- Advanced Defense and Management Systems - Improved Turret Tactics
(ADAMS - ITT)
- Always found it hard to choose between "Missile Defense" and "Protect me"? Or perhaps "Attack all" would be a better option if it would shoot down missiles? Well this script will solve those problems.
Advanced Defense and Management Systems proudly present their first product, Improved Turret Tactics (ITT).
This system is an upgrade to the existing turret commands to upgrade existing features and add new ones.
There is no need to install any new software in your ships, the existing software will automatically be upgraded to the new standard.
You can watch this video to see ADAMS - ITT in action:
http://adf.ly/1zXfG - Sponsored link
http://www.youtube.com/watch?v=dYKqUhT4jx8 - Direct link
- It's a AL plugin that replaces the default turret commands with new ADAMS - ITT commands. Any ship in sector (the sector the player is in) that uses any of the default turret commands will be updated to ADAMS - ITT. That includes all your ships as well as AI ships of other races. It doesn't do OOS ships because turret commands don't have any impact on the outcome of a fight OOS and they can't be changed anyway.
- To use ADAMS - ITT on your own ships you don't have to do anything, except using the default turret commands. So if you want to use ADAMS - ITT Missile Defense just run it like you normally do, the default Missile Defense. There is only one thing you should know and that is that the busier a sector is the longer it can take to replace the default command with ADAMS's version of it. So it's a good idea give all turrets their commands and then jump to the sector you want to go to (as all ships are updated when you enter a sector).
- Three of the default turret commands are updated with the current version (1). These are: Protect, Missile Defense and Kill all enemies.
All three commands will shoot down missiles aimed at you or any other ships that belong to you. They target enemies the same way (you or your other ships).
Additionally they all have "Attack Forecasting". That means that the turrets will look at ships nearby (15Km range) and scan them to see who or what they target and if their intentions are to attack or not. This should give you an advantage when facing those nasty Pirate surprise attacks
Now you might wonder if this doesn't make all commands very similar. Well the difference is in the priorities. Missile defense is still the best to use against missiles because it gives them priority over all other possible targets. The other two will only shoot down missiles if there's not much else to target.
Kill enemies now has more priority for ships that actually attack you or your other ships, but it will still attack enemies that didn't fire a single shot at you.
Protect is a bit more conservative than Kill enemies, but it will bite back if someone has evil intentions It won't attack any enemy, just the ones that target/attack you or any of your other ships. This makes it a good option if you don't want to pick fights with Pirates, unless they attack you of course.
About the rate of fire there is also a remark, I've made some changes in the fire loop to allow the turrets to have a faster rate of fire (RoF). They can't fire any faster then the player can, I just tried to get the RoF to a bit more realistic speeds (as the previous RoF was just horribly slow compared to what some guns can do, compared to the stock scripts it already was a massive improvement though). Besides the improved RoF this also reduces the number of checks that need to be made during the firing sequence.
And while I was there I also implemented a burst firing system for shooting down missiles (there isn't any advantage in doing it for other targets as they won't die with one burst, missiles will). The burst system allows the turret to effectively handle 2 or more missiles at a time (it basically switches between the 2 closest missiles it can fire at, I can increase that, but it would put more strain on the checks and this is already very effective with high velocity weapons as the first missile gets shot down before the next switch).
The specific features are described in the following part, notice that it also includes the original features (that are the features in the vanilla commands). The features are listed in the order of priority the script gives them, so each feature has priority over the features below it but doesn't have priority over the features above it. Red ones are removed features and green ones are added features. White ones where already there and are left in. (these are new features compared to the default scripts, not to older versions or other scripts)
- Protect command:
- - Attacks any ship that has opened fire on you
- Attacks any ship that has targeted you (for attack)
- Attacks any ship that has targeted your ships (for attack)
- Shoots down missiles aimed at you
- Shoots down missiles aimed at your other ships
- Shoots down missiles aimed at neutral ships (other races you're friendly with)
- Shoots down missiles aimed at your stations (new in ADAMS ITT)
- Shoots down missiles aimed at neutral stations (new in ADAMS ITT)
- Attacks your current target
- Retargets if the current target is destroyed, not an enemy or out of range
- - Shoots down missiles aimed at you
- Shoots down missiles aimed at your other ships
- Shoots down missiles aimed at neutral ships (other races you're friendly with)
- Shoots down missiles aimed at your stations (new in ADAMS ITT)
- Shoots down missiles aimed at neutral stations (new in ADAMS ITT)
- Attacks any ship that has opened fire on you
- Attacks your current target
- If the main command is an attack command, Attack any enemy
- Attacks any ship that has targeted you (for attack)
- Attacks any ship that has targeted your ships (for attack)
- Retargets if the current target is destroyed, not a enemy, out of range or if another missile is aiming at you
- Has a specialized burst fire system to effectively shoot down missiles (new in ADAMS ITT)
- - Attacks your current target
- Attacks any ship that has opened fire on you
- Attacks any ship that has targeted you (for attack)
- Attacks any ship that has targeted your ships (for attack)
- Shoots down missiles aimed at you
- Shoots down missiles aimed at your other ships
- Shoots down missiles aimed at ships of other races you're friendly with (allies)
- Shoots down missiles aimed at your stations (new in ADAMS ITT)
- Shoots down missiles aimed at neutral stations (new in ADAMS ITT)
- Attacks any enemy that gets in range
- Retargets if the current target is destroyed, not a enemy or out of range
- - Ignore missiles fired (at other targets) that are of the same race as they are (new in ADAMS ITT)
- - Attacks any ship that has opened fire on you
- Please use the sponsored link if you want to support my scripts and the time I use to write them, it'll only cost you 5 seconds.
ADAMS-ITT_V10_TC.spk (Sponsored link)
ADAMS-ITT_V10_TC.spk (Direct link)
ADAMS-ITT_V10_XTC.spk (Sponsored link)
ADAMS-ITT_V10_XTC.spk (Direct link)
- Very easy, just run the .spk and it will be installed. In game you'll get a message in your log telling you it has installed and which version it is.
XTC specific notes: After installing the files you need to turn off the Xtended turret scripts in the AL options. Ships should still be ECM enabled after that, it's just enabled through ADAMS and not through XTC's scripts. After doing that you might need to save and restart the game and fly to another sector before the ADAMS scripts take over. I haven't done much testing, I just implemented it how it's also implemented in XTC so technically it should work but without testing I can't tell for sure. So please report any issues you encounter. Also ECM is only enabled on the missile defense command, just like it also is in XTC, the non-missile defense commands of ADAMS will still shoot at missiles however they won't use ECM.
- Should be as easy as installing, just run the .spk and in game you'll get a message which will tell you to what version you updated. In order to complete the update you have to jump to another sector (you can immediately jump back if you want).
- Is also very easy, just remove the files. The script automatically removes itself when a ship goes OOS, so after removal all ships in sector might still run some code, but once they've been OOS they'll be back to normal again.
- I have tested it and I have not experienced any conflicts or other strange stuff, but if you notice anything strange that could be related to this script, please let me know so I can take a look at it and (probably) fix it. That means it's compatible with all scripts and mods I tested it with and most likely everything else that's out there as well (back in the days of original development that is)
I didn't do a lot of testing in TC yet, I know the script works as I've seen it do its thing and it's listed in the commands, but I don't know how it plays with missile turrets, it should be fine as it runs the default scripts for those but please report if you find any troubles (with missile turrets or any other troubles).
Code: Select all
Command slots: <t id="958">COMMAND_TYPE_TURRET_58</t> - ADAMS - ITT by Jeff: Protect All <t id="959">COMMAND_TYPE_TURRET_59</t> - ADAMS - ITT by Jeff: Missile Defense <t id="960">COMMAND_TYPE_TURRET_60</t> - ADAMS - ITT by Jeff: Attack All Text file: 7999
- Cycrow, Gazz and UniTrader for answering my questions and advising me about scripting on the Egosoft forums, as well as Egosoft it self for making the game And Whimsy for his excellent Exscript editor, it's a real blessing to just type the commands and copy blocks of code instead of single lines