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

Everyone's happy ;D
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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)
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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Re: [SCR] Security and Rescue Service [7th May 2010 X³:TC 3.1.01]
Security and Rescue Service
(Version 3.1.01 - 7th May 2010)
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-> 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)
(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.
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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.
No regular egosoft-wing settings are needed.
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There are a several "Following" commands available... Navigation-Follow, Combat-Protect, Combat-Attack target of, Combat-Attack nearest enemy...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.
Which one is to be used here?
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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.
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.

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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_ wrote:I've noticed that all my SRS ships set their "Missle fire probability" to 0% once they engage an enemy...
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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
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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Security and Rescue Service
(Version 3.2.01 - 25th July 2010)
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[ 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)
(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.
- "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.
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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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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).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?