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moggy2



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PostPosted: Mon, 7. Aug 06, 03:06    Post subject: Tweeking exisiting commands Reply with quote Print

I'm not thinking big changes or rewrites here, just little details I'd change to some of the commands that come with the game.

One thing that anoys me is the stcok command Attack.... Once the target has been destroyed the ship stops. The command has finished and the autopilot deactivates This is fine for an NPC ship who'll return to their default action, but for a player ship the default action is none. This leaves player ships vulnerable to other hostiles, and lets face it how often do you see just one hostile ship?
A simple tweek to the !ship.cmd.attack.pl would fix this. Add a second line that calls !ship.cmd.killenemies so that after the initial target is killed it switches to attack all enemies.

Another thing that I've noticed people complain about is the sell fo best price command. The ship always returns home before looking for somewhere new to sell even if the ship still has a full cargobay of stock. This is probably more difficult to cure, but it's my impression that the equivalent buying command was fixed for this problem during X2 developement, so why wasn't this command fixed?

I might get round to fixing these one of these days.

Anyone else got any little tweeks they'd like to see the the original commands?


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fud





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PostPosted: Mon, 7. Aug 06, 03:39    Post subject: Reply with quote Print

How about a group "dock at..." command, or group "return home".


The ACC scripts do this, somewhat. You issue the command on the carrier to return all ships belonging to it.


What I found annoying is, you can't order a group of ships to dock in one place. You have to command each ship individually, as opposed to "broadcast" then "return home/dock at..." for a group of ships.

That's my idea. Smile

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Red Spot





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PostPosted: Mon, 7. Aug 06, 05:12    Post subject: Reply with quote Print

dont think this will make much diff. for you .. but at least I've said it ..

with FC (Fleet Command) I'll be completelly remaking about *all* scripts within the scripts-folder .. (I'm not really sure how and if it will be released as a standalone-package but I'll be fixing plenty of left-over bugs/errors made by ES)


G


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Cycrow
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PostPosted: Mon, 7. Aug 06, 06:27    Post subject: Reply with quote Print

im been rewriting them all for Firelance as well, and i've found loads of mistakes in them


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Serial Kicked





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PostPosted: Mon, 7. Aug 06, 07:43    Post subject: Reply with quote Print

lol i'm not the only one with this idea in mind. The tweak on the attack.pl is a good idea. I've no special request however, i'll be fine on my own Wink

Yeah, the amount of errors in the default scripts is quite impressive. That's why i ended up in writting my own version of many of those scripts for Y.A. or ACC.


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Red Spot





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PostPosted: Mon, 7. Aug 06, 07:55    Post subject: Reply with quote Print

could be fun ... making a list of scripters and the bugs they've found ..

maybe if we present it like that .. ES cant go around it (not that it matters .. as it seems ... Very Happy )



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apricotslice





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PostPosted: Tue, 8. Aug 06, 07:57    Post subject: Re: Tweeking exisiting commands Reply with quote Print

moggy2 wrote:
but it's my impression that the equivalent buying command was fixed for this problem during X2 developement, so why wasn't this command fixed?


My impression was that X3 was developed on a pre 1.4 version of X2, and the many fixes that went into 1.4 and the subsequent scripts release, were never used in X3.

I suspect the main AP problems come from this, as 1.4 AP was significantly better than X3's is.

All I can say is, what you presented in the OP is common sense and go to it, when can we have it ? Smile

Edit : Seriously guys, a script package that just fixes all the base erors and omissions in the standard scripts is a great idea. Even if they are done for other purposes, releasing a correction pack as a side-line of the purpose your dong the work for is a worthwhile exercise and I urge you to do it.


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moggy2



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PostPosted: Sun, 13. Aug 06, 03:38    Post subject: Reply with quote Print

@Cycrow, Redspot and Serial Kicked

I'd like to see what work you've done on fixing up the default scripts.
It might be interesting to work together to create a package to replace the default scripts.
Serial Kicked, you use this other bug tracking system don't you? Is it possible for anyone to upload files to the issues? Could we create a project and open issues for each script, then each upload our fixed version of the scripts to the issues?

back to the topic. I wan't actually planning on looking for bugs. I just wanted to see if the designed behavior could be improved. Anyway, a couple of other ideas.

  • The !move.movetosector might be more usefull if it used the jumpdrive if a jumpdrive was installed, Navigation Software Mk1 was installed, and there was enough energy. This would add an extra dimention to the equiping of ships, if they now made use of items normally reserved for player only use.
    I wouldn't make it try to buy energy. That would make it too complicated, and to be honest I believe that should be left to the other scripts.

  • If the above modification is made it opens up the possibility for the standard trade commands to use the jumpdrive. These scripts only need a small modification to automatically load up with energy from the factory's supply when they dock there.


iirc there has been some reluctance from egosoft in the past on this idea, for fear of adversley effecting the economy, or giving the player too much power. Any comments on that anyone?


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Cycrow
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PostPosted: Sun, 13. Aug 06, 05:09    Post subject: Reply with quote Print

i've mainly been rewriting alot of the main scripts for use with firelance rather than just fixing the problems.

althou one of the ones i can remember is the spacefly hunter job script, theres an error in the find asteroid command


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apricotslice





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PostPosted: Sun, 13. Aug 06, 05:47    Post subject: Reply with quote Print

moggy2 wrote:
iirc there has been some reluctance from egosoft in the past on this idea, for fear of adversley effecting the economy, or giving the player too much power. Any comments on that anyone?


Egosoft is terrified of giving the player too much power. Smile

One of the big gripes in here on a regular basis is the station player ships constantly arriving too late to sell above the price set as min by the station, or arriving too late period and the station is full. The asked for fix is to use the jumpdrive. So many newies to X do not understand why using the jumpdrive isnt standard.

Personally I beleive all traders in the game should be using jumpdrives, as a response to the hostile nature of the universe now, with only the destination sector being a place to run the gauntlet. Or at least a percentage of them, as reflects the more affluent being able to afford one.

I'd say do this. A lot of people want it.

Release it as a jumpdrive command add-on pack at the same sort of price as the jumpdrive, and if you feel the need, put a warning on the docs for it that it could be considered an unbalancing of the game by some, and the installer should beware.

It allows the Trader player who wants to avoid a lot of combat, to do so.

In conjunction with the two-way delivery script, this is the answer to making Giskards Tradeing station network viable as well. The biggest problem with it was the likelihood of deliveries never making it because of enemy action, and jumping in would solve this. You only need a patrol for each trading station sector.

It also releives the early player of the need for so many sector patrols to protect their freighters.


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Red Spot





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PostPosted: Sun, 13. Aug 06, 18:02    Post subject: Reply with quote Print

moggy2 wrote:
@Cycrow, Redspot and Serial Kicked

I'd like to see what work you've done on fixing up the default scripts.
It might be interesting to work together to create a package to replace the default scripts.



sorry but that wont happen ..

I will not publicly release (seeing you as public ..Wink) anything FC-related untill I have completed the package ..

and with the current mods seemingly growing towards each other (they all seem to be including similiar functionality up to certain degrees .. heck they even include "exactly" the same things)
I'm going to keep this "private" untill release (basicly making sure I'm the one that first releases things I've spend a lot of time on trying to figure out .. and not someone else who likes the idea .. (wich currently already happens))

anyway the most important bugs have already been mentioned several times (I know I often enough have talked about attack/dock/sector move/signal undock/signal capture-scripts and that they hold bugs/errors)

I "may" in the end make a .doc with all to me known bugs .. but this will be post-FC and so will take a few months before, if at all, it will be released. (I can tell you it prob. doesnt even fit on 1 A4 sheet of paper .......)

(I know this very much sounds like "I dont wanna share" ..
and in a way it is so .. but let me put it like this; I have my reasons for not giving away info I worked hard on to get .. part of it being that I cant give you my FC-scripts as they will give away "too much" and I'm not about to give myself extra work by making a "bug-list" atm .. hope you can understand ..Wink)

ps; a "dream" of mine is that scripters might actually start using FC as their basis for their own scripts .. as I think that most if not all will be amazed with what I'm actually working on (you prob. dont even have the slightest idea of what I'm cooking up .. and it will be "big!")



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Cycrow
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PostPosted: Sun, 13. Aug 06, 18:13    Post subject: Reply with quote Print

Red Spot wrote:

and with the current mods seemingly growing towards each other (they all seem to be including similiar functionality up to certain degrees .. heck they even include "exactly" the same things)
I'm going to keep this "private" untill release (basicly making sure I'm the one that first releases things I've spend a lot of time on trying to figure out .. and not someone else who likes the idea .. (wich currently already happens))


thats the same reason most things havn't been reveled about Firelance, althou a few of the things we have already added have recently been done by other ppl


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Last edited by Cycrow on Mon, 14. Aug 06, 03:14; edited 1 time in total
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apricotslice





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PostPosted: Mon, 14. Aug 06, 03:01    Post subject: Reply with quote Print

Please excuse me for saying this BUT.......

A lot of what I'm reading here seems to be putting the agrandisement of the mod ahead of perfecting the actual game. Ego instead of helping.

The mod will only ever appeal to a percentage of the players.

Those who dont use mods, are therefore left out in the cold by those who only script for mods. There is a great deal of good stuff in mods that the average player should have in the game, but someone "owns it" and wont allow general distribution, or considers the time taken out to generally provide something that works better, a waste of their time.

The highest wellbeing of the game itself is to correct and improve upon the existing scripts that have bugs and issues and submit them to Egosoft for signing as a matter of urgency. This benefits EVERYONE, not just the percentage who use mods.

And since what is modded gets out anyway, why restrict what you cannot control ? Why complain about others doing the same thing ? Why not just get a script completed and release it first, and have everyone else who uses it give an acknologement to the author.

Are we writing mods and scripts for our own glory, or are we dedicated to making the game better ? Sometimes I wonder.

If everyone who has contributed to this thread put their personal stuff aside and dedicated themselves as a group to the betterment of the game for the normal vanilla game player, the game would be immeasurably improved FOR ALL PLAYERS.

Hear endeth the sermon. Sorry for any buised egos or hurt feelings.


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Cycrow
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PostPosted: Mon, 14. Aug 06, 03:17    Post subject: Reply with quote Print

well alot of the stuff im changing for firelance wouldn't actually work in a standard game, as it needs some of the stuff that has been added to the mod.

most of the scripts are designed specifically for it.

however when i do come across any problems that i fix that would work in the standard game then i will post it


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Red Spot





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PostPosted: Mon, 14. Aug 06, 05:20    Post subject: Reply with quote Print

apricotslice wrote:
Please excuse me for saying this BUT.......
............



er .. how much effort are you putting in this ..?

Its usually the same small group of people that have a "hobby" and are so kind to let you DL their "lost free time" in the form of a mod/script ..

Next to that you have no idea what your talking about as currently I'm the only one who really knows what FC will do/bring ..

I also see you talk about helping .. I have no problem helping someone out if he/she intents on making the alterations .. but your not talking about helping .. your talking about getting someone to help you to a fixed game ..

An other one of your comments is that we should be trying to make the game better .. what do you think I'm doing .. I'm part of a mod that imo makes the game better ....
next to that I'm not seeing anyone pay me for my time I'm spending on improving the game next to a "not so 9 to 5 job" .. untill that time please dont try and tell me what I should or should not be doing as your not in a position to make any such demands ..

ps; actually showing you have something to contibute in such "fixing" might provoke a different reaction ...


G


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