Just for kicks I thought I'd package up some of the various bugfixes and stock script improvements I've done for my own game in case other people are interested.
In most cases, where a !<scriptname>.pck file is included I have also included a <scriptname>.xml so you can easily view, edit and gimme feedback on the changes.
!move.follow.template Docking Fix -- EDIT: Recommend using GAIUS instead.
This script is universally used in all formation based commands (protect, follow, attack target of, etc). The modification allows ships to dock if possible at the lead ship, to be launched again only if the leader spots an enemy. Works on NPC as well as player ships.
!god.tl.deliver.factory Jumpdrive Fix
There is a bug in the stock script for GOD engine TLs delivering a factory that means it can never use its Jumpdrive. This minor edit fixes that. Probably means stations are rebuilt faster, but to be honest the difference is negligable... just corrected for the sake of tidyness.
Give Player Big Ships .adv Turret Commands
This script (setup.turret.pl.adv.xml) replaces the standard turret commands for big ships owned by the player with the .adv versions the AI uses. Its by far not ideal, but much much better than the .std default versions.
Job Patrol and Target Selection Improvement
This script set includes several improvements to the stock patrols and sector guards, including faster response, better target selection and use of fighter wings.
NOTE: These scripts *will* cause much more CPU overhead, which you may barely notice in a stock game but are much more likely to notice in a modded game with many more patrols and extra sectors (e.g. XTM) - unless you have a decent PC, of course.
Included scripts:
- lib.DD.SelectTarget.xml : Library target selection script
Util script used by the others below to select best target for the ship. Priorities ordering is:
> M1/M2 = M1/M2, M7, M6, TL, Station, M3/M4/M5, any ship.
> M6/M7 = M7, M6, M1/M2/TL, M3/M4/M5, any ship, Station.
> M3/M4/M5 = M3/M4/M5, M7, M6, any ship, Station.
- !fight.attack.enemiesrange.land.pck : 'Attack All' target selection improvement
Replaces target selection with lib.DD.SelectTarget.xml.
- ship.job.cmd.attackenemies.xml : Library attack all job script
Util script used by others below to attack all enemies until there are none left/detectable. Uses lib.DD.SelectTarget.xml. Includes sending squadrons of up to 5 ships if docked, using interrupts so as not to permanently overrule whatever task/job they are on. (NOTE: doesn't replace stock !ship.job.cmd.attackenemies.pck, since it doesnt need to)
- !ship.job.patrol.pck : Patrol ships improvement
Improves target selection, enemy detection time, carrier fighter launching, and gives more purposeful direct patrol movements - no idling. Uses ship.job.cmd.attackenemies.
- !job.fight.rthr.attackallenemies.pck : Sector defense ships improvement
Improves target selection and adds carrier sending squadrons with (ultimately) ship.job.cmd.attackenemies.
Enjoy!
Suggestions for improvements most welcome...
[SCRIPTS] My Stock Script Fixes/Improvements (09/06/2007)
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[SCRIPTS] My Stock Script Fixes/Improvements (09/06/2007)
Last edited by voxol on Sat, 9. Jun 07, 17:13, edited 3 times in total.
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GAIUS is a project I'm working at for 6 months (well, it's not much, because the most devscript are still unfinished, which will change today... first, i had to finish the Fight Command Software MK3).
It does roughly the same as your script package... Is there a way of combining them both?
I already improved the whole move-section including TLs to use the JD. what I'm working at now, is the trading-section (no MK3, because there's already a fix by gnasirator).
There's still the whole turret- and fighting section free to modify. That's, where you could work at.
btw: GAIUS has been released in its alpha version a week ago, but only in the german forum.
A few minutes ago, i released it here, too, so everybody can have a look at it.
It uses an AL-Option, because it's used by the fight command software MK3... so everybody who doesn't want the improvements can just switch the option off, but the FCS MK3 will work on ^^
Well... I see a problem with the docking fix.
I'm using such a docking behaviour in the FCS MK3 as well, but there'll be errors if you don't change other files - such as the Leaderjump-Signal.
The undocking has to be intelligent, so a ship with the "protect"-command doesn't undock, when there's any ship flying past in a distance of 13 km without any aggressive "thoughts".
Well, have fun
- EL
It does roughly the same as your script package... Is there a way of combining them both?
I already improved the whole move-section including TLs to use the JD. what I'm working at now, is the trading-section (no MK3, because there's already a fix by gnasirator).
There's still the whole turret- and fighting section free to modify. That's, where you could work at.
btw: GAIUS has been released in its alpha version a week ago, but only in the german forum.
A few minutes ago, i released it here, too, so everybody can have a look at it.
It uses an AL-Option, because it's used by the fight command software MK3... so everybody who doesn't want the improvements can just switch the option off, but the FCS MK3 will work on ^^
Well... I see a problem with the docking fix.
I'm using such a docking behaviour in the FCS MK3 as well, but there'll be errors if you don't change other files - such as the Leaderjump-Signal.
The undocking has to be intelligent, so a ship with the "protect"-command doesn't undock, when there's any ship flying past in a distance of 13 km without any aggressive "thoughts".
Well, have fun
- EL
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- Joined: Sun, 30. Oct 05, 14:42
Ah GAIUS sounds like an excellent project, much needed. Please do feel free to use any of my scripts in any way if they can help.
I havn't noticed a problem with undocking when jumping to be honest, in fact I noted how useful it was to have follower ships docked automatically so I could jump them.
Also, what I've seen of the Protect command is that the ships wont undock until the lead ship is attacked.
Admitedly my testing is minimal, but I havnt noticed any problems just playing the game.
I'll probably just install your GAIUS version anyway, since you obviously put a lot more time into it than I have with my little personal fixes. I notice there is no improvement to patrols though, so you can take mine if you want (and modify as you see fit).
I havn't noticed a problem with undocking when jumping to be honest, in fact I noted how useful it was to have follower ships docked automatically so I could jump them.
Also, what I've seen of the Protect command is that the ships wont undock until the lead ship is attacked.
Admitedly my testing is minimal, but I havnt noticed any problems just playing the game.
I'll probably just install your GAIUS version anyway, since you obviously put a lot more time into it than I have with my little personal fixes. I notice there is no improvement to patrols though, so you can take mine if you want (and modify as you see fit).
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Well, aside from !fight.attack.enemiesrange.land, the patrol scripts are just for the NPC patrol ships spawned by the job engine.X-Freak Cartman [KBG] wrote:Well, before using your patrol scripts, I'll have to check whether there's any problem with the Fight Command Software MK3...
Ah interesting, as I say I hadnt noticed anything like that, but I see the potential problem. Easy enough to just add a 'ignore command/signal' when they dock and 'reset command/signal to global default behaviour' when they undock.X-Freak Cartman [KBG] wrote:btw: There's a signal problem with the jumping. If you use a jump-command, the signal "leaderjumps" lets the ship undock to jump after the leader...