighters. If you add in a bunch of crazy resource requirements, then you ruin a script that *should* make life easier. Therefore, create the drones out of money. No resources required -- just use something like Star Trek's replicator to produce them.

- On-board production should be fast enough to re-stock the carrier between engagements, but not so fast as to completely re-stock *during* an engagement. Maybe.

- Alternative: Re-stock instantly, with the goal in mind that this is an OOS patrol craft, and OOS patrols are not very fair in X3. So level the playing field by making a nearly-invincible drone carrier. If you use this concept, I recommend 1) make it switchable by the user. 2) Consider different rules for IS vs OOS function.

- Of course, replicated drones should be expensive. I see nothing wrong with on-board drones costing a million credits. That is still cheaper than a fighter.

- Rules of Engagement (RoE) should be greatly simplified. The rules should only specify what to attack. The number of deployed drones should always be the max (30ish).

- Drones should RTB after 7 minutes or so, for refueling. They can launch again after that.

- All launches should be "combat" launches. Drones should be teleported to just outside the carrier, and fly to the target from there.

Now that I write that out, my hacks actually do most of that. They do not have the pricing right, and they could handle the maximum number of drones better. But, mostly, it works as above. I can package it up for you, but probably tomorrow. It is late here.

Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Post by Teleth » Mon, 9. Apr 12, 12:08

DrBullwinkle wrote:Here are my thoughts on how it should work. YMMV, of course.

- Drones in the "air" should be limited to approximately 30. Much more than that, and the drone carrier can level a sector.

- I could not figure out a very-fast way to count the number of drones in the air, especially since there may be more than one drone carrier in a sector. So, instead, I limit the number of drones ON BOARD to 30. This is a workaround for the real goal of 30 in the air.

- Drones should be produced on-board. One of the goals of any carrier software is to reduce the complication of managing fighters. If you add in a bunch of crazy resource requirements, then you ruin a script that *should* make life easier. Therefore, create the drones out of money. No resources required -- just use something like Star Trek's replicator to produce them.

- On-board production should be fast enough to re-stock the carrier between engagements, but not so fast as to completely re-stock *during* an engagement. Maybe.

- Alternative: Re-stock instantly, with the goal in mind that this is an OOS patrol craft, and OOS patrols are not very fair in X3. So level the playing field by making a nearly-invincible drone carrier. If you use this concept, I recommend 1) make it switchable by the user. 2) Consider different rules for IS vs OOS function.

- Of course, replicated drones should be expensive. I see nothing wrong with on-board drones costing a million credits. That is still cheaper than a fighter.

- Rules of Engagement (RoE) should be greatly simplified. The rules should only specify what to attack. The number of deployed drones should always be the max (30ish).

- Drones should RTB after 7 minutes or so, for refueling. They can launch again after that.

- All launches should be "combat" launches. Drones should be teleported to just outside the carrier, and fly to the target from there.

Now that I write that out, my hacks actually do most of that. They do not have the pricing right, and they could handle the maximum number of drones better. But, mostly, it works as above. I can package it up for you, but probably tomorrow. It is late here.
I agree with most of what you have said; honestly more than 30 drones is taxing on the system anyway, OOS or not. Logistics of getting resources is quite a nightmare so yes, I do agree about just using money to simplify things, or maybe have the drone carrier manage itself.

Have you thought about maybe hooking it up to MARS goblins while making a drone carrier production system yourself? I'm not positive how mars goblins performs OOS but I'm pretty sure it is efficient for killing!

edit:
DrBullwinkle wrote: - I could not figure out a very-fast way to count the number of drones in the air, especially since there may be more than one drone carrier in a sector. So, instead, I limit the number of drones ON BOARD to 30. This is a workaround for the real goal of 30 in the air.
You could try MARS style renaming them, or holding an array of launched drone IDs, it shouldn't be too difficult to maintain as you know which are launched from the craft.

LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara » Mon, 9. Apr 12, 12:16

Teleth wrote:Okay well I took a look at the debris mod and it seemed functional at a basic level.. only problem was I couldn't find any debris in X3AP/XRM! It's either seriously rare or I need to switch to high view distance...
President's End has 15 and Avarice has 10-ish (or more). Some of the new XRM sectors as well afaik.

Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Post by Teleth » Mon, 9. Apr 12, 12:29

President's End is completely devoid of wrecks for me, plenty in avarice however. Will check it out shortly.
Edit: Hmm station repairing and utilization seems to work fine.

Having a hard time finding what is broken really haha.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Apr 12, 18:23

Teleth wrote:maybe have the drone carrier manage itself.
Lots of extra code with no benefit, IMHO. Even Lucike fakes it, which I take as an indication that it is not worth attempting. :)
Have you thought about maybe hooking it up to MARS goblins
I have tinkered with goblins a bit. I gave enemy ships Mk2 goblins that are tweaked to fly as fast a Mk1 drones. Two things became clear:

- Goblins are harassers; not killers. They try to entice enemies to come within range of MARS guns (which do the killing).

- MARS is huge, and uses a quirky style (for performance reasons). It is well-organized and parts are well-documented, but it is still hard to read. (It would probably become easier to read with practice.)
You could try MARS style renaming them, or holding an array of launched drone IDs
Renaming might work, but my experiments with creating the array of ships in-sector resulted in a huge performance hit. I have since learned more about find flags, so maybe that could be improved.

If memory serves, I think that MARS never launches more than 9 drones.

The array was the best idea that I had, although I am concerned about knowing, for certain, when they die. The current code depends on SIGNAL_KILLED, but I am not certain that it is all that reliable.

Unlike you, once I got the hack to be good enough to play, I stopped coding and played the game. :)

My hacked LSDC v2.02
Last edited by DrBullwinkle on Tue, 15. May 12, 16:21, edited 1 time in total.

User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 » Mon, 9. Apr 12, 18:45

but I am not certain that it is all that reliable.
SIGNAL_KILLED & SIGNAL_CAPUTRED are the two singals that are 100% reliable, if they were not, both the XTL mod and Litcubes Phanon Corp would stop functioning within just a few game hours.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Apr 12, 18:47

Jack08 wrote:SIGNAL_KILLED & SIGNAL_CAPUTRED are the two signals that are 100% reliable
Cool. Thanks, Jack!

Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Post by Teleth » Tue, 10. Apr 12, 05:43

DrBullwinkle wrote:
Teleth wrote:maybe have the drone carrier manage itself.
Lots of extra code with no benefit, IMHO. Even Lucike fakes it, which I take as an indication that it is not worth attempting. :)
Have you thought about maybe hooking it up to MARS goblins
I have tinkered with goblins a bit. I gave enemy ships Mk2 goblins that are tweaked to fly as fast a Mk1 drones. Two things became clear:

- Goblins are harassers; not killers. They try to entice enemies to come within range of MARS guns (which do the killing).
I don't think it would be TOO much of a stretch to have MARS make an exception for drone carriers granting them higher drone range and extra goblins. The max count for goblins seems to change per ship class as it is (12 in an M1).
The harassment you speak of is likely MARS trying to prevent drone losses by retreating drones that are under fire. I imagine it would not be hard to change.
DrBullwinkle wrote:
You could try MARS style renaming them, or holding an array of launched drone IDs
Renaming might work, but my experiments with creating the array of ships in-sector resulted in a huge performance hit. I have since learned more about find flags, so maybe that could be improved.
Don't search; this is a highly intensive activity.
You need but record the ship ID when you create a drone upon launch and add it to an array. Maintaining the ID array should be low cost.
If re-sizing the array is for some reason intensive, create an empty 30 in the array at initialization.

Plugin.LSDC.Drone.Engage:

Code: Select all

$drone = create ship
You should be able to append this to an array that is local to the ship. This will allow you to keep track of specific drone orders, drones that no longer exist etc.
DrBullwinkle wrote: Unlike you, once I got the hack to be good enough to play, I stopped coding and played the game. :)

My hacked LSDC v2.02
Well I'm still playing the game, and fully intend to throw a hundred or more hours away, I just want to get it a few more things right before continuing.. and also make a few small mods of my own along the way.
I will give your modified version of LSDC a good look over, thanks!

Some of my findings with the various carrier set-ups.

Automated Carrier Software: The concept is pretty good, and the system does work.. unfortunately in order to prevent the player from selling the drone ships, the drones are actually neutral to the player.
While this works, I have the feeling important things like the bounty system in XRM do not work with it. Construction was a bit buggy but it did mass produce real equipped fighters with a minimum of fuss.
Sadly I was not able to accurately gauge it as an OOS system due to the (believed) interference from Anarkis Defense System. (which I have for Pirates Guild.. and now use myself.)

One interesting feature in ACS is that it can actually pull the resources for construction off any transport ship within 5KM. This greatly simplifies logistics while remaining 'realistic'. No more having to personally dock with the carrier in question. I would still be in favor of cutting down resource types even still.

It was also not friendly with other carrier systems due to drone faction settings. Anarkis Defense System was not able to use the drones until I edited the script to produce friendly ships and even then they were fighting for drone control I suspect.

Which leads me to ADS. ADS itself is pretty damn good. It was able to painlessly manage multiple carriers, all of which are MARS compatible. ADS still has a few oddities, like every carrier software it seems, though these mainly stem from me constantly changing their orders more than anything. It has a pretty good interface for management.
With that said I'm tempted to edit ADS or MARS to support drone fabrication and have MARS manage the drones.

One of the reasons I'm not terribly fond of the traditional drones in X3 is having to use high numbers as performance suffers heavily with high numbers.
Are drone stats editable or anything? I notice Fighter drones are equipped with a weapon, and that they are responsive to super-tuning via the cheat package. Do you think there is any merit in increasing the volume of fighter drones (carry less) and making them twice or more powerful to cut down on drone numbers?

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Tue, 10. Apr 12, 06:34

Teleth wrote:The harassment you speak of is likely MARS trying to prevent drone losses by retreating drones that are under fire.
Nope. Goblins are designed for harassment. That's what they do. It is explained in the manual or the MARS OP. They don't really fight. They sneak up behind an enemy, and take a shot. If the enemy targets the goblin, he runs back to his ship... and the MARS-controlled turrets.

You could re-write the script, but it would be a major rewrite. There would be no point in using MARS, other than for some ideas.

Goblins *do* evade much better than vanilla ships. They excel at that. :)

But goblins do not really fight.
You need but record the ship ID when you create a drone
Yes! That's the ticket!
Automated Carrier Software
As you said, make the fighters player-owned. So what if the player cheats? The player can use the Cheat Package anytime he wants... there is no point in trying to make a script cheat-proof. :)

ACS, ADS, and CODEA are all similar carrier-management scripts. It is not surprising that they would compete with each other.

Please do not refer to ACS fighters as "drones". That was a poor choice of words on LV's part, which he (mostly) retracted. It's confusing. :)
With that said I'm tempted to edit ADS or MARS to support drone fabrication and have MARS manage the drones.
See? You even confused yourself. :) MARS does not manage fighters at all.
One of the reasons I'm not terribly fond of the traditional drones in X3 is having to use high numbers as performance suffers heavily with high numbers.
Agreed about large numbers hurting performance. But 30 will kill any single ship, and most squadrons. If your game cannot handle 30 ships in a furball, then you will have trouble with many combat situations.

A larger concern about drones is that they are too cheap and too powerful. For example, consider your use case of OOS freighters under attack. You get the signal_attacked warning. Then, instead of *going* to their aid, just call up the attacked frieghter in the Property screen. It will be the one blinking red. Tell it to eject 30 drones. Then relax, sip a beverage, and watch as your wussy freighter destroys an attacking Q squadron with all of its escorts. As a bonus: Thirty drones cost less than a single, fully-equipped, M4.
Are drone stats editable or anything?
Sure. They are just ships (Mk1 and Mk2 are Argon). The only caveat about editing them is that the standard Mk1, Mk2, and Keris drones are used by both enemies and friendlies.

You could, of course, *add* your own drone types. Or you can equip them or tune them in your script.
Do you think there is any merit in increasing the volume of fighter drones (carry less) and making them twice or more powerful to cut down on drone numbers?
No. Yes. :)

I think there is merit in making *enemy* drones more powerful, but not in changing their volume. If you want powerful friendly drones then use Mk2's. Their twin PAC's have 8 times the killing power of Mk1's single IRE. Plus the Mk2's have shields, like cheap, little, M5's.

As for cargo space; no. The *only* way (that I can think of) to use drones on a special-purpose drone carrier is to hard-limit the number of drones allowed on the carrier. Treat the capacity as if it were hangar slots. You must do this with the drone-carrier-management script -- there are no built-in stats that suffice.

When you look at my hacked LSDC, you will see that I vigorously limit the drones on board, to the point where you could transfer more drones to the ship and the software would delete them. The way that I did it is cheesy, but it does have most of the desired effect. The biggest "problem" with the way that I did it is that it makes the Griffon nearly invulnerable as an OOS patrol ship. Some might think that over-powered. But, as I mentioned, one might also consider it "more fair". You will have to decide for yourself. :)

User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 » Tue, 10. Apr 12, 06:46

You need but record the ship ID when you create a drone
Yes! That's the ticket!
Errm... What? ... i must be missing something

Why are you storing the drones ID tag when you could just store the reference the drone object itself... ? after all to get the ID tag you already have the actual drone object.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”