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[Script] TerraCorps Fleet Package
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Dan





Joined: 06 Nov 2002
Posts: 56 on topic
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PostPosted: Fri, 14. Jul 06, 10:29    Post subject: Reply with quote Print

I'm not using FBC because I want to assign the pilots personal to the ships and also to resuply ...but I'm using a carrier like a home base for all my fighters involved in that project...it's ok?....of course I have 36 fighters in that carrier but really I change the pilot manually I don't want to do it automatically...hope it's k... Very Happy

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djssuk





Joined: 11 Dec 2003
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PostPosted: Fri, 14. Jul 06, 21:57    Post subject: Reply with quote Print

Just some thoughts...

I would like some interation with what is loaded to a ship regarding primary weapon choice, perhapps some kind of option for each class.

Also, I think gonig to M6 would be a reasonable stopping point as they are not cheap but not many can get to that skill anyway in a hurry.

Also, some kind of inteligent escape process. If they are above the first rank then they should jumpas soon as they feal they are close to death and get back to a station for repair and thensend a message stating repair complete.

I agree that progrss and promotion should be a lot slower and more basis on speed of promotion based on special attributes. Perhapps an attribute of 'Ambitous', or ' Natural Pilot' could help decide promotion speed.

I think there should be more ranks tooat th elower scales for a sense of hierarchy, so if it was British military it would be Private, Lance Corporal, Corporal, Seargeant, Leuitenant, captain, etc, etc.

Anyway, just some idea Smile

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kamikazepenguin





Joined: 01 Feb 2006
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PostPosted: Sat, 15. Jul 06, 01:09    Post subject: Reply with quote Print

I'd like an option to instruct the FBC which kind of ship/variant to buy for each class.

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Reece





Joined: 08 Nov 2004
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PostPosted: Sat, 15. Jul 06, 19:25    Post subject: Reply with quote Print

kamikazepenguin wrote:
I'd like an option to instruct the FBC which kind of ship/variant to buy for each class.


I agree with this!! I like the Terran ships for instance, and keep wanting to make a Terran fleet. That's difficult when the Fighter Base Commander likes all the other M5's more (i.e. Discoverer). Smile With other scripts that allow Shipyards to sell Terran/alien ships, it'd be nice to have that option.

Oh yeah, the other problem I've always had with FBC is that my M5s are always purchased without weapons or max shield layouts. I end up with patrols flying around without weapons...


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siath70





Joined: 11 Jan 2004
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PostPosted: Sun, 16. Jul 06, 03:56    Post subject: Reply with quote Print

FBC buys just the basic shell of a ship and then outfits them. The only thing it does on purchase it max ther rudder and such.

As far as selecting specific ship types I have thought of this and it's a possibility. I would rather work on the other things for time being and then worry about spiffing up the script.

As far as personally moving pilots I could put in an argument for that so that people could turn it off.

The M6 is still a possibility but for now I have other bigger fish to fry.

Thanks Siath70

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listerz_uk





Joined: 06 Nov 2002
Posts: 5 on topic
Location: UK
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PostPosted: Sun, 16. Jul 06, 16:51    Post subject: Reply with quote Print

Question... started using your script but i am no longer getting a combat report after each patrol... Is this normal?

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siath70





Joined: 11 Jan 2004
Posts: 316 on topic

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PostPosted: Sun, 16. Jul 06, 17:54    Post subject: Reply with quote Print

Yup, if your useing FBC or TF. Only if you are manually sending them on patrols will they report when their done etc etc...

Thanks Siath70

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russbo





Joined: 12 Nov 2005
Posts: 824 on topic
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PostPosted: Mon, 17. Jul 06, 19:54    Post subject: Reply with quote Print

Siath, any chance of adding features to this task force thing, that are similar to Anarkis Carrier Commands? The task force stuff is great, I have three of them now, but I have also found Anarkis Carrier Commands to be very useful when wanting to "command" a carrier by myself. I use them both, not sure how using Anarkis' commands on a Task force carrier might work; I would guess that the Task Force would override it.


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Actorius





Joined: 10 May 2004
Posts: 165 on topic

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PostPosted: Tue, 18. Jul 06, 02:17    Post subject: Reply with quote Print

I downloaded this, and set up an EQ dock for the commander... put in all sorts of wares (namely 25mj shields, BIREs, AHEPTS, 5MJ shields, and a few other things that i would use myself) gave the station the FBC command. chose the shipyard, the min price, and the base name.... the first fighter and tender appeared... this is where things started going wrong....

The tender (a mercury superfrighter????) had a jumpdrive and 1 x 25mj shield. NO speed boosts (33M/S!!!! gah!)

The fighter had a single 1mj shield... and NO weapons. tho when it got to the shipyard its speed went from normal unboosted to max... but it was then sent out on patrols with no weapons... and still only 1 shield... despite having 101 1mj shields to pick from....

I wanted the tender to be faster.... so i bought and equiped a mercury with a jumpdrive, max shielding, and max speed/rudder.... sent it to the EQ dock... stopped FBC command, sent the old tender to the shipyard and sold it.... restarted the FBC.....

nothing.... the fighters resumed their patrols (no their hardware wasnt updated) but the mercury never became a tender... and for that matter a new one wasnt bought.

I downloaded fleet package spk yesterday (17/07 for me) and installed it as is... was there something else i was meant to install? some options i missed out on? (which reminds me.. wasnt the patrol sector meant to be more than one sector if you wanted it? i could only ever have the single sector being patrolled at any one time)

This script is a really good idea... but i really cant use it as it is in my game.. it turned out to be a REALLY expensive waste of credits

EDIT the fighters in question where the m5's from the light of heart shipyard

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siath70





Joined: 11 Jan 2004
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PostPosted: Tue, 18. Jul 06, 03:15    Post subject: Reply with quote Print

Yes, I knew about the unupgraded freighters. I'm working on that I too dislike them being slow. As far as why it bought a super freighter I don't know why it did that, That I will look in too.

FBC only patrols one sector it's ment to be that way. I'm not sure if I want to change that (I might). My feelings on this would be that it would make TF's almost useless.

If you sold the old tender and bought a new upgraded one and made it homebase the eq dock it should have taken control of it sometimes it doesn't happen right away though. I'll look into this too.

As far as ships being sent on patrol without being equiped I could make it so it checks for weapons and shields before sending them out. The EQ dock needs to have all the wares you want it to use set to min price so the tender will buy from it first. That was one of the things on my todo list make FBC check player stations for the needed eq first before running off and buying it.

Please remember I'm still working out some of the kinks and the only way to find them is for you good people to test and give me feed back.

As far as being sent out on patrol with only one shield the tender hadn't had time to upgrade yet. Had you just sent the tender to a ship yard bought the upgrades you wanted for it and sent it back home it would have out fitted the fighter. I know this sounds wierd but you have to give the commander time to upgrade the ships.

Now I have to figure out why it's buying super freighters..... weird.

On a Side Note EXPECT an update in about a week I'm test a few things I did now I need to go back and fix this damn tender thing.

Siath70

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Actorius





Joined: 10 May 2004
Posts: 165 on topic

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PostPosted: Tue, 18. Jul 06, 03:34    Post subject: Reply with quote Print

siath70 wrote:
The EQ dock needs to have all the wares you want it to use set to min price so the tender will buy from it first.

As far as being sent out on patrol with only one shield the tender hadn't had time to upgrade yet. Had you just sent the tender to a ship yard bought the upgrades you wanted for it and sent it back home it would have out fitted the fighter. I know this sounds wierd but you have to give the commander time to upgrade the ships.

Now I have to figure out why it's buying super freighters..... weird.

On a Side Note EXPECT an update in about a week I'm test a few things I did now I need to go back and fix this damn tender thing.

Siath70


I actually didnt know/even considered the min price... heh. i had set the price rather high to convince my UTs and freetraders to keep my EQ supplied.... being so far away from the sector with my stations in it this was the quickest and best path to follow...

As for allowing time for the commander to buy and upgrade.. i did... even after 3 trips out and back he was still sending newly docked fighters out on patrol with only 1 shield and no weapons (and i know he came back with equipement that he needed)

Look forward to the update

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siath70





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PostPosted: Tue, 18. Jul 06, 04:02    Post subject: Reply with quote Print

Hrm I will look into that Like I said I planned on having the FBC look at players stations before it ran out and bought. Guess that just jumped up higher on the list.

Yeah you can set the EQ to not trade with other races and then set the prices on the things you want to keep stocked to one or two credits below the average price and then set your freighters to buy ware at best price Wink.

Siath70

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Actorius





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PostPosted: Tue, 18. Jul 06, 04:13    Post subject: Reply with quote Print

siath70 wrote:
Hrm I will look into that Like I said I planned on having the FBC look at players stations before it ran out and bought. Guess that just jumped up higher on the list.

Yeah you can set the EQ to not trade with other races and then set the prices on the things you want to keep stocked to one or two credits below the average price and then set your freighters to buy ware at best price Wink.

Siath70


that wasnt an option, as the sector with the EQ dock was the unknown sector next to montalaar.... between the EQ and my stations that were producing some of the stock that was needed by this EQ (and had a lower than average price) is a xenon sector... didnt want frieghters straying there from the sector next to it with an eq dock in it... (inamus zura i think). as i said having UTs deliver to my EQ dock was the best option all round, as it was faster (jumpdrive makes a hell of a lot of difference) and it didnt matter greatly about the money my EQ dock was spending on items as it was going to my fab complex anyway...

As a note, once you can fine tune the part where it checks for stock in the EQ dock, price shouldnt be a factor... since it is already set to homebase, all items are free anyways. On a related note, the tender worked in the sense that he would jump to go buy and never had to travel to get ecells (that was actually one of the items i stocked at the EQ dock.... strange how he would take ecells from the dock but not shields or weapons((maybe thats where price came into it)) the only thing he wasnt effective at was speed.... but thats as much that he didnt have max speed as being a superfrieghter, which you already said you were looking into anyways.

Oh i never did mention just how many fighters he went through, before i broke it by trying to change tenders, he had gone through 12 or more (i watched three die, and there were the 9 m5's running around)

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siath70





Joined: 11 Jan 2004
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PostPosted: Tue, 18. Jul 06, 05:51    Post subject: Reply with quote Print

Remember that FBC is basically a pilot training base, atleast thats how I look at it. Until I can instill some type of AI so that M5's are scouts and stop them from running to their death everytime something bigger comes along.

I use FBC in my friendly sectors to train pilots I have about 5 FBC's running and then after I get enough pilots trained and in M3's M4's I create a TF when I get a high enough ranked pilot.

I have had a few people say they level too slowly now. That being said yes they do level very slowly. Esp when you compair them leveling under the old rules and new rules. I might lower it a bit but for now I'm going to leave it alone and hide and watch to see how they progress.

Siath70

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Charlosfoga





Joined: 06 Jul 2006
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PostPosted: Wed, 19. Jul 06, 02:58    Post subject: Reply with quote Print

Just 2 quick noob questions:
I've set up a small taskforce, 7 fighters (3 m5, 2 m4, 2 m3), assigned sectors are all core or border. The m5s are flying around and gaining exp, but the m4s and m3s are just sitting there ("off duty") and they do nothing, nor do they gain any exp. Any ideas?

2nd question: does the taskforce leader gain leadership or experience from being tf leader?

Thx.

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