[SCR] Security and Rescue Service [25th July 2010 X³:TC 3.2.01]

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Saetan
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Post by Saetan »

djrygar:
The CAG of the bonus pack won't be able to jump to terran sectors or into the sector middle, and both CAG will use the same code as far as I know. As jumping should be a main componet, that same routine (library I guess) may be used for the other scripts too.

If Lucike will add a switch for us modified-gamers to get "signed"-behavior in that case, I don't know. Once I asked something similar like that, but I don't know his plans for that.


edit:
I have to add/clarify something: The ships running one of Lucikes scripts shouldn't be able to jump into sectors without jump gates but only trans orbital accelerators. Once it was possible for them, but Lucike did disallow that since his release of jump beacons.
The only exception for that is, if you use the "cheat" script, which should be delivered by the library in an additional directory and you have to move into your scripts-directory first.

But a jump into the sector middle of sectors with jump gates is still possible.
Last edited by Saetan on Sun, 14. Mar 10, 09:56, edited 1 time in total.
djrygar
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Post by djrygar »

Ah, I thought that he will make separate version for superbox, p2p would not get ES approval, but it's great to have confirmation. Then probably New Dimensions guys will use superbox version. As for Security Services, I'll just stay with current version so jump beacons will not bother me (unless he adds another tempting feature ;) )

Everyone's happy ;D
djrygar
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Post by djrygar »

But 'danger beacons' bring me another idea

There is a script on the forums called "Universe Explorers" by 7aten11ns
It's very 'lucike-like", as it employs 'trainable pilot' concept. Does not use Pilot Union unfortunatelly, but its great nevertheless. You hire an explorer that travels trough 'verse, maps sectors, drops satellites and maintains them, if they are destroyed. When he encounters enemies, he drops 'danger beacon'

I think it would be great if Lucike's pilots would see those beacons and react properly (traders/prospectors keep away from sector, security patrol visits more often etc)
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Saetan
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Re: [SCR] Security and Rescue Service [7th May 2010 X³:TC 3.1.01]

Post by Saetan »

Security and Rescue Service
(Version 3.1.01 - 7th May 2010)

[ external image ]

[ external image ] [ external image ]



-> Security and Rescue Service (Version 3.1.01)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.12, 7th May 2010)

Required: X³: Terran Conflict Version 2.5 or newer (not compatible with X³: Reunion) !!



7th May 2010 (Version 3.1.01)
  • Frigates with CODEA Weapon System and "safe operations"-option enabled will attack ships of the huge-ship-class only, if they've got a hangar for at least 10 fighters.
  • Ships of the type Aran can now be used for the SRS too.
  • Adjustments to the CODEA Weapon Base.
  • The shortcut for navigators will be set in the automatic naming function.
  • The Rescue Service will transfer salvaged pilots automatically to an ready TP in its Supply Base.
  • Global administration menu added.
  • Several small improvements.
Shadow_Wolf33
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Post by Shadow_Wolf33 »

How does the wingmen feature of this script package work? Lets say I take 5 Nova Vanguards and want them to fly together as a patrol "wing". How would I go about doing that with SRS? Do I just use a standard wing assignment and then enable SRS on one of the ships?
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Saetan
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Post by Saetan »

No, just start the SRD command on a ship which should be the wing leader. Its pilot has to have a rank of at least lieutenant. Then let the other SRS capable (needed equipment installed, pilot on board) ships follow your leader. The leader will check regularly if there are SRS capable ships following him and if so, they will be added to the "wing" automatically.

No regular egosoft-wing settings are needed.
Shadow_Wolf33
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Post by Shadow_Wolf33 »

Wow simplicity at its finest, wonderful!

I take it that there's no rank required to just be a wingman?
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Saetan
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Post by Saetan »

Shadow_Wolf33 wrote:I take it that there's no rank required to just be a wingman?
No, they can be recruit or anything else. Only the leader needs to be skilled.
Teladidrone
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Post by Teladidrone »

Saetan wrote:...let the other SRS capable (needed equipment installed, pilot on board) ships follow your leader. The leader will check regularly if there are SRS capable ships following him and if so, they will be added to the "wing" automatically.
There are a several "Following" commands available... Navigation-Follow, Combat-Protect, Combat-Attack target of, Combat-Attack nearest enemy...
Which one is to be used here?
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Saetan
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Post by Saetan »

You can use the follow or you can use the protect command, that doesn't matter. The others can't be used.
Aoshi_
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Post by Aoshi_ »

I've noticed that all my SRS ships set their "Missle fire probability" to 0% once they engage an enemy... It's kinda frustrating.... Also makes my M8's kinda useless when running SRS

Any way to fix this? Or am I doing something wrong?

Also, small bug - when the pilots are reporting in the log they open up with "Guten Tag".. Guess a translation was missed. :)
Feuerriese
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Post by Feuerriese »

I'm afraid M8s won't work OOS at all. As far as I remember it was some sort of design decision vs. M8 overkill (that's deeply hidden in the German thread ;) ). But instead of M8s use an M7M - just don't forget to set CODEA turret commands for OOS missile spam. Should work this way :)
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Saetan
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Post by Saetan »

Aoshi_ wrote:I've noticed that all my SRS ships set their "Missle fire probability" to 0% once they engage an enemy...
That's no bug, that's normal. That behaviour indicates, that Lucike's scripts care about missile usage... they are independent from the named setting. Lucikes scripts (SRS, CODEA) love to use missiles, so don't be afraid that no missiles would get used.
Aoshi_
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Post by Aoshi_ »

Thanks for clearing things up, I'll try CODEA out with the missle frigates and see how things play out.


Also, am I to understand that an M8 with the script is essentially useless? (Perhaps not at the fault of the script, just useless overall OOS?)
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Saetan
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Post by Saetan »

Sorry, I don't have any experience in using M8 standalone for SRS ...

For CODEA as a SRS M8 are quite useless, as the M8 bombers don't get started by CODEA to attack a target, but need to be started by the player.
Aoshi_
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Post by Aoshi_ »

Yeah, i've notice that now.. :P

Oh well, I guess M8's are useless unless in sector. I'll give up on trying to use them any other way.
djrygar
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Post by djrygar »

OOS those bomber squads are just sector-cleaners

I once cleare whole Xenon invasion (about 6 or 7 K's + support) just remotely pressing 'bombard target' in codea panel. not funny, very cheat-smelling thing.

but I managed to balance them by lowering stats of tomahawk missiles (ie cut damage by 80%), along with all other missiles, because they are just wrongly implemented in X3, at least OOS
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Saetan
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Post by Saetan »

Security and Rescue Service
(Version 3.2.01 - 25th July 2010)

[ external image ]

[ external image ] [ external image ]



-> Security and Rescue Service (Version 3.2.01)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.5.00, 3rd July 2010)

Required: X³: Terran Conflict Version 2.5 or newer (not compatible with X³: Reunion) !!



24th May 2010 (Version 3.2.00)
  • Bug-Fix: Ships jumped often into the sector center. Fixed.
  • Bug-Fix: Fixed a bug in the automatic front weapon swap.
  • Bug-Fix: The Security and Rescue Service didn't fly back to its origin sector after an repair. Fixed.
  • Configuration menu visually completely revised.
  • "Analysis to Log"-Feature corrected and improved.
  • The emergency jump can now also be set to vessels of the small ship class through the configuration menu. In addition, the settings for the emergency jumps are saved in memory now.
  • Reworked the complete jump behaviour.
  • The Rescue Service on a rescue mission and set "Only safe operations" settings waits for reinforcements on heavy enemy contacts.
  • The Security Services are now waiting for its convoy ships, if it changes the sector
  • Various minor and major improvements.
25th July 2010 (Version 3.2.01)
  • "Major" Rescue Services give the "smaller" Rescue Services more time to react. Thus, the usage of Rescue Services of different classes is more appropriate.
  • The convoy ships of a Rescue Service are not as refueling and rearming friendly anymore but wait until their leadership is refuelling and rearming itself.
  • Some minor optimizations.
taukarrie
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Post by taukarrie »

No, just start the SRD command on a ship which should be the wing leader. Its pilot has to have a rank of at least lieutenant. Then let the other SRS capable (needed equipment installed, pilot on board) ships follow your leader. The leader will check regularly if there are SRS capable ships following him and if so, they will be added to the "wing" automatically.

No regular egosoft-wing settings are needed.

im guessing that the pilots of these SRS approved ships that are following the leader also gain experience at the same rate? also, if i peek at the command console of one of these followers will their orders read "following..." as if they were following any old ship? or something else? i just want to be able to confirn that things are working properly after attempting to assign "wingmen" to the wing leader.

and for clarity's sake, we are not setting an actual Wing for the wing leader (i.e. Red, Blue Green, etc.). We are just using the term "wing" to describe a group of ships flying in formation and attacking together while on an SRS assignment.

correct?
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Saetan
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Post by Saetan »

taukarrie wrote:im guessing that the pilots of these SRS approved ships that are following the leader also gain experience at the same rate? [...] i just want to be able to confirn that things are working properly after attempting to assign "wingmen" to the wing leader.

[...]

correct?
All that's correct. To confirm just look out for the rank-gaining of the pilots. They'll get promoted the regular way after some time (after about 2 ingame hours, but earliest after finishing their actual turn).

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