[AL] Military Transport [7th May 2010 X³:TC 3.1.10]

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Saetan
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[AL] Military Transport [7th May 2010 X³:TC 3.1.10]

Post by Saetan » Wed, 28. Oct 09, 20:47

Military Transport is developed by Lucike. This topic is released with his permission.

Military Transport is also part of Lucikes Script Collection.

Content:

Part 1: Military Transport

Part 2: ( -- reserved -- )
---------- ---------- ---------- ---------- ----------



Military Transport
(Version 3.1.10 – 7th May 2010)


[ external image ]

[ external image ] [ external image ]

Info: This AL-PlugIn is required for different extensions so you can use all their functions. These includes for example the Weapon Systems MEFOS and CODEA.

Military Transport

Distinguished members of the Argon federation, who don't belong to the Argon military themselves, are allowed to recruit the skilled personnel as well, as the Argon military needs large funds and has to rely on any additional revenue. Lately there are more and more military transports of TP class ships which transport the personnel to the Argon battleships. The Argon equipment docks and also the free Argon trading stations are often used as a hub for the Argon military. As a civilist you've got the chance to recruit the skilled personnel there.You have to keep your eyes and ears open, because the personnel transports are top secret of course. If one has identified such a transport, then he should quickly move to its destination and wait there for it, because the trained personnel is obviously in high demand. In addition, the majority of the personnel is intended for the battleships of the Argon.

In these hubs there is almost a greater uproar than in the major stock markets in the universe. Grabbing the personnel fast is important, but keep their specializations in mind.

Download

Lucike left after he got temporarly banned from the X-Universe Forums and asked me to remove the direct download links. Of course I respect his wish, so I replaced the download links with links onto his own homepage.

-> Military Transport (Version 3.1.10)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.12, 7th May 2010)

Prerequisites: X³: Terran Conflict Version 2.5 or higher (not compatible with X³: Reunion) !!

Activation of the Script Editor

Military Transport doesn't require the script editor to be activated. Military Transport includes a script, that automatically sets the game to “modified”.

With the script editor activated, additional technical information can be displayed. This can be enabled in the script editor menu (Script Debugging: Additional Information) but is recommended to be left "off" as it might be confusing to some players. It is possible to run unsigned scripts without activating the script editor. This requires a change in the scripts boot file. In any case the save game will become “modified”.

Installation

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

Uninstallation

The folder “\scripts.uninstall\...“ includes the files “al.plugin.military.transport.pck”. Copy this file to the script folder (\scripts\...). Start X³ TC and load your save game. The Uninstall process will start automatically and send a message to your log upon completion. The process can take up to 20 seconds from loading the savegame. Save the game.

Run the batch-file „Delete all Military Transport Scripts.bat“ in the “\scripts.delete\...” folder. This will delete all the script’s files. The De-Installation process is now complete.

Important: Never simply delete scripts, because they are connected to your savegame.

Updating older versions

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

The batch-file “Delete old Military Transport Scripts.bat” in the “\scripts.delete\” folder takes care of deleting old and unneeded script files. This step is not required, but will keep your script folder organized.

In game nothing has to be manually restarted. All ships or station automatically restart their scripts.

Specializations of the personnel

Scientist

MEFOS Weapon System
The scientist is responsible for the automatic alignment of the turrets and he can intervene manually via the terminal into the automatic turret guidance.

Technician

MEFOS Weapon System
The technician is responsible for a smooth shot follow of the weapons and he supports the scientist too.

CODEA Weapon System
The technician will ensure that a M8 class ship can dock at a carrier class ship. For this task he needs support by a mechanic.

Gunner

MEFOS Weapon System
The gunner is normally responsible for the changing of the weapons. He acts independently and relieves the weapons officer on the bridge.

Mechanic

CODEA Weapon System
The mechanic will ensure that a M8 class ship can dock at a carrier class ship. For this task he needs support by a technician. Moreover he can repair docked ships on carriers with an active CODEA Weapon System.

Helmsman

The helmsman ensures greater maneuverability of battleships. He needs approximately up to a hour until he set up his job. Only one helmsman can work per ship. A working helmsman is marked with a colored name to avoid accidentally transferring him to another ship.

Navigator

The navigator also ensures some more maneuverability of battlehips. He needs approximately up to a hour until he set up his job. Only one navigator can work per ship.

Jump beacons
His main task is to support the pilot in case of spreading and pouncing on jump beacons. A working navigator is marked with a colored name to avoid accidentally transferring him to another ship.

Machinist

The machinist is a specialist for the engines of capital-class ships. He can force a capital-ship over longer terms to gain a higher speed. He needs approximately up to a hour until he set up his job. Only one machinist can work per ship. A working machinist is marked with a colored name to avoid accidentally transferring him to another ship.

Marine

A marine has completed the training in boarding ships. He can be emitted by TP, M6 or M7M class ships. He can also be used to defend own ships if they get boarded.


Payment of personnel

The personnel is paid per hour. The payment is automatically transferred to the Argon military and the authority of the Argon military takes care of the distribution to the personnel. The personnel is paid while in service as also while in readyness.

Scientist ............... 300 credits per hour
Technician ............ 250 credits per hour
Gunner ................ 200 credits per hour
Mechanic .............. 300 credits per hour
Helsman ............... 1.000 credits per hour
Navigator .............. 1.000 credits per hour
Machinist ............... 500 credits per hour

Marine ............... depends on their work


Recruitment of personnel

As a distinguished member of the Argon federation, military transports are marked in terms of color on the sector map. A blue marking indicates a transport currently transporting turret personnel, a red marking indicates an empty transport. (Federation Guardian / Fighter Chief)

Argon Military Express Freighter
Argon Military Express Freighter

[ external image ]


If you dock at the destination before the transport ship, you will be hailed when the transport arrives. The pilot of the transport will provide you with a list of all personnel available for recruitment. After selecting the desired personnel and confirming the recruitment, the personnel will be transferred to your ship’s cargo bay, if a cargo bay life support system is installed and enough space is available.

If you cannot be bothered to go head-hunting for personnel, simply dock one of your own ships, with a cargo bay life support system and a lieutenant as pilot to a military outpost or an equipment dock. He will then periodically recruit available personnel. You have no influence on this process.

As a distinguished member of the Argon federation you can also request a flightplan of the military transports. The flightplan is opened via hotkey. In the flightplan there are also the color markings visible. Additionally the destination, the current sector and the jump distance to the destination is shown. When you select a transporter, your own ships autopilot gets programmed to fly to the destination of the transporter.


Additional Information

None


Technical Data Military Transport

Language File
8010-L039.xml (ID 8010)
8010-L044.xml (ID 8010)
8010-L048.xml (ID 8010)
8010-L049.xml (ID 8010)

Command-Slots
None

Object-Task
Global (Hotkeys und restart)
Ship task 52, 53 and 54

Official abbreviations
"der MTP"
"the MTP"


Changes at Military Transport

Downloads

-> Military Transport (Version 3.1.10)
-> Military Transport (Version 3.1.09)
-> Military Transport (Version 3.1.08)
-> Military Transport (Version 3.1.07)
-> Military Transport (Version 3.1.06)



Changelog

27th October 2009 (Version 3.1.00)
  • Separation from the MEFOS Weapon System.
28th October 2009 (Version 3.1.01)
  • Military Transport is completly independant now.
  • Several small improvements.
8th November 2009 (Version 3.1.02)
  • Bug Fix: Navigators added rudder optimizations instead of engine tunings. Fixed.
  • For the transition period of no longer possible jumps into terran sectors without a jump gate, TP-lieutnants can hire navigators now too. This feature will be removed again later.
  • Several small improvements.
10th November 2009 (Version 3.1.03)
  • Changes in the personal personell handover.
  • Several small improvements.
13th November 2009 (Version 3.1.04)
  • A navigator can be used and trained as a pilot now and he still will be able to jump to jump beacons then.
  • Several small improvements.
14th November 2009 (Version 3.1.05)
  • Bug Fix: Military transports liked to jump a little bit to much. Fixed.
  • Several small improvements.
15th November 2009 (Version 3.1.06)
  • New specialist: Machinist
  • Several small improvements.
21st March 2010 (Version 3.1.07)
  • The flightplan can now be shown via an own hotkey.
  • Several small improvements.
27th March 2010 (Version 3.1.08)
  • Bug Fix: The flightplan was shown even if your ranks have been to low. Fixed.
  • Polish language file added.
  • Several small improvements.
22nd April 2010 (Version 3.1.09)
  • Five additional Military Transports of the Argon.
  • Increased amount of possible recruitments per transporter.
  • Several small improvements.
7th May 2010 (Version 3.1.10)
  • Added additional security checks for personnel in use.
  • Several small improvements.
Last edited by Saetan on Fri, 12. Aug 11, 11:46, edited 25 times in total.

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Saetan
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Post by Saetan » Wed, 28. Oct 09, 20:48

( -- reserved -- )

Motika
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Post by Motika » Wed, 28. Oct 09, 22:02

mmmmmm jump beacons... :D

Tomonor
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Post by Tomonor » Wed, 28. Oct 09, 22:24

mmmm, capitol ship crews 8)
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Post by Rhedd » Thu, 29. Oct 09, 02:33

Sounds very cool! I especially like the idea of navigators and helmsmen, but I'd be interested in knowing more specifics about what they do.

Also, what's the difference between a Marine recruited in this way, and a normal marine from a military station?

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Saetan
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Post by Saetan » Thu, 29. Oct 09, 09:24

An old quote from me ... don't be confused, the two hours in my quote aren't correct. Also, the jump beacon-thing will get a seperate script.
Saetan wrote:Navigators will be used in a future CODEA version. A Navigator will be able to control two jump beacons for p2p-jump after placing them.

Helmsmen will increase the maneuverability of a (capital) ship, similar like ruder optimizations. He needs about two hours to set up his working place before the benefit will be usable.

Both have to be recruited by the player himself. The trick with a TP and a lieutnant won't work for Navigators and Helmsman. Also they are quite rare.


edit:
I compared the maneuverability of an Argon Collosus and an OTAS Aquilo with and without a helmsman on duty:
Spoiler
Show
Argon Collosus (M1):
normal maneuverability: 0,7rpm -- with a helmsman: 1,1rpm (increase by about 57%)

OTAS Aquilo (M7M):
normal maneuverability: 0,8rpm -- with a helmsman: 1,3rpm (increase by about 63%)
For the marines, I don't know any informations yet. I just know, that marines should be able to be trained to be one of the regular MEFOS personnel somehow, if their skills are high enough. As I ever had enough of my personnel, I wasn't interessted into that point.
Maybe Lucike also plan boarding features for CODEA? But I don't know.

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Yacek
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Post by Yacek » Thu, 29. Oct 09, 11:36

Does this script requires the script CODEA and MEFOS to work?
Or can operate independently without the above?
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Saetan
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Post by Saetan » Thu, 29. Oct 09, 21:50

I don't know yet.

edit: ... if you are talking about the jump beacon thing of course.

If you are talking about the Military Transport, it is a optional dependency for CODEA and MEFOS, so it runs without them. But it won't do much sense without them.


edit2:
News about the marines: They can be hired via the military transports. First they are personnel like the others and sit in the cargo bay with a life support system. With the script "Personaltransporter" by Lucike they can be "converted" to normal marines.
You think thats more complicated than hiring them directly at a military outpost? I guess, you are right. But as advantage they will be higher skilled than normal hired marines.

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Post by Targ Collective » Sat, 31. Oct 09, 05:32

So where is the script Personaltransporter? Not speaking German, I would find that one difficult to find. ;)
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.

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Saetan
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Post by Saetan » Sat, 31. Oct 09, 09:14

The German topic is there: [SCR] [07.06.09] [X3TC 3.2.04] Personaltransporter. There isn't a English one yet, of course English language files are already included in the download.

How to use the script should be most likely self explaining, the command for personnel transfer will be found in the (additional) ship commands. Any TP's or M1's (with cargo bay life support) will work as a "personnel transporter".

If transfering personnel between two ships, both ships have to be docked at the same station or a transporter device is needed for the "personnel transporter".

There isn't even a more detailed information about the handling of the script in the German manual.


edit:
I've translated the manual of the Personnel Transporter now, you'll find it there: [SCR] Personnel Transporter [1st Nov. 2009 X³:TC 3.2.05]
Last edited by Saetan on Mon, 9. Nov 09, 16:05, edited 1 time in total.

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Post by Saetan » Mon, 9. Nov 09, 15:28

Military Transport
(Version 3.1.02 – 8th November 2009)


[ external image ]

[ external image ] [ external image ]


-> Military Transport (Version 3.1.02)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.01, 8th Nov. 2009)


8th November 2009 (Version 3.1.02)
  • Bug Fix: Navigators added rudder optimizations instead of engine tunings. Fixed.
  • For the transition period of no longer possible jumps into terran sectors without a jump gate, TP-lieutnants can hire navigators now too. This feature will be removed again later.
  • Several small improvements.

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Saetan
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Post by Saetan » Tue, 10. Nov 09, 19:15

Military Transport
(Version 3.1.03 – 10th November 2009)


[ external image ]

[ external image ] [ external image ]


-> Military Transport (Version 3.1.03)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.01, 8th Nov. 2009)


10th November 2009 (Version 3.1.03)
  • Changes in the personal personell handover.
  • Several small improvements.

serialblack
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Post by serialblack » Tue, 10. Nov 09, 21:11

Im kinda confused with this. I got this script, as well as the Lucikes script collection package, all are installed, and seem to be working, but I never see the "highlighted" transports to get the various personel. What exactly do I need to be able to use this script properly? I have a couple readtext messages, but Im not sure if it has anything to do with this or not. The one I know is in the Personel transporter where you chage the persons "major". The ones I can read are Trader, Freighter Pilot, Technician, Prospector, and Fighter Pilot...then the ReadText8015-1214

I dont know if that is part of it or not, but I thought I would mention it. Also, I dont know if it makes any difference at all, but I don't have the game installed in the default directory, as I have a drive that is used only for my games....

Alot of rambling here, im sorry....Just newish to this got the basics down, just want to have some more options and realism to the game.
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Saetan
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Post by Saetan » Tue, 10. Nov 09, 21:23

serialblack wrote:Im kinda confused with this. I got this script, as well as the Lucikes script collection package, all are installed, and seem to be working, but I never see the "highlighted" transports to get the various personel.
Are your ranks for the Argon and your combat skills high enough?
serialblack wrote:The ones I can read are Trader, Freighter Pilot, Technician, Prospector, and Fighter Pilot...then the ReadText8015-1214
Did you do a fresh install of Military Transport, Personell Transporter, MEFOS the library or did you update at least one of them?

Seems there got something messed up. You could try to re-install the newest versions of them. Especially of the Personell Transporter, as 8015 is its page-id.

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Post by serialblack » Wed, 11. Nov 09, 02:28

I just got the collection package for all his scripts yesterday, and added them in no particular order, should there have been a certain order to do them?

I dont know if my computer is just being a POS...but it seems that I get these little glitches with various scripts. I noticed in the CODEA today when I tried to get the info for the wares and costs for the personel, I get a blank popup that only has an OK button, thats it. It had worked just fine the first time I tried it.

As far as my ranks go, at the time that I was looking...my argon rank was the highest that I know of that it can get, which is 11 ( I use the numeric ranks script) and my fighting rank was 17 or 18, something around there.

It seems that I have odd things happen now and then with some scripts, not just lucikes, but cycrows as well...I never could get his EMP to work properly, or at least the scripts that USE the EMP script didnt work properly, I would never get the names of the various wares that used it, only the original line from the EMP that started with ZA_ something.

As much as I really really doubt it, could my anti-virus be causing these problems? Right now I use Vipre, but I have noticed that it has claimed some things as potentially "unsafe" and blocked them...perhaps that is the case here?

I am reasonably good with computer, just VERY new at this stuff.
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serialblack
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Post by serialblack » Wed, 11. Nov 09, 05:07

ok, just tried to re-install...no change, so I think what I will do is completely un-install X3tc and try again, slowly adding each plugin and seeing the effect....maybe I will just stick with one type. I did try to install EMP-X, which worked, but when I tried to add carrier drones, it said I needed to install emp....so maybe something is screwed up from the begining, and its messing everything up.

any other suggestions?
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Saetan
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Post by Saetan » Thu, 12. Nov 09, 15:25

serialblack wrote:As much as I really really doubt it, could my anti-virus be causing these problems? Right now I use Vipre, but I have noticed that it has claimed some things as potentially "unsafe" and blocked them...perhaps that is the case here?
If it blocks files from terran conflict, that could be. I think, there should be a possibility to see which files got blocked?



You could try to disable your antivirus (if you trust your downloaded files), reinstall the scripts and try again. Or try (less restrictive) settings for your antivirus or use another antivirus-software.

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Post by serialblack » Fri, 13. Nov 09, 01:21

Well, I was up till early morning Uninstalling X3tc entirely, then clearing some space on my main drive to put it in the default directory, to see if that would make a differnce. So far the only glitch I am having is with certain items at trading stations having the ZA_EMP_BLANK_WARE_CUSTOM1_2 as well as 2_2, but I that is something entirely different then the scope of my posts here. I am currently rebuilding my empire and trying to get my rank and noteriety up enough to see if the transport script is functioning properly. Could you refresh my memory of what ranks are needed in order to make the script "active" so the the transports are highlighted?
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Re: [AL] Military Transport [10th Nov. 2009 X³:TC 3.1.03]

Post by Saetan » Fri, 13. Nov 09, 15:48

Saetan wrote:Recruitment of personnel

As a distinguished member of the Argon federation, military transports are marked in terms of color on the sector map. A blue marking indicates a transport currently transporting turret personnel, a red marking indicates an empty transport. (Federation Guardian / Fighter Chief)
Last edited by Saetan on Fri, 13. Nov 09, 22:08, edited 1 time in total.

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Post by Saetan » Sat, 14. Nov 09, 21:51

Military Transport
(Version 3.1.05 – 14th November 2009)


[ external image ]

[ external image ] [ external image ]


-> Military Transport (Version 3.1.05)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.02, 13th Nov. 2009)



13th November 2009 (Version 3.1.04)
  • A navigator can be used and trained as a pilot now and he still will be able to jump to jump beacons then.
  • Several small improvements.
edit:

14th November 2009 (Version 3.1.05)
  • Bug Fix: Military transports liked to jump a little bit to much. Fixed.
  • Several small improvements.

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