[SCRIPT] Dedicated Assistant Drones (DAD) V4.7 [03.05.2009]

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pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Tue, 3. Mar 09, 19:19

Deploy EMP Drone

All Drones: Image


Here is a link to the design spreadsheet in Excel 2007 format.

If you dont have that software here is a link to a free viewer from Microsoft.
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Overview:

With any ship equipped with:

Fight Command Software MKII
Special Command Software


and has the following wares:

EMP Drone

OR

Custom process:
Recon Drone
Ion Disruptor
Ion Mine


Cargo Bay Shielding (Required for MKII)

Other associated requirements:

E-cells to charge the drone

With a ship with the above requirements it can launch an EMP drone to attack a particular ship. To do so go to the fight area of the command console and under special you will find the Special Drones interface the option to Deploy EMP Drone is there. The command orders are as follows:

1. Select ship
2. Select either MKI (1) or MKII (2).
3. Select wether safe (1) or fire and forget (2).
4. Select number of e-cells to charge the drone with (from 500 - 800).

The drone will then attempt to get within a desired range (varies with ship sizes) and then use the e-cells to detonate causing a powefull electromagnetic pulse and ion burst within a 10km radius. Which will not discriminate between freind or foe. The safe mode checks to see any of your own ships are within the blast radius and if found will detonate harmlessly.

The potential of the blast to effect in terms of a % can be calculated as follows:

%Potential = ((K x Ecells) / (R^2)) / S.

K is a constant associated with the energy co-efficient and is 2,500,000.
Ecells is number of e-cells.
R is the radius in metres from EMP burst to target(s).
S is the effected ship(s) shielding in MJ.

A graph and calculations are allready provided in the above design spreadsheet.

The %Potential is then the chance for various systems to be "zapped". These include shields, missiles, installed equipment, installed upgrades and any tech wares. (Note: it doesnt at moment sufficiently discriminate some pre-installed systems). And each individual type is checked to see if it is effected. It also has a similar potential to set shield energy and laser energy to 0, but they will still recharge. Weapons systems seem unaffected by this new experimental weapon as this is due to them being used to rapid changes in fluctuating energy use.

So far the experiments of this tactical weapon has been limited, and findings show that whilst extremely effective against smaller ships. The shielding on vessels that are M7 and above tend to use provide sufficient protection and is extremely unlikley to effect them. M6 are somewhere in between. Boron Scientists are interested in feedback from its use.

This is not a secret weapon, leaks have provided to others the nature of the weapon and as such is frowned upon with its use and any effects to neutral affilications is viewed unfavourable. However, the MKII version can be used to conceal the weapons owner resulting in no associatied loss of influence. The MKII as a result can also be used to attack enemy targets where the MKI would be simply "dealt with" and is the military option.

(Possible Boron Lore/History/flavouring to follow)

Historical link here
Last edited by pelador on Sun, 12. Apr 09, 07:01, edited 4 times in total.

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Tue, 3. Mar 09, 19:21

Deploy Jump Drone

All Drones: Image

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Overview:

With any ship equipped with:

Special Command Software
Navigation Command Software


and has the following wares:

Jump Drone

OR

Custom process:
Freight Drone.
Advanced Satallite
Cartography Chip


The ship can launch a drone that will fly to a chosen sector position and then on reaching its destination will convert to a jump beacon from the drone.

To order a ship that is equipped to do so simply go to the command console of the ship as normal, select special, then you will see a new menu for drones, select this interface and then "Deploy Jump drone.". Its a fairly intuitive process after that. Select sector and position.

The Jump beacon once deployed can be jumped to using the same interface using command Jump to Shortcut beacon.

A ship needs to be equipped with a jumpdrive of course, but the beacons focus allows for a fixed use of energy cells based on ship class:

M1, M2 = 150 e-cells
TL, M7 = 100 e-cells
M6 = 75 e-cells
M4, M5 = 30 e-cells
Others = 50 e-cells

The beacon is one way and isnt included in the automatic jump processes.

You can only have one beacon active at a time, such then when a new one is deployed the old one will shut down and self-destruct.

When jumping, ships arrive in the centre of the sector where the beacon is deployed.

(Possible Lore/History/flavouring to follow)

Historical link here
Last edited by pelador on Sun, 12. Apr 09, 07:02, edited 3 times in total.

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Tue, 3. Mar 09, 19:24

Following LV's advice I have merged the info threads in this thread and the others will be locked with historical references. Thus limiting this development to just the one thread.

Could a moderator please therefore lock the following threads:

http://forum.egosoft.com/viewtopic.php?t=237038
http://forum.egosoft.com/viewtopic.php?t=237283
http://forum.egosoft.com/viewtopic.php?t=237294
http://forum.egosoft.com/viewtopic.php?t=237532
http://forum.egosoft.com/viewtopic.php?t=238036
http://forum.egosoft.com/viewtopic.php?t=238451

semiliterate
Posts: 356
Joined: Sat, 13. Dec 08, 23:02

Post by semiliterate » Tue, 3. Mar 09, 20:03

i meant, in a specific example:

collect wares on m2
run command
target m5
jump/fly m5 to sector
jump ships to m5
time expires, m5 loses jump beacon properties

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Tue, 3. Mar 09, 20:09

Continued from Jump Drone thread ......
semiliterate wrote:i meant, in a specific example:

collect wares on m2
run command
target m5
jump/fly m5 to sector
jump ships to m5
time expires, m5 loses jump beacon properties
Novel idea, in theory its possible, as one extra global variable for a temporary ship task should cover it I think. I'll have to think about it a little.

semiliterate
Posts: 356
Joined: Sat, 13. Dec 08, 23:02

Post by semiliterate » Tue, 3. Mar 09, 20:11

i mainly thought of it because it saves using either a ware or an extra command slot, the only other alternatives i could see.

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Tue, 3. Mar 09, 20:35

Yeah, it isnt really the technical constraints that are impeding me, it's more the implications of having a mobile jump beacon and what that means in terms of gameplay. Lots of balance considerations to consider perhaps, though as temporary I imagine it reduces impact somewhat.

semiliterate
Posts: 356
Joined: Sat, 13. Dec 08, 23:02

Post by semiliterate » Tue, 3. Mar 09, 20:47

i was figuring a short time limit, making it only practical for use in nearby sectors - maybe limit it to m5s too, because their jump range means no deploying on the other side of the universe.

pelador
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Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Tue, 3. Mar 09, 20:56

I'm struggling to find a logical answer (justify it with a plausable reason) why only M5's though and limited jump range isnt really an advantage over normal jumping when using the shortcut method.

I think best take some time to consider it more fully.

semiliterate
Posts: 356
Joined: Sat, 13. Dec 08, 23:02

Post by semiliterate » Tue, 3. Mar 09, 21:00

pffft, justifying it's easy. jumping is a gravitational phenomenon, right? try generating a specialised jump field like this from anything bigger than a navigational beacon or M5 and its own mass causes it to collapse into itself.

the other things, though, are problems.

K-64
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Joined: Thu, 27. Nov 08, 21:54
x3tc

Post by K-64 » Tue, 3. Mar 09, 21:10

It could be put onto larger ships, although the energy that it generates would cause catastrophic damage to the inside of the ship as the projection range would be much larger than in an M5, and the energy consumption would rise would rise exponentially rather than multiplied.

could be an explanation

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Wed, 4. Mar 09, 15:04

Deploy Build/Constructor Drones

All Drones: Image

"The Argon have struck a partnership with Boron Drone engineers for aid in constructing defence platforms".

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Deploy Build Drone

Overview:

With any ship equipped with:

Special Command Software

and has the following wares:

Build Drone

OR

Custom process:
Freight Drone.
Navigation Satallite (not advanced)


The ship can launch a drone that will fly to a chosen sector position and then on reaching its destination will convert to a navigational beacon from the drone.

To order a ship that is equipped to do so simply go to the command console of the ship as normal, select special, then you will see a new menu for drones, select this interface and then "Deploy Build drone.". Its a fairly intuitive process after that. Select sector and position.

This JUST deploys a hazard warning becon to others as to where you intend to construct your defence platform.

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Deploy Constructor Drones: Orbital Weapons Platform (OWP)

Overview:

With any ship equipped with:

Special Command Software

and has the following wares:

For Small OWP:

Constructor Drones x 4

OR

Custom process:
Freight Drone x 4
Teladianium x 400
Computer Components x 160
Microchips x 56
Quantum Tubes x 40
Adv. Nav Satallites x 40

Construction Equipment x 4 (additional to drone requirements)

Associated needs:

A construction beacon to work on

For Medium OWP double the number of resources required.

For Large OWP quadruple the resources.


Again using the drones interface you will see on the menu a selection for Deploy Small OWP , Medium OWP or Large OWP constructors. So with a ship that has the above requirements met this instructs a team of drones to transport the neccesary resources to the beacon to then convert into a Orbital weapons platform (OWP). You simply need to select the construction beacon.

Important Note: Wether you are using bought wares or a custom process the required number of construction equipment is still required for the process in addition to the drones requirements.

It is constructed with only shielding as equipment (approximatley 500m for SOWP and 1km for MOWP or LOWP vertically above the beacon), but you can transfer shields, weapons, systems and missiles to the OWP like any other ship to ship transfer with a transporter device. The OWP can be given settings just like regular ships. A screen print of the empty OWPs ready for equipping are below:

Small:
Image

Medium:
Image

Large:
Image


The beacon manages the process so as long as you have the right number of freight drones with the required resources in total within them within a range of 1km of the beacon, it will be able to project manage the construction. Useful in case any or all constructor drones are lost. In the case of a complete team being lost you can re-issue a new construction command to the beacon.

Overall this makes the average construction cost of a "naked" SOWP aproximatley 1,850,000 cr, with a cargo requirement in total of about 2,650 units for the custom process. (MOWP x 2, LOWP x 4)

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(Possible Argon Lore/History/flavouring to follow)
Last edited by pelador on Sat, 10. Oct 09, 12:24, edited 21 times in total.

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Wed, 4. Mar 09, 15:06

New version V3.1 updated.

Build/Contructors Drones added. Details above.

Resources for Jump drones modified. Teladianium swapped out for an Advanced Satallite.

Some script improvements to other Drones (no changes in operation or design, just scripting methods).

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Wed, 4. Mar 09, 20:17

I've just checked an alternative website to check the stats of the SOWP:

http://eng.x3tc.ru/x3_tc_ships/x3-ship. ... TA0OTAyMTE

And looking at its cost I think I may have underpriced it somewhat? Apologies, I was using a spreadsheet that didn't have the cost included and assumed they wouldn't be so expensive. Though the effectiveness of defence platforms (especially OOS) currently may not justify this price.

As a result I may intend to modify the process:

1) Change the resources required to:

Teladianium 400
Microchips 80
Computer Comps. 160
Qauntum tubes 40
Adv. Satallites 40
Freight Drones 4

Including the beacon costs this gives an average cost of 2,171,420 cr and a cargo of 2698.

2) Another option is to include a one time cash payment to make them licensed in owned sectors? But no idea as to how much this should really be.

3) A combination of the above.

Thoughts? Alternatives?

pelador
Posts: 1230
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by pelador » Wed, 4. Mar 09, 21:29

Revision V3.2 Small Orbital platforms resource requirements increased. Details in thread.

Apologies for the quick revision, I should have planned better. (I chose option 1 above for now.)

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