1.4 is now available at the page below. This version adds system techs to TerraCorp HQ that automaticly diagnose and repair any software problems they find with pilots' ships. This includes new Argon Disoverers which normaly wont allow pilots to be hired, just park them at the HQ for around 10 minutes and the techs there will fix the problem. This version also automaticly knows if the new Task Force addon is installed.
1.43 - accidently left in some debug text, removed, couple other minor tweeks.
Its now a little easier to get to the rank of Captain (for use with the Task Force Addon)
Download on the page below:
(TASK FORCE COMMAND http://www.neuralstudios.com/work/cpilo ... force.html addon 1.03)
There is a lot more details on the webpage up top, so check it out if your interested in a script like this.X3 Script
Special thanks to the authors of the Patrol script and the universal trader scripts, I used these as the starting points for my work.
This script adds combat pilots for your fighting craft. They gain exp both slowly over time and through doing 'combat tours of duty'. As their rank increases they gain small bonuses to ship handling and speed. They also have a chance of being 'born' with a unique personality trait that adds to their abilities in small but interesting ways.
Basic script tech info:
COMMAND_TYPE_SPECIAL_48 (548 = Hire new combat pilot)
COMMAND_TYPE_SPECIAL_49 (549 = Move combat pilot to new ship)
COMMAND_TYPE_COMBAT_40 (340 = Start new tour of duty )
COMMAND_TYPE_SHIP_45 (1245 = Detailed stats report on pilot)
XML text files used:
448069.xml - basic text and setup info
448070.xml - custom names for pilots
Script FICTION backstory:
You were approached by a high ranking researcher from TerraCorp who took you aside and explained to you that they have been working on a secret project to increase pilot efficiency. They recently arrived at the stage where testing would begin on live subjects and While searching for likely candidates they were contacted by an underground group calling themselves "The Earth Fetish Union", who volunteered their whole organization for the project. While being a little odd they were without a doubt perfect candidates for the process ... dedicated, brave and a little crazy. The process is permanent, once a pilot has been 'integrated' into a space vessel they are no longer fully human, their nervous system is hard wired directly into all the ships systems leading to increased response times and performance of the ship. The end result is modular so it can be moved from one ship to a new one but these pilots can no longer walk, run, sleep or any of the behaviors we normally associate with our lives. They are the ship and the ship is them.
The researcher explains that the early tests were rather horrific, but they are now ready to enter phase 2 ... real combat testing. He let you know that if you wish to try these new pilots out you should bring an unoccupied M5 class fighter to Terracorp HQ in Home of Light. Due to the nature of underfunded research programs the process of integrating a new pilot into your ship will cost you 100,000 credits, the integration results in speed, rudder and cargo space all being increased to their normal maximum for the ship used so you can save some money by just bringing a basic model in. One result of the integration seems to be that they become obsessed with the number 3, perhaps because of the new '3 state' quantum CPUs we hard wired into their cortex. They work best in groups of 3, each supporting the other.
[UPDATE - 1.02 a small fix to command display names when moving combat pilots to new ships, increased chance of bonus traits 'firing' a little]
[UPDATE - 1.01 is just a minor fix to make my script compatible with the Salvage Network Mod which changes default galaxy station names ...shame on him ]