[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06

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Myros
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[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06

Post by Myros » Sun, 25. Dec 05, 07:29

Hi all,

1.4 is now available at the page below. This version adds system techs to TerraCorp HQ that automaticly diagnose and repair any software problems they find with pilots' ships. This includes new Argon Disoverers which normaly wont allow pilots to be hired, just park them at the HQ for around 10 minutes and the techs there will fix the problem. This version also automaticly knows if the new Task Force addon is installed.

1.43 - accidently left in some debug text, removed, couple other minor tweeks.

Its now a little easier to get to the rank of Captain (for use with the Task Force Addon)


Download on the page below:
http://www.neuralstudios.com/work/cpilots/

(TASK FORCE COMMAND http://www.neuralstudios.com/work/cpilo ... force.html addon 1.03)

X3 Script
Special thanks to the authors of the Patrol script and the universal trader scripts, I used these as the starting points for my work.

This script adds combat pilots for your fighting craft. They gain exp both slowly over time and through doing 'combat tours of duty'. As their rank increases they gain small bonuses to ship handling and speed. They also have a chance of being 'born' with a unique personality trait that adds to their abilities in small but interesting ways.

Basic script tech info:
COMMAND_TYPE_SPECIAL_48 (548 = Hire new combat pilot)
COMMAND_TYPE_SPECIAL_49 (549 = Move combat pilot to new ship)
COMMAND_TYPE_COMBAT_40 (340 = Start new tour of duty )
COMMAND_TYPE_SHIP_45 (1245 = Detailed stats report on pilot)

XML text files used:
448069.xml - basic text and setup info
448070.xml - custom names for pilots

Script FICTION backstory:

You were approached by a high ranking researcher from TerraCorp who took you aside and explained to you that they have been working on a secret project to increase pilot efficiency. They recently arrived at the stage where testing would begin on live subjects and While searching for likely candidates they were contacted by an underground group calling themselves "The Earth Fetish Union", who volunteered their whole organization for the project. While being a little odd they were without a doubt perfect candidates for the process ... dedicated, brave and a little crazy. The process is permanent, once a pilot has been 'integrated' into a space vessel they are no longer fully human, their nervous system is hard wired directly into all the ships systems leading to increased response times and performance of the ship. The end result is modular so it can be moved from one ship to a new one but these pilots can no longer walk, run, sleep or any of the behaviors we normally associate with our lives. They are the ship and the ship is them.

The researcher explains that the early tests were rather horrific, but they are now ready to enter phase 2 ... real combat testing. He let you know that if you wish to try these new pilots out you should bring an unoccupied M5 class fighter to Terracorp HQ in Home of Light. Due to the nature of underfunded research programs the process of integrating a new pilot into your ship will cost you 100,000 credits, the integration results in speed, rudder and cargo space all being increased to their normal maximum for the ship used so you can save some money by just bringing a basic model in. One result of the integration seems to be that they become obsessed with the number 3, perhaps because of the new '3 state' quantum CPUs we hard wired into their cortex. They work best in groups of 3, each supporting the other.
There is a lot more details on the webpage up top, so check it out if your interested in a script like this.

Cheers,
Myros

[UPDATE - 1.02 a small fix to command display names when moving combat pilots to new ships, increased chance of bonus traits 'firing' a little]
[UPDATE - 1.01 is just a minor fix to make my script compatible with the Salvage Network Mod which changes default galaxy station names ...shame on him ;)]
Last edited by Myros on Mon, 9. Jan 06, 09:06, edited 17 times in total.

RaGodofTehSun
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Post by RaGodofTehSun » Sun, 25. Dec 05, 07:53

very nice i am gona have alot of fun with this :D

Myros
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Post by Myros » Mon, 26. Dec 05, 19:40

Top post updated with webpage and beta info download.

M

Domage
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Post by Domage » Mon, 26. Dec 05, 21:35

Throw one of theses guys in a capital Boron ship and I'd swear you had been watching Farscape lately...

Myros
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Post by Myros » Tue, 27. Dec 05, 04:45

(deleted)

Myros
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Post by Myros » Wed, 28. Dec 05, 16:09

Top post updated with release 1.0 info. Cheers.
Myros

Myros
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Post by Myros » Thu, 29. Dec 05, 14:26

Script updated to 1.02
Tweeked a few things and fixed a command number used by another script (and submitted mine so hopefully no others get pinched from me ;))

Top post has link.

The pilots report button will vanish when you first run this version as an update (from 1.01) it will appear again within 15 minutes or so as each pilot runs his daily software checks.

Myros

Also here's a quick overview of a few optional 'plugins' I have mapped out for my combat pilots.

1. Trader escort duty - for rank commander in M3s. At rank Commander a new duty option appears (in addition to standard combat tours) 'Trader Escort Duty' ... basicly squads assigned to this duty will actively monitor coms chanels and look for trouble spots where traders are active and jump in there to escort for short periods of time. Refuel then start monitoring again.

2. Autonomos mode - commanders and up. Put pilots not on active duty into this mode and they will form up squads and initiate combat patrols into nearby sectors on their own.

3. Task force commands - vice admiral /admiral ranks. Ships can be assigned into task forces under your favored fleet officers and your Admiral can be assigned a 'sphere of influence' (ie 6 sectors or so) The ranking officer will then scout, patrol and engage as needed within his sphere.

I already have some of the basic code done on these but it will be some weeks before they are ready ...and I want to get the main script totaly polished up first ;p
Last edited by Myros on Thu, 29. Dec 05, 15:04, edited 1 time in total.

Mailo
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Post by Mailo » Thu, 29. Dec 05, 15:01

Great idea :o

I have not tried it yet (just did a reinstall and restart with the lessroids mod), but when I have multiple ships, I will be sure to install this.

Something I have not seen reading your webpage ... do the pilots actually increase in skill while leveling up?

Myros
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Post by Myros » Thu, 29. Dec 05, 15:06

Sure do yes.
Each rank increases there ship handling abilities a little, and certain options will only open up with later ranks (ie mid combat emergency repairs).

Myros

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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 29. Dec 05, 15:41

It would be nice if there were a station with this tech in the galactic east,

I feel kind of too tied to the Terracorp station already. :(

Also, maybe an option somewhere/somehow to generate reports on every pilot in a sector.

Great script though 8)

Myros
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Post by Myros » Thu, 29. Dec 05, 16:10

The only thing that stopped me from adding more report options was using to many command slots, there is only a limitted amount of them and I think for a single script mine uses enough.

For my optional plugin dealing with task forces though Im sure a 'task force report' will be part of it, which will give a basic report of all pilots asigned to a task force.

re: another station ..hmm not sure about that one. The general idea for these pilots is they are a spin-off from a research project going on at TerraCorpHQ. And it just so happens that the area around there is fiarly safe for training them up anyway ;) M5s dont tend to last long in combat so figured best to keep them in 'safe' space at first. Of course I deliberately left all the regular patrol functions alone so you can have normal ships out doing there stuff elsewhere in the galaxy while your combat pilots are getting some exp at home. Then as their rank increases you can send them out to replace or suppliment existing forces. I didnt really intend these guys to totaly replace all your ships but to be more of an 'elite force' working within your regular fleets. At least that was my thoughts on it :) But of course if somebody wanted to spend the time and energy to equip and train whole fleets of these guys ..well more power to em hehe.

M

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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 29. Dec 05, 22:20

Well, one consideration is that some people may want to be hostile to Argon but still use these kind of pilots. That's not my current game, but if I ever restarted I'd probably want to do that.

You could spawn a Terracorp Research Station somewhere in pirate space, maybe.

Or a pirate one. This kind of technology seems like the kind of thing Pirates would like, although maybe their pilots wouldn't be volunteers. ;)

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Leafcutter
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Post by Leafcutter » Fri, 30. Dec 05, 00:17

Nice.

LC.
Always expect the unexpected, and you will never be surprised.

Myros
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Post by Myros » Fri, 30. Dec 05, 04:38

Sandalpocalypse wrote:Well, one consideration is that some people may want to be hostile to Argon but still use these kind of pilots. That's not my current game, but if I ever restarted I'd probably want to do that.

You could spawn a Terracorp Research Station somewhere in pirate space, maybe.
Well seeing as both TerraCorp and these pilots are Argon (Argonian?) if you go to war against Argon they would hardly support you ;)

If someone really wanted to add this option then theres nothing stopping them doing so themselves but it wont be part of the "official" version of my script sorry.

Myros

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NZ-Wanderer
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Post by NZ-Wanderer » Fri, 30. Dec 05, 04:56

ohh I definetly going to have to try this one out, thank you very very much for creating this :) :)

I got a full load of M4 and M5 sitting in my TL hoping they will come out to play if my TL gets attacked..

You mention tour of duty, does this include getting told to protect ships as well, or just fly around a sector you choose? - as it would be quite good to have trained pilots flanking my TL as it goes about its business :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 30. Dec 05, 05:49

!
The Combat Report additional command conflicts with one of the RS-QFLS commands.

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Red Spot
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Post by Red Spot » Fri, 30. Dec 05, 06:09

Sandalpocalypse wrote:!
The Combat Report additional command conflicts with one of the RS-QFLS commands.

?? .. I just checked Myros text-files and well the readme isnt correct the command dont seem to be same as the ones I used ..

so beats me whats going on in your game .. or I've missed something ..


G

Myros
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Post by Myros » Fri, 30. Dec 05, 06:48

Hmm nope just checked his and mine and neither of these scripts share the same commands. I use 1245 and he uses 125x, shouldnt be a problem.

There was a conflict with an earlier version of my script reports and another script but there all good now .. at least according to the official listings.

You may have to update to the latest version to make sure your up-to-date.

Latest is 1.1 - finished up the advanced trait features/feedback. That makes this script 'complete' barring any unforseen bugs or balance issues that get reported.

I'll now be working on the combat pilot plugins after the new years break.

Myros

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NZ-Wanderer
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Post by NZ-Wanderer » Fri, 30. Dec 05, 22:22

Started using the script last night, great work :)

I have 3 groups of 3 in Argon Prime (was home of light till I lost 6 leaders ships in about 15 mins to pirates)
I have 3 groups of 3 in CBSW
And am currently escorting 4 groups of 3 over to Interworlds to begin their training over there...

Only thing I have noticed so far (and this is how I lost the ships in home of light) is that the leaders always seems to get way in front of the others, IE: they never stay in groups)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

Myros
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Post by Myros » Sat, 31. Dec 05, 01:02

Aye with game version 1.3 the galaxy got mean pretty fast. Home of Light while seeming to be a good spot to train actualy gets hit hard by M4-M3 pirate ships, so getting your brand new pilots in their fragile M5s out of there is a pretty good idea.

Also with fast M5s the leaders do tend to get out ahead, this is more of a problem with the games built in escort (attack same target as) routines which seem to have some delay built in which makes the wingmen lag behind a little ..maybe to help with collisions.

I will look at increasing the delays between patrol points though to give them more of a chance to catch up frequently. The problem goes away once you get your pilots out of M5s because the ships are slower and the highest ranked lead ship is usualy the biggest ship meaning the wingmen will have the edge on speed and be able to catch up more easily.

Thanks for the feedback :)
Myros

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