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[SCRIPT] Salvage Commands & NPCs v1.5 [2008-11-20]
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ThisIsHarsh





Joined: 19 Oct 2008
Posts: 1132 on topic

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PostPosted: Fri, 5. Dec 08, 13:37    Post subject: Reply with quote Print

@Tanjitsu: Yeah it's something I've been meaning to look at finding a way around. I lose a lot of ships to Xenon and Pirate sectors myself. The problem with just sending to nearest dock is just one of micromanagement. You end up with just so many ships that going through them all and ordering them about becomes an annoyance. I think the best way would be to track their progress to the shipyard and have them dock at a station if they are about to go through an enemy sector. I'll look into it. A bit busy these days so haven't had much time for scripting.

@asser69: They shouldn't be added as 'owned' (no homebase changes are made), just docked. Don't know what's happening there. If the DMA ships are destroyed they shouldn't still appear in your list of docked ships (I think that's what you're saying?). That would be an engine bug indeed. I'll look into the 'owned' ships issue, but the non-existent ships issue I don't think I could do anything about.

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Tanjitsu





Joined: 05 Dec 2008



PostPosted: Fri, 5. Dec 08, 22:39    Post subject: Reply with quote Print

Yeah cool could also work to only dock if approachin a flagged sector.

Although on thought the current loss of ships also adds to the balance of the script, meaning by using the auto process u gain more ships but also loose some (kinda pot luck), if u manually did it ud loose less but would require more work.

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Thrandisher





Joined: 01 Jul 2007
Posts: 356 on topic

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PostPosted: Fri, 5. Dec 08, 23:17    Post subject: Reply with quote Print

Ya, im not sure whats happening. Could be due to the custom ship since it doesnt apear to happen on other ships, what little i tested on.

Well it was late last night when i saw the patch out and patched up wrong. So due to to many readtext errors, doing a restart again, heh. Atleast i made my average of 2 day's played before starting over!

Probly be a day or so before i can start testing it again. I wanna try doing the real missions for once since hopefully there fixed, heh

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TSM





Joined: 01 Jul 2004
Posts: 1601 on topic
Location: Lancashire,UK
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PostPosted: Fri, 5. Dec 08, 23:22    Post subject: Reply with quote Print

This is Harsh there used to be a script that would black list sectors such as xenon was part of an Xai Corp script that would do the job of stop claimed going to nearest ship yard via xenon.


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Khas





Joined: 12 Jul 2008



PostPosted: Fri, 23. Jan 09, 17:44    Post subject: Reply with quote Print

-Love- the universe salvager, really do. 5 Kestrels make this incredibly fun.

One thing though - there were similar commands for X3:R that did the marvellous thing that I really liked: if you sent out a sector salvager that had a carrier as homebase, any salvaged ships would head to that ship first. The reason I ask this is that I've got an M6 that floats around with my carrier (which I fly) that automatically repairs the ships in the sector, but sometimes there are so many (I kinda tweaked the bail rates, and have NPC bailing on) that he can't get to them all in time.

Even putting a repair ship in each sector with a shipyard doesn't help.

I see two options that would be fantastic that could fix this: set a ship to wait till it is 100% hull before flying to a shipyard; or be able to set one shipyard that all salvaged ships go to (preferably using an A* routing algorithm please, otherwise I'd lose them all).

Having an option to let hombase assigned salvagers get their salvage ships to dock at the homebase would be good outside of that (because then I could find a mod that adds the machine shop to repair internally, and keep my Dragon for the larger ships who would just end up following.)

I'd have a go myself, but I'm only just playing around with scripts (like the NPC bail rate script).

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Hieronymos





Joined: 30 Dec 2005
Posts: 827 on topic
Location: California--A State of Mind
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PostPosted: Sun, 1. Feb 09, 05:03    Post subject: Reply with quote Print

Looks good. Gonna give this one a try!

..and I second idea of tweaking script so that all fighters dock at player M1 in sector, before pathing to nearest SY.


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Megalomaniadevil





Joined: 25 Jan 2009



PostPosted: Sun, 1. Feb 09, 23:04    Post subject: Reply with quote Print

Hey, i just trying to find out if any1 else has had a similar problem as i think it might be this script. i decided that i'd put NPC bailing to 20% so i dont get too many ships and because i think making it to high is cheating( in my veiw of course). i also clicked on the command to destroy all NPC scavangers. Now i finding my self unable to find any pirate bases???? i'm not 100% sure how it came about. any1 got any ideas...... please Razz

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Hieronymos





Joined: 30 Dec 2005
Posts: 827 on topic
Location: California--A State of Mind
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PostPosted: Tue, 3. Feb 09, 23:56    Post subject: Reply with quote Print

That'll teach you to beat up on innocent scavengers! They're just trying to make a living, ya know.

Until scripts become really, really, really stable, through being playtested a really, really, really long time (so that all known quirks, intra-script conflicts become known) tweaking them is best only done on a separate "testing" install of X3..

If I had a nickel for all the restarts I've made..


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aXeL_UK





Joined: 23 Oct 2008
Posts: 154 on topic

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PostPosted: Wed, 11. Mar 09, 21:22    Post subject: Corrupted Saved Games Reply with quote Print

Hi,

I've been using this mod and loving it, however after a few weeks of TC my saved games started getting corrupted and would fail to load. I have alot of mods installed so I figured there was an issue there.

In the end I traced my particular problem to a particular setting in this script, 'NPC salvagers'. If this is enabled, after a time my saved games will no longer reload (TC v1.4).

The fact that other people are NOT reporting similar issues indicate it's clearly something with my setup and since I disabled NPC salvaging it's been fine, except the game crashes out on exit, which may well be down to a different script. I unpacked all of my spks and found no conflicts except between MARS and my camo device so MARS went... I have also reinstalled and repatched the game but to no avail.

Love your script however I think I'll have to switch to Cycrow's one which, isn't quite was I was looking for, c'est la vie!

Just an FYI, I wouldn't spend time on this unless it reaches epidemic proportions!

Still. this has been one of my favourite scripts!

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Locksley





Joined: 18 Mar 2005
Posts: 334 on topic

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PostPosted: Wed, 18. Mar 09, 22:14    Post subject: Reply with quote Print

Seems like the NPC salvager's are nipping my mission ships Razz You know where you get a mission to pick up an abandoned ship. I am not 100% sure but it seems that way - after a while the ship is destroyed, I guess your script destroys the ship when it reaches it's destination?

And yes, I am in the very beginning of a game so I take these missions. But I did actually get one ship in one of the missions, but the NPC salvager's are fast!

Great script, brings a little more life to the X-universe.

EDIT: And do they take all the derelict ships too? What about hidden containers?

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cygnetsong





Joined: 29 Apr 2009



PostPosted: Wed, 27. May 09, 18:38    Post subject: Reply with quote Print

I'm having trouble getting these guys to jump. They mostly just hang out and occasionally try to fly to a sector a dozen jumps away, getting there way too late. They don't seem to want to use their jump drive (yes it's set to autojump, and yes they have ecells). Occasionally they have claimed derelict ships, but that's it. I have one set up with freight scanner and the other with cargo life support (so one's a slaver and the other a salvager).

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thunderai





Joined: 17 Apr 2009
Posts: 372 on topic

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PostPosted: Sat, 27. Jun 09, 21:10    Post subject: Reply with quote Print

Mine dont jump and always fly to the same ship, its like all six say oooh a ship and dont communicate with each other to see whos actually going to get it.

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ThisIsHarsh





Joined: 19 Oct 2008
Posts: 1132 on topic

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PostPosted: Sat, 27. Jun 09, 22:28    Post subject: Reply with quote Print

thunderai wrote:
Mine dont jump and always fly to the same ship, its like all six say oooh a ship and dont communicate with each other to see whos actually going to get it.


They should jump. Have you set the ship autojump and refuel settings?

And yeah they don't communicate. To be honest I've never had any reason to have more than one universe salvager running for claiming ships (I just use a Mako - fast with plenty cargo for ecells). Only suggestion I can make when using more than one is to manually order them to opposite sides of the galaxy, then restart the command. They'll probably end up working their way toward each other again, though, and start mirroring each other's actions once more.

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thunderai





Joined: 17 Apr 2009
Posts: 372 on topic

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PostPosted: Sun, 28. Jun 09, 03:35    Post subject: Reply with quote Print

Maybe I'll use something big to cap ships then. Rather than an M5, any suggestions?

I was thinking an M6 or so.

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JimBadger





Joined: 03 Aug 2009



PostPosted: Mon, 3. Aug 09, 16:31    Post subject: Reply with quote Print

Hi, I'm an X-noob, and, having read through this thread with a look of bemusement on my face, I can't work out the answer to this question:

Will NPC salvagers scoot around the universe and hoover up all the unique derelicts while I spend a day just trying to figure out the tutorial?

Smile

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