[Bonus Plugin] Missile Defense Mosquito

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moggy2
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[Bonus Plugin] Missile Defense Mosquito

Post by moggy2 » Thu, 24. Aug 06, 20:32

Name: Missile Defense Mosquito
Version: 3.3.00
Date: 22.07.2006
Scripter: Lucike
  • Overview:

    This software protects small and big ship classes against missile and fighter drone attacks by shooting down incoming missiles with Mosquito missiles.

    This software protects the convoy leader or whole convoys against missile attacks and hostile fighter drones. Only one ship in the convoy need to have this software running to protect the whole convoy.

    Mosquito class missiles are required, as well as Fight Command Software MK1 and MK2. All three may be bought at equipment docks of various races.

    Quickstart:

    1. Equip a ship with Mosquito class missiles, Fight Command Software MK1 and MK2
    2. Choose the command "Missile defense mosquito" from the Additional Ship Commands menu

    Equipment and Prerequisites:

    Fight Command Software MK1 and MK2
    Mosquito class missiles

    Usage:

    Activate the software from the Additional Ship Commands Menu. While active, the software looks for incoming missiles and fighter drones, and fires Mosquito class missiles against them to try to destroy them. To disable the software, select the occupied command slot and select 'None'. The software will also terminate if no Mosquito class missiles remain on board.

    With the command "missile defense mosquito convoy", which is also found in the Additional Ship Commands Menu, a ship equipped with Mosquitos can protect the group leader or whole convoy. This missile defense ship must follow the group leader with the navigation command "follow..." or protect it with the fight command "protect...".

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Paajtor
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Post by Paajtor » Sat, 26. Aug 06, 00:18

What if you equip the Group Leader with this software?
Will it be able to protect itself AND a convoy?

I guess not, because the groupleader can't follow itself, and has no "protect myself"-command, right?

The range of the defence-system will exceed the standard defences of a ship, to cover a whole convoy...will it still depend on which type of scanner the ship has installed, or use the scanning results of the ships it is protecting?

Still sounds great...I will pick a fast freighter, to protect my sector-patrols, and fill it up with mosquitos to work as a mobile launch-site.

aka1nas
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Post by aka1nas » Sat, 26. Aug 06, 01:42

One small question. I have two missile defense commands with this plugin. One has a C on the end. What does the second command denote.

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moggy2
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Post by moggy2 » Sat, 26. Aug 06, 02:17

the one with a c is the convoy version. Run this on any ship in the convoy and it should protect everyone in the whole convoy.

I don't know what happens if you run the convoy version on the leader of the convoy. I'd have thought it should work. The read me does give the opposite impression though. Try it and see.

aka1nas
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Post by aka1nas » Sat, 26. Aug 06, 05:17

One small question. I have two missile defense commands with this plugin. One has a C on the end. What does the second command denote.

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moggy2
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Post by moggy2 » Sat, 26. Aug 06, 05:39

the one with a c is the convoy version. Run this on any ship in the convoy and it should protect everyone in the whole convoy.



why do I get the feeling of deja vu here?

szuur
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Post by szuur » Sat, 26. Aug 06, 12:22

Edit: somehow fighting MK 1 got lost problem solved after a quik run to the Equipt dock

is it possible that other scripts can interferre with this plugin?
i have fighting MK 1 and 2 (cos i have autoaim)
i have about 30 mosquito missiles in my bay

enter>schip>orders>aditional schip commandands
the list i get is:

1 none
2 race military: view status
3 mecenaries Guild: hire/release Mercenary Escorts
4 View guild status
5 Remove home base

i think this is coming from script i run most of em cycrow.

Greetz
Question: am i in the wrong additional schip commands or??..

aka1nas
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Post by aka1nas » Sat, 26. Aug 06, 20:08

moggy2 wrote:the one with a c is the convoy version. Run this on any ship in the convoy and it should protect everyone in the whole convoy.



why do I get the feeling of deja vu here?
Lol, I'm not sure what happened there.

xalien
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Post by xalien » Thu, 2. Nov 06, 10:57

I got a weird problem here:

I've been using it with a 3.1.01 pack and it worked fine. Then I reinstalled my OS (without reinstalling X3), downloaded 3.1.04 pack and now it fires 4 mosquitos at every missile coming my way. During XI some xenon would fire 2 missiles simultaneously and in that case it would be 2 mosquitos for each - 4 missiles total again.

I bet it's the
The RAM takes over the firing frequency of missiles.
:(

WingC3
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Post by WingC3 » Mon, 27. Nov 06, 23:26

Can this bonus pack be installed after upgrading to 2.0.02 or will it cause problems? I have the March version of the bonus pack installed.

Cycrow
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Post by Cycrow » Mon, 27. Nov 06, 23:35

yeah i cant be, it should be fine with the new patch

Ramstone
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Post by Ramstone » Tue, 23. Jan 07, 09:14

What's the difference between
Missile Defense Mosquito
and
Missile Defense Mosquito(C) ?

frymaster
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Post by frymaster » Tue, 23. Jan 07, 10:51

the C stands for Convoy - it makes the ship try to intercept missiles lanuched against any mamber of its filght group
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]

ValiantSKYWALKER
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Post by ValiantSKYWALKER » Tue, 15. May 07, 10:19

New Question:

If Missile Defence is chosen in the additional ships commands, does the loaded Missile have to be Mosquito?
Also:
Does the % of probability of using a missile change the use of the software i.e. if the default setting of Missile Launch Probability is left at 5%, will a Mosquito only be lauched at 1 out of every 20 missiles launched at you?

TheDonkey
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The Limiting Factor

Post by TheDonkey » Wed, 22. Aug 07, 13:03

I have similar question to ValiantSkywalker - a friend has been running Missile Defence and claims that neither the type of loaded missile or the missile fire probability affect it. This would be great, as it would enable you to equip another type of missile, and enjoy the grossly unfair advantage of pounding your opponents with them while remaining immune to similar treatment yourself. It would be particularly convenient, as I have just finished a missile complex producing me large numbers of mosquito and silkworm missiles. Stil, this is only what my friend claims, I have yet to see it in action.

jlehtone
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Post by jlehtone » Wed, 22. Aug 07, 14:38

The missile fire probability is used by the AI combat logic. Basically they do:
1. Fly to target
2. Do not collide
3. Shoot
And that 'Shoot' step rolls dice and if below probability, fires a missile. Else it shoots with guns.

IIRC, the MDM script never queries the probability. It would make no sense. Not sure about the other.

Note that if there are multiple incoming missiles (a spam), MDM won't always handle them all.

Tritous
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Post by Tritous » Mon, 28. Jul 08, 15:36

I've had a slight disagreement with the MDM: I get a missle on my tail and it fires a mosquito at it, fair enough, but it shoots more and more at them, I've seen it shoot up to 30 mosquitos at a single incoming missile.

Perhaps some sort of target checker is in order? no more than 2 mosquitos fired per incoming missile (2 is in case 1 misses). It may up the loading on the script though
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

Dahkteromar
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Post by Dahkteromar » Fri, 30. Aug 13, 10:43

Does this work only on Group Managment System created group Leads and protects their ships or does it protect simply any ship that follows the same ship as the one which the command is run on?
Dahkteromar

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