[Script]RS.QFLS(12/30/05)

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Red Spot
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[Script]RS.QFLS(12/30/05)

Post by Red Spot » Mon, 26. Dec 05, 18:36

(12/30/05)
bug-fix;
-Leader tags now will be removed
-when setting a ships designation it will get a small tag in front off its name(Ldr, WM or AMS)
-defensive wings now do stay close to TL homebases
-----------------------------------
(12/29/05)
Updated a pretty dumb slip-up on my behalf ..
and added 'quick-dock' features(when a ship has a Docking Comp it will 'quick-dock at about 3km)
seems launching goes pretty smooth .. but docking large numbers off ships .. :cry: .. so quick-docking is back in ..
-----------------------------------

-RS.QFLS- (Quick Fighter Launch System)


This script is intended to make your Carriers real Carriers instead off 'Flying Dockingbays'.
It will take you some time to get things set up, but once set up you'll hardly ever need to do a thing.

This script will not (as its X2-version did) use Quick-dock/-launch features.
It will even hold launching a next wing if the previous wing still has 2 or more fighters docked,
to prevent having only leaders/incomplete wings launched.
Read this carefully if you intend on using the script,
or you might not have a clue off what you all can do with this script and how to do it.


It comes with 7 commands;
-QFLS Defensive Launch (M1/TL)
-QFLS LaunchX (M1)
-QFLS RecallX (M1/TL)
-QFLS FedX (fighter)
-QFLS Settings (M1/TL/Fighter)
-QFLS Set Group (M1/TL)
-QFLS Automated Launch (M1)



-QFLS Defensive Launch
Available on TLs and M1s, requires;
Fight Command Mk1 and 2
Special Command Mk1
a GroupSetting (QFLS Set Group)

This command will when selected launch 2 wings according the GroupSettings.
These 2 wings will stay close to the carrier, attacking anything hostilly that comes within close range off the Carrier.



-QFLS LaunchX
Available on M1s, requires;
same requirements as for QFLS Defensive Launch.

This command will when selected ask for a target and a number.
The target is that what you want killed, the number;
if >0 -> launch [number] wings according the GroupSettings.
if 0 -> tell all currently flying leaders to attack [target].
if <0 -> tell all currently flying leaders off Group [number] to attack [target].
(the number will be represend the group -1 -> 1/-2 -> 2/etc etc up to -9)



-QFLS RecallX
Available on TLs and M1s, requires;
Navigation Command Mk1

This will order flying leaders in the sector off the carrier to return home.
it will ask you for a number;
if >0 -> recall leaders off Group [number] (up to 9)
if 0 -> recall all flying leaders
if <0 -> launch all fighters with a hull damaged for [number] percent. (type -5 and all fighters that have a hull off 95 and lower will undock.)



-QFLS FedX
Available on Fighters, requires;
Trade Command Mk2
Fight Command Mk1
Special Command Mk1
a HomeTL/HomeM1

This command when selected will ask you for 3 things;
-a ware the ship has in its bay
-a station owned by you that trades with that ware
-a number

This ship will resupply your Carrier with [number] off [ware] loaded at [station].
This ship will use its Jumpdrive if it has it and Navigation Command Mk1.
This ship will not try to resupply you if you would be in sectors not connected to the gate-system,
however if it has a Jumpdrive and can make the jump,
it will try to return to the carrier if the carrier would be in one off those sectors.
(This will not 'buy' goods, it will 'load' goods, also keep in mind that this are combat-pilots,
so their behaviour might be different than what you see on trader-pilots ..)



-QFLS Settings
-M1/TL
requires;
nothing.

Once selected this command asks for 6 things;
-a number representing the Group
-a number representing the number off M3s you want in this Group
-a number representing the number off M4s you want in this Group
-a number representing the number off M5s you want in this Group
-a number representing the number off Anti Miss.Scouts you want in this Group
-a number representing the Minimal Hull (when 85 is selected, ship will need a hull off 86 to be used)

You can store 9 (1 to 9) different Groups by selecting the numbers from 1 to 9,
when 0 is selected the 'WingSettings List' will be Printed to the playerlogbook.
when 0 is selected the carrier also sets all docked ships without a homebase to have the carrier as their homebase.

-Fighters
requires;
nothing.

Once selected this command asks for a number;
0 -> reset ship designation
1 -> designate ship to be a leader
2 -> designate ship to be a wingman
3 -> designate ship to be an AM-scout (only on M5s)

Once selected 1 to 3 (giving the ship a designation) it will store
all weapons
all shields
all missiles
Energy Cells
MD Ammo
and use this to deside what the ship should have before being launched.
weapons/shields/ammo/ECells are required items, your ship will try loading them if it doesnt have them,
but will not be used if it doesnt have these items.(so when your ship has 20 BPacs when selecting the command it will only be used if it has those 20 BPacs onboard)
Missiles are considered an extra, and will not be seen as required but will still be loaded if needed/possible.

Do Note;ships will need Fight Command Mk1 and Mk2,
1 Maximum type off shield,
at least 1 laser in order for them to be used/launched,
if they do not have these required wares/upgrades the carrier will set their Homebase to nothing.
This will also be the only reason why their Homebase might be set to nothing,
cause wares could be loaded at the next launchcycle, and minimum hull might be ok on an other Group.
But the equipment will always be required and cant be loaded, so ships without a Homebase are the ones missing equipment.



-QFLS Set Group
Available on TLs and M1s, requires;
nothing.

Once selected the command asks you for a number, this number will represent the Group you want to set.
This requires you to have set up at least 1 GroupSetting with the QFLS Settings Command.
Select 1 to 9 to set that Group, select 0 to print the 'WingSettings List'.
when 0 is selected the carrier also sets all docked ships without a homebase to have the carrier as their homebase.



-QFLS Automated Launch
Available on M1s, requires;
same requirements as for QFLS Defensive Launch.

Your Carrier will try to keep 2 Defensive Wings airborn,
and will send out wings to attack nearby enemies or Big enemies within scannerrange.
When an M2 is found no attack-wings are launched, in this case the carrier will try to laucnh 4 extra defensive wings.
The carrier will after about every 10 minutes recall ships and launch 2 fresh defensive wings.
The carrier will also refresh ships after battle.

Do Note; the minimum amount off wings to have this run more or less on its own is about 10 wings.
Also note that this is not an 'activate and send my carrier into a xenon sector' kinda command,
its intended to make your carrier able to do something else than being a big target when your not baby-sitting it.



I most likelly am forgetting bits and pieces, but you should be able to get the hang off it with this 'bit' off information.




Textfile used; 8606
Textpage used; 8606
Commands used; 257, 258, 259, 460, 1258, 1259 and 1260

get it here;
http://www.geocities.com/g5_11/X3/RS.QFLS.zip



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Last edited by Red Spot on Sat, 31. Dec 05, 00:20, edited 4 times in total.

BlueSwede
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Post by BlueSwede » Mon, 26. Dec 05, 21:57

Cool. That was a good script, though I only had one carrier in X3, and won't have enough money to buy one in X2 for a long time...
Last edited by BlueSwede on Tue, 27. Dec 05, 01:22, edited 1 time in total.

Mark III
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Post by Mark III » Tue, 27. Dec 05, 00:44

Cool..!

X3 really need a script like this. Its a real pain in the a** to manage carrier battles as it is right now.

Looking forward to it.. 8)

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Red Spot
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Post by Red Spot » Thu, 29. Dec 05, 20:03

Alpha Release ..


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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 29. Dec 05, 23:48

Sounds pretty neat,

but given the amount of automation involved, perhaps it should be tied to an awfully expensive ware?

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Red Spot
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Post by Red Spot » Fri, 30. Dec 05, 00:26

Sandalpocalypse wrote:Sounds pretty neat,

but given the amount of automation involved, perhaps it should be tied to an awfully expensive ware?
I considered it .. but I guess its not really needed .. takes a lot a cash to get enough fighters and have em equipped to get this running smoothly ..

(also I wouldnt want to have it conflict with an other script in the end cause off a ware .. it already uses a fair share off commands ..)


---------------------------------


Updated the script .. been testing it the last few hours .. made a dumb mistake in 1 script (as you will notice when you used it already .. instead off installing guns .. it removes em .. and than fighters quit there command cause they dont meet the required '1 gun minimum')

anyway I feel comfortable enough to bump it to 'plain release' version
(I really figured because off its complex structure I would have made some more 'slip-ups' .. anyway .. I'm happilly surprised with the results ..)

back to the update;
also have added the old 'quick-dock' feature .. cause well docking large numbers is taking way way way to long without it ..
so fighters that have a DC can 'quick-dock' .. but not at the known 5km range .. but more about 2 1/2 to 3 km range .. (depends on the carriers size)



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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 30. Dec 05, 00:28

i presume they just dock normally without a DC.

Regarding the ware, fair enough ~!

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Red Spot
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Post by Red Spot » Fri, 30. Dec 05, 00:37

Sandalpocalypse wrote:i presume they just dock normally without a DC.

Regarding the ware, fair enough ~!
yep .. without a DC they start docking at about 5km (again depends on the size off the homebase) where fighters with DC keep heading toward the carrier untill the 2 1/2 to 3 km range and than 'quick-dock' ..


what I could do ..

The Aegis is still in game .. use that .. only have to add it to lets say the Teladi Eq.docks ..

no conflicts there .. :)


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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 30. Dec 05, 00:40

I like it, cept everyone adds their stuff to teladi docks.. what if you don't like the teladi? 8)

Pirate docks would make sense, this would be the kind of thing normally controlled by race militaries, they might not want it on the open market... *g*

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Red Spot
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Post by Red Spot » Fri, 30. Dec 05, 00:48

well Argon and/or Split than ..??
(give it to the Goners .. and say the found it with the jump-drive ..
the reason no militairy currently uses it .. Goners dont wanna share ..:P)


I dont see this as a pirate upgrade (never seen a pirate driving a Carrier ..;))

I think argon and split is a nice way off going ..

Argon developed it (keeping on track with X2)
Split stole it cause it fits their style ..



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BlackRain
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Post by BlackRain » Fri, 30. Dec 05, 01:16

I would rather it not require expensive software, you are just giving fleet commands which should already be available.

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Red Spot
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Post by Red Spot » Fri, 30. Dec 05, 01:49

BlackRain wrote:I would rather it not require expensive software, you are just giving fleet commands which should already be available.

Too late ..;)

new version up that requires the AEGIS weapon system ..
available at every local Argon and Split ED for little over 54 mil. Cr ..
and a decent standing with them ..(for Argons .. Trusted Ally (same req. as for fight command mk2))

only the QFLS LaunchX and QFLS Automed Launch Commands require this system/software .. for the rest all the requirements are the same ..


Blackrain ..

If you want this back as it was .. just change the mentioning off Aegis 4* in the setup-script back to FC2.. and remove the last line (calls a script to install Aegis)
and no more Aegis is requered ..



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-XTM-
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Post by -XTM- » Fri, 30. Dec 05, 17:44

This sounds like a great script, and a LOT of work.
Well done, and that's without having tested it yet.


Suggestions/Questions (like I said, didn't test it yet, so if there's a overlap caused by this, plz forgive me upfront).


-Add a feature which enables carrier patrols to differ between sector and oos-CAP (the centre ofcourse being the carrier, with a limited offspring range of 1 sector for it's fighter patrols, more could be used when for example fighters are jumpdrive equipped.).

-Hanger-Bay crew upgrade kit of some sort which enables limited fighter damage to be handled/repaired by the carrier itself (25% of max or someting in that order).

-Taskforce offspring support, enabling a set of more complex routines, like escorts m6 handling subwings to behave on orders via the carrier-branch.

-Combat pilot script support.


Suggestions excluded, excellent work!, I'll use this right away when I get home.
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BlackRain
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Post by BlackRain » Fri, 30. Dec 05, 17:48

Red spot thats insane hah, 54 mil credits? Are you nuts? Even if it was software to purchase it should not be that much. Look at the prices of all the other software, even the MK3 trade command is only 500k, it is software not a new titan haha.

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Red Spot
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Post by Red Spot » Fri, 30. Dec 05, 18:22

well actually it isnt that expensive ...

if you try it out you'll notice that 1 M1 using this properly could easilly take out 2 or maybe even more M2s ..

so in the end its cheap .. it saves you having to buy 3 M6s to guard the carrier etc etc ..


anyway .. I can understand you dont like the Aegis as req. .. thats why I told you how you can easilly change it so it again only req. FC2 ..
(I used the 17 mil. upgrade for this in X2 .. might have been a bit more acceptable .. but its taken .. and I really like to be ahead off any conflicts ..)
BlackRain wrote: Are you nuts?
they keep telling me so.. :D


Moxy..

just use this in Combi with RS.Security .. and I guess most off what you like will be (more or less) doable already ..

anyway this script more or less reached its max. adding more would most likelly only become confusing for the users not to mention me when trying to 'hook it up with each other' ..

all these commands more or less rely on an other ..

cant set a group without settings
cant launch ships without a group
cant use ship without a designation
...................

as for adding patrols and such .. these fighters get their 'strenght' from the carrier .. cause the carrier more or less controls it all .. therefor your ships will return if their target leaves the carriers scannerrange ..
so anything outside carrier scannerrange is a 'no-go' ..
call it a balancing issue (I can make your carrier able to take on the universe .. but wheres the fun it that .. also I have to somewhat limit the commands I used ..wouldnt be fair if I just used commands for everything I feel like ..)



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