Military Transport is also part of Lucikes Script Collection.
Content:
Part 1: Military Transport
Part 2: ( -- reserved -- )
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Military Transport
(Version 3.1.10 – 7th May 2010)
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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
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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.
- Military Transport is completly independant now.
- Several small improvements.
- 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.
- Changes in the personal personell handover.
- Several small improvements.
- 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.
- Bug Fix: Military transports liked to jump a little bit to much. Fixed.
- Several small improvements.
- New specialist: Machinist
- Several small improvements.
- The flightplan can now be shown via an own hotkey.
- Several small improvements.
- Bug Fix: The flightplan was shown even if your ranks have been to low. Fixed.
- Polish language file added.
- Several small improvements.
- Five additional Military Transports of the Argon.
- Increased amount of possible recruitments per transporter.
- Several small improvements.
- Added additional security checks for personnel in use.
- Several small improvements.