[SCRIPT] Combat Pilots - Task Force Command Addon 1.06 (09/01/2006)

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Myros
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[SCRIPT] Combat Pilots - Task Force Command Addon 1.06 (09/01/2006)

Post by Myros » Sat, 7. Jan 06, 14:47

This is an addon for my main Combat Pilots script. You must have the main script installed to use this addon (you can add them both at same time).

This script adds Task Force fleet command options to all high ranked Combat Pilots. They will automaticly recon, patrol, attack, protect and assault as needed within their player assigned 'sphere of influence'.

For full details, download and info view the Task Force page here:

http://www.neuralstudios.com/work/cpilo ... force.html

1.05 - small update to prevent ships removed from a TF getting accidently called back in by the commander. Also fixed commander not goign back to home sector after an assault.
1.03 released - fixed freezing bug, reduced threshold level for young training TF commands so they dont call assaults as much and dont spam the players logbook. Optimized trader escort routines.

basic tech info:

Code: Select all

COMMAND_TYPE_SPECIAL_45 (545 = Assign sectors to task force)
COMMAND_TYPE_SPECIAL_46 (546 = Join or form a task force)
COMMAND_TYPE_SPECIAL_47 (547 = Leave or disband a task force)
COMMAND_TYPE_COMBAT_41 (341 = Player called task force sector assualt )
COMMAND_TYPE_SHIP_46 (1246 = Task force report .... individual or whole force)

XML text files used:
448071.xml - basic text and setup info
For the original script that is required also see the topic here:
http://www.egosoft.com/x2/forum/viewtopic.php?t=114874

Any problems ,questions or comments on this addon please post them here.

Cheers,
Myros
Last edited by Myros on Mon, 9. Jan 06, 14:44, edited 5 times in total.

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Anoik
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Post by Anoik » Sat, 7. Jan 06, 16:50

You release it today? i thougth that the release date was Monday. It's nice to have it so soon :thumb_up:

Myros
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Post by Myros » Sat, 7. Jan 06, 16:54

Aye, worked out the last little quirks that were annoying me with it this morning so went ahead and released it.

M

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Anoik
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Post by Anoik » Sat, 7. Jan 06, 18:00

Well, it's nice to hear that. Now i have more time to play, so, i will earn some money to start with my Task Force. Thanks again for your work Myros, for me it's the best script :thumb_up:

Myros
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Post by Myros » Sun, 8. Jan 06, 16:56

Updated to 1.03 , fixed critical freeze bug .... dam fighter pilots all wanted to escort traders at the same time ;)

Myros

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Post by X-it » Sun, 8. Jan 06, 17:06

Well good thing they are dedicated to do their duties... :D Thanks!

Elwood J Blues
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Post by Elwood J Blues » Mon, 9. Jan 06, 05:30

A way you could compete with some other scripts, and I think would do very well. At a certain rank the ability to give a pilot control over a station. Maybe a new rank structure as well is in this. Once they have control over a station they run the whole station on their own. That is the stations traders and the stations fighters. They would also buy and sell ships that they are 'given'. They would buy two transports to use as a warehouse and warehouse supplier for the fighter compliment they have, buying ammo weapons and shields etc. They would also keep all their ald commands from their previous life as a fighter pilot as they will now use these commands to protect their station and its assets.

You could add a lot more to this infant idea.

Elwood J Blues.
It's 106 miles to Chicago, we've got a full tank of gas, half a pack of cigarettes, it's dark, and we're wearing sunglasses.

Myros
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Post by Myros » Mon, 9. Jan 06, 10:05

Thanks for the feedback Elwood.

Version updated to 1.05 couple small fixes.

Myros

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Anoik
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Post by Anoik » Mon, 9. Jan 06, 12:14

Myros, can you add to the readmes of yours scripts what have you changed in each version?.

Myros
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Post by Myros » Mon, 9. Jan 06, 14:47

Sure will, from now on ;p

1.06 uploaded ... found a small bug where a certain number of escorts vs scouts was driving the TF commander crazy ... poor guy ;)

I think thats the last of the little stuff worked out, so should be nice and stable now. I went over every line again to make sure.
Anything to follow should be feature additions and balance tweeks based on any feedback.

Myros

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Post by X-it » Mon, 9. Jan 06, 15:13

Thanks for the update.

I noticed in the earlier version that when you disbanded a task force, all the ships that were under the TF leader's command were still following him around even when there was no task force anymore (they had the 'Protect [fromer leader]' status. When I docked the ex-leader somewhere all the 18 M5s that were under his command earlier tried to dock with him. Messy... :D ). Is that one of the things you fixed in the version before this one?

Very efficient work anyway.

I now have promoted another captain, and have 2 task forces - each with the leader in an M3 and 18 M5s under their command. If a cluster appears they're probably all dead, so I keep a close watch. :)

Myros
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Post by Myros » Mon, 9. Jan 06, 16:38

When you disband a task force the folks they had with them (protecting them etc) will still be there, I could make them all stop dead but that would leave your leader vulerable while he changes ships or whatever. If you happen to be in the sector it could be messy for sure because of collisions ;p But if your out of sector its no biggie cause there is no collision detection then. When you get your leader in a TL or M1 it doesnt matter so much because all those ships will be docked rather than hanging out. And so far I really havent had to disband a TF very often so it didnt seem like a major thing to sweat. I'll think it over though.

Myros

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Anoik
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Post by Anoik » Mon, 9. Jan 06, 16:58

Myros, can you add the Tf-1 before the old name of the ship and not after the name? because it's more easy to find the ships of a task force when all their ships start with the same name.

X-it
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Post by X-it » Mon, 9. Jan 06, 17:01

Ah, I see, thanks. I guess it's no big deal when we know about it.

It was the first leader I had in Kingdom's End, and I was to give him a new ship and a whole new task force to train, then assign a new captain to the 'old' ships, so I would like them to stay in KE. But the ships followed him all the way down to Home of Light and docked with the TerraCorp station when I had the leader in for diagnostics.

I'll try to stick with the same leader for the same task force instead. Probably better for the moral as well, as long as the leader doesn't have the 'trouble maker'-trait. :D I got one of those in my Bravo batch. Will be interesting to see if he messes up...

I'm in the process of trying the new mod from DeadlyDa and Red Spot now, btw ( http://forum2.egosoft.com/viewtopic.php?t=119892 ). Would be wonderful if we could use some of those great ships for the combat pilots. Will let you know how it goes (backing up old save game :P).

jash
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Post by jash » Sun, 15. Jan 06, 08:38

Great mod, I was just wondering if the TF's fighters/leader gains experience while on assignment?

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