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

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pelador
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Post by pelador » Mon, 30. Mar 09, 22:41

Deploy Economic Drone

All Drones: [ external image ]

"The Teladi have extended the purpose of the advert drone."
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Overview:

With any ship equipped with:

Trading System Extension
Special Command Software


and has the following wares:

Advert Drone

OR

Custom process:
Recon Drone
Teladianium x 100
Promotional Plates x 3



The ship can launch a drone to a particular sector. Where eventually it will deploy it's advert beacon.

To order a ship that is equipped to do so simply go to the Special Drones menu under trade commands in the command console. Its a fairly intuitive process after that. Select sector, then number of analysis cycles (10 - 100).

The drone will then complete a number of cycles as specified travelling to all factories that have one product (so trading stations, docks and other stations are ignored) where it will compare the stock against maximum each time in every cycle. Upon completion of the analysis it will write a report to the players log book given analysis details and also a average stock % for each factory's product so that useful supply sources can be identified. It will then deploy its Advert beacon (same as the regular Advert Beacon) at its best factory based on the analysis. You have to have knowledge of the factory and good relations to include it in the analysis.

Analysis times can be lengthy and relative to the number of factories in the sector, though delay times still exist for small factory numbers to get a good study. (Analysis times are measured in an order of IG hours) but more cycles means a better statistical representation over time.

Carefull use has to be applied with settings as enemies will still attack Economic drones.


(Possible Teladi Lore/History/flavouring to follow)
Last edited by pelador on Sun, 12. Apr 09, 07:05, edited 3 times in total.

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Post by pelador » Mon, 30. Mar 09, 22:42

Deploy Collection Drone

All Drones: [ external image ]

-------------------------------------------------------------------------------------

Overview:

With any ship equipped with:

Special Command Software

and has the following wares:

Freight Drone

Cargo Bay Shielding (Required for MKII)


The ship can launch a drone to collect flying wares within a sector like the standard drone but in a more intelligent manner. It has 3 modes:


1) Ordinance: Collects only weapons, missiles and shields in value order.

2) Value: Collects all wares by value.

3) Mines : Collects "disarmed" mines of a particular type.


To order a ship that is equipped to do so simply go to the Special Drones menu under trade commands in the command console. Its a fairly intuitive process after that.

The Collection drones can be used as a team and sensibly they will co-ordinate with each other, if used together, so as not to chase after the same ware (based on settings).

They will also only collect wares and volumes that either the home ship can carry or the drone itself.

They will also automatically return and dock with the home ship when no more possible (based on the above) target wares are in the sector or their energy becomes too low. However, Collection Drones can be recalled. The command for this is found in the universal command menu of the interface. Interuptting with a recall means the drone will attempt to return to its home or launched from ship at the end of its current sub-task. In the case of a lost home ship it will hang in sector and a message of the location is sent.

Carefull use has to be applied with settings as enemies will still attack Collection drones.

MKII Collection drones are a little bit more secretive in their work. As a result all communications are lost and no details are recieved from its gravidar scanner to prevent possible detection.
MKII drones need 1 unit of Cargo Bay Shielding (CBS) to be applied to the drone.



(Possible Teladi Lore/History/flavouring to follow)
Last edited by pelador on Sun, 12. Apr 09, 07:05, edited 2 times in total.

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Post by pelador » Mon, 30. Mar 09, 22:47

V4.1 version now available. New: Shadow, Privateer, Economic and Collection Drones. Details above.

Some improvements and tweaks, noteably:

Jump to shortcut beacon and Relay Navigation beacon moved to new menu and joined with a new command recall drone for those specified as having the use. (New menu screens on main first post).

Small Orbital weapons platforms reduced resources from 80 chips to 56 for the custom process and both the custom and factory drones now add a 1GJ shield to the SOWP.

Advert drone ship changed to a recon drone from freight. Resources and functionality unchanged.

The reset message on loading start has been moved to a less imposing log book message.

Hieronymos
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Post by Hieronymos » Wed, 1. Apr 09, 00:55

Can you explain more about the Collection Drone's ability to collect mines?

Can it collect SQUASH mines?...or would it need another specialized drone to disarm them first?

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Post by pelador » Wed, 1. Apr 09, 04:27

V4.2 Bug fix correction to the collection drone when collecting mines.

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Post by pelador » Wed, 1. Apr 09, 04:52

Hieronymos wrote:Can you explain more about the Collection Drone's ability to collect mines?

Can it collect SQUASH mines?...or would it need another specialized drone to disarm them first?
Sure.

The collection drone is ordered into the collect mines mode and then it is asked which type of mine (Ion, Matter/Anti matter, Squash or Tracker). This imho gives a bit more flexibility in which mines are collected. Such that if you have a large field with multiple mines and types the use of more than one drone is suggested to expediate the process. It will only collect mines belonging to the player.

The player has to disarm mines first when collecting mines. A reminder message is sent to the player on the launch of collection drones when collecting them. This has to be done as minefields are precarious and dependant on placement if you only disarm a few and then send a drone wandering amongst armed and disarmed ones it could prove hazardous.

Therefore, as a process, I saw it as more sensible that the player would click on a mine and use the disarm all mines commands to shut them down prior to collection. As far as I'm aware the "disarm all" relates to a specific sector, though you may want to test it out in relation to multiple flavours, I'll try to find time soon to check this myself. But I would hope the disarm all, arm all commands relate to all mines but could be of a specific flavour. But even if so thats currently still only 4 commands total for disarming rather than 1.

There arent any specific script functions or appear to be a standard script for the drone to inteligently disarm on collection only the one it is targeting or others it flys close to in its work, to then re-arm when out of safe range. But doing such a process would be more performance intensive than just a shut-down of all mines and collect. So I opted for the simpler process.

I think as a result it will help minefield management certainly in removal and even if the player may have to think more creatively for plugging some holes the drones hopefully will help. Remember, collection drones have a recall function so carefull timing of this can help with micro-managing the collection process, as rule of thumb they will always go for the nearest one. As an idea however it could be possible to add and include/exclude flag to mines that the player pre-set for specific mines if it was deemed required to help such a process.

Future concepts for dedicated Drone ships that Idea and myself are brainstorming will as current intended design and from your suggestion include the ability to deploy large minefields in various pattern arrays using multiple drones from a single command. Thus hopefully giving the player a useful tactical option.

I dont have a great deal of experience with large minefields (mostly scripting and testing atm than playing ;) ), but if anyone wants to propose useful patterns they would like to see in use, please do so.

At the moment I have thought of:

1) Cube (27 points)
2) Square (9 points)
3) Large star (+ 3d star of 6 points)
4) Ring/Octagon (Circling station, need to test for best settings, multiple points)

(Where each "point" is an array of 6 mines in a "6 point (+) 3d star" as dropped by the Mine Layer Drone, note the spherical diameter of a point is 2km or 1km radius in all (x,y,z) directions from the drone deployment position. And if you could think of patterns that can work intuitively from one sector position selection point it would be appreciated.)

Also if you want to suggest individual drone deployment patterns using the drone as a reference position feel free also, the two could then be combined for more flexibility.

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Post by Hieronymos » Wed, 1. Apr 09, 21:43

One point to consider is the blast radius of the different types. Your apparently default spacing distance of 1km. is probably ideal in that respect.

Another idea could be to create multi-type fields, with interwoven zones of >1 type. Just as modern anti-tank and anti-personnel mines are often interspersed in a single field. The Germans in WWII were probably masters of that particular art.
.....................

Btw, what is the top speed of the tracker mine? (which of course determines their usefulness vs. M4-->M5 classes)
.....................

Have you given thought to including MOWP and LOWP types to your OWP Constructor drone concept? Perhaps the bigger platforms could require a Heavy Constructor Drone type for assembly (raising the bar on access to MOWP & LOWP).

Another idea, since you're now aboard with EMP, would be to link a specific ware to access different OWP types: e.g. a "Mobile Machine Shop" (or "OWP Assembly Shop") that'd be sold at SY's for ??? Cr.'s, and have cargo volume of, say, 6,000 XL (which'd prevent all but the largest TS's from using it). The MOWP/LOWP could require the "Large Orbital Platform Assembly Shop", weighing in at 9,000 ST (requiring either a TL--or a modded TS SuperF). Actual OWP placement and construction would also require drones.

Eventually, you could use the MD to have various (modded stock vanilla) missions become triggers to access every level of technology.

Your keeping of specific drone technologies race-specific is also a very good move, imo, as the value of good x-tech goes up--not down--in value the more exclusive it is.

As far as fixed defenses (OWP's, minefields) go, perhaps the Teladi and and Argon would favor them...or the Boron, since with all of the Industrial Capacity they lost to the Split in the last war, they could somewhat compensate with fixed defences. Split would seem the least interested, as their military ethos is so offense-oriented...

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Post by pelador » Wed, 1. Apr 09, 22:11

Hieronymos wrote:One point to consider is the blast radius of the different types. Your apparently default spacing distance of 1km. is probably ideal in that respect.

Another idea could be to create multi-type fields, with interwoven zones of >1 type. Just as modern anti-tank and anti-personnel mines are often interspersed in a single field. The Germans in WWII were probably masters of that particular art.
.....................

Btw, what is the top speed of the tracker mine? (which of course determines their usefulness vs. M4-->M5 classes)
.....................

Have you given thought to including MOWP and LOWP types to your OWP Constructor drone concept? Perhaps the bigger platforms could require a Heavy Constructor Drone type for assembly (raising the bar on access to MOWP & LOWP).

Another idea, since you're now aboard with EMP, would be to link a specific ware to access different OWP types: e.g. a "Mobile Machine Shop" (or "OWP Assembly Shop") that'd be sold at SY's for ??? Cr.'s, and have cargo volume of, say, 6,000 XL (which'd prevent all but the largest TS's from using it). The MOWP/LOWP could require the "Large Orbital Platform Assembly Shop", weighing in at 9,000 ST (requiring either a TL--or a modded TS SuperF). Actual OWP placement and construction would also require drones.

Eventually, you could use the MD to have various (modded stock vanilla) missions become triggers to access every level of technology.

Your keeping of specific drone technologies race-specific is also a very good move, imo, as the value of good x-tech goes up--not down--in value the more exclusive it is.

As far as fixed defenses (OWP's, minefields) go, perhaps the Teladi and and Argon would favor them...or the Boron, since with all of the Industrial Capacity they lost to the Split in the last war, they could somewhat compensate with fixed defences. Split would seem the least interested, as their military ethos is so offense-oriented...
Thanks for the feedback. :)

People could go for overkill by "stacking" field patterns on top of one another to get the interwoven effect.

Unsure about the speed of the tracker mines. I imagine ES designed mines to have a blast radius intentionally to compensate for ship speeds. But am sure the tracking speed of those particular mines is a factor. You could evaluate them yourself if you like? I'd be interested to know your evaluation.

The EMP mod uses a modification of TwareT file which is limited to negligable volume. A pity as I wanted to develop my own balancing characteristics with volumes with the various drones. I sent a request to LV about practicalities of changing volumes, yet to get a responce, but I imagine its a non-starter with TwareT. But modding my own other Twares file would represent a shift to a more modded orientated development that begins to raise compatibility issues with other developments. Hence I chose the EMP mod as it is intended as a community resource to avoid potential conflicts and easier to manage as resources have been identified for its use. As a result hard to use EMP for OWP wares.

The standard wares list includes OWPs for ships, but how that translates into cargo volumes for potential transportation I'm unsure. I'd need to check the files. Primarily I chose Small OWP's for drones with a realistic feel that the bigger platforms where a little unyieldy for drones. But I could consider those options with greater resource requirements and costs. The foundation is already laid to include them, but to remain community freindly as far as I understand I wouldnt be able to include them as EMP wares with the cargo balancing qualities for off the shelf drones. Credits could help here but not ideal and restrictions could be applied for ship class for launch potential but it doesnt cover the whole problem, and could be dissapointing if bought and found not to be useable even with the info. guides.

One potential solution could be combining the resource requirements with station construction kit(s). That would at least place retrictions sensibly in the realm of TL's.

Let me give it some thought.

(Also need to discuss further with Deadly about balancing ware management in DDRS, I beleive he has some ideas.)
Last edited by pelador on Thu, 2. Apr 09, 17:10, edited 1 time in total.

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Post by Hieronymos » Wed, 1. Apr 09, 22:32

Brainstorm!

When brainstorming with Brand-X about the Boading-Ops sequel to his excellent UniCap1 script, I'd proposed offering several types of Combot (combat robots) to the various different racial types and qualities of Marine.

:arrow: Split Marines were the overall best in combat, but were weaker in technical skills.
:arrow: Boron & Teladi tended to be strongest in Tech, but weakest in combat.
:arrow: The Yaki were to have "Black Lotus Space Commandos"..elite troops with superb combat and hacking skills..

Regarding bots:

:arrow: The Xenon Combots were weak at combat, but had excellent Hacking, Engineering, & Hull-breech ability.
:arrow: The Argon had excellent BattleBots, to precede their marine teams to keep casualties low (but didn't care about damage to target ship interior).
...............

So, what about expanding your Blitz Drone concept by including other specialist drones that deliver other specialist 'bots to target ship? E.g.:

1) Improved Blitz Drone (it could even be another race's property--to spread the love): greatly increased chance of disabling Internal Laser Security (while keeping damage to target hull down).
2) Hull Breech Drone: virtual 100% chance to disable target Hull Polarization. Later models could create a flag on target ship increasing Breeching skill of player marines to max for a given time period.
3) Combot Drone: temporarily boosts combat skills of all inserted marines aboard target to max. for 30 minute window; also increases damage to target hull.
4) Yaki Black Lotus Combat Drone: inserts Yaki Black Lotus Combots aboard target. Takes out internal laser security (90% chance), temporaily boosts combat skills of marines by 2 stars--while decreasing hull damage to target.
5) Combat Infiltrator Drone: infiltrates target ships comms and video cam system, locking in player marine, locking target crew: gives temporary +1 star to combat ability for 30 mins., plus increase chances of ship crew surrendering prematurely (demoralizes target crew).
6) Xenon HackerBot Drone: does same, except boosts engineering & hacking skills of marines.
7) HackerBot Drone: to be used against TS,TP,M3 and smaller. Fired when target shields down. High chance (65%) against civilian, low chance (35%) against military targets of shutting down target engines, hacking computer and transferring ownership to player.

:idea: (as a mod add-on for DDRS or others, any/all specialist Assault Drones could require ships fitted to fire a particular type of Launcher Torpedo). For a plugin: requiring a corresponding ware ("HackerBotDrone Launcher/Controller") limits access; especially to access of using ship by shipclass. I.e.: "L" cargo size rules out all M4's, some M3's; "XL" rules out all fighters, TP's; "ST" rules out almost everything except TL's and a few M1/M2's.

:idea: For a mod, more flexibility in access options exist. I.e. all Yaki ships of M3+ or larger (or whatever) could be fitted with Yaki Black Lotus
Combot Drone Launchers...or only Split M6,M7 would automatically have launching capability for Xenon HackerBot Drones..etc.
...............

:idea: Idea for an Access Mission: would use stock MD "Retrieve Ship" mission, slightly modded. Player is contacted by mysterious Yaki operative (once his combat rank & Yaki rep are at xxxx levels, respectively). Player is asked if he's interested in acquiring access to Yaki Black Lotus Combots and 'Bot DroneLaunchers. If so, he's requested to dock at xxxx station in a xxx class vessel, with 10 marines + xxx amount free cargo space. Once docked, he's contacted again, given mission brief, and has 'Bot Launcher/Controller loaded aboard + xxx BotDrones.
Mission is to intercept and capture Paranid TL loaded with a PSG Forge, then return TL to xxx SY. Success earns Cash + access to Yaki BotDrones & Lchr/Cntrlr's.

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Post by Hieronymos » Wed, 1. Apr 09, 22:42

One potential solution could be combining the resource requirements with station construction kit(s). That would at least place retrictions sensibly in the realm of TL's.


Please clarify?
Do you mean using a Hub Construction Kit as part of an OWP?

By requiring use of at least 1 XL sized ware type for SOWP's you can at least exclude all small ships. And by requiring total volume of OWP component wares to exceed a certain amount--like 8,000--you can effectively exclude everything except superfreighters and TL's.

................

Once Cycrow's Ship Installer is fully operational, the X3R practice of players ship-shopping the various mods to import their fave ships into their personal games will commence bigtime.

So if DDRS creates a Black Ops Corvette (with all the software/interface wares for use of Assassination Drone, SpyDrone, TrackerDrone, etc. installed as default, player would also need to install and use your Drone Pack script.

Same would go for a dedicated OWP Constructor/Minefield layer TL..

Or a BattleDrone Light Carrier..
Last edited by Hieronymos on Wed, 1. Apr 09, 22:53, edited 1 time in total.

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Post by pelador » Wed, 1. Apr 09, 22:43

Nice ideas "H", and full of flavour aswell.

A lot to do and test also.

MD still have to find time to learn more about it.

Some of the concepts for boarding could be readily applied.

But hard to apply to a standard process that uses specific objects with skills and qualities defined for them. The bots could be used to "hook" into the process to potentially temporarily enchance marine qualities and revert them after operations as obviously I dont want to start changing standard processes, but could emulate changes where the bots are included in the process. This may likley not be able to enchance maxed out marines but could enchance weaker skilled ones to be more effective as a result.

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Post by pelador » Wed, 1. Apr 09, 22:45

Hieronymos wrote:
One potential solution could be combining the resource requirements with station construction kit(s). That would at least place retrictions sensibly in the realm of TL's.


Please clarify?
Simply requiring (Station/Factory complex hub kits) CK's as a required resource in the launch profile for the larger platforms, that is consumed on launch. But emulated as shared out components amongst a larger team of drones.

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Post by pelador » Wed, 1. Apr 09, 23:04

Hieronymos wrote:
Once Cycrow's Ship Installer is fully operational, the X3R practice of players ship-shopping the various mods to import their fave ships into their personal games will commence bigtime.

So if DDRS creates a Black Ops Corvette (with all the software/interface wares for use of Assassination Drone, SpyDrone, TrackerDrone, etc. installed as default, player would also need to install and use your Drone Pack script.

Same would go for a dedicated OWP Constructor/Minefield layer TL..

Or a BattleDrone Light Carrier..
Indeed, Idea is currently working on the details of these particular ship concepts already. With a view that various built in enchancements will be applied with their useage, and I'll try to make the associated scripted processes (plugging into the exisiting drones) "attractive" to use. Even with Managers I may still make it an optional expansion simply for user choice.

Its still early days so I don't want to jump the gun with taking the suprise away from when Idea is ready to offer more details, but we have been brainstorming dedicated drone ship concepts.

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Post by Gazz » Thu, 2. Apr 09, 18:12

Hieronymos wrote:One point to consider is the blast radius of the different types. Your apparently default spacing distance of 1km. is probably ideal in that respect.
SQUASH mine: 1620m blast radius
(applies to all mines AFAIK)
Btw, what is the top speed of the tracker mine? (which of course determines their usefulness vs. M4-->M5 classes)
0 m/s and they are extremely deadly vs M4.

All mines have a detection radius of 700-750m.

No mine has friend/foe recognition so all of them are practically useless unless temporarily and/or against specific targets.

My old TRACKER mine script fixed the F/F issue so it was actually possible to use and maintain minefields.
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Post by pelador » Thu, 2. Apr 09, 18:22

Gazz wrote:
Hieronymos wrote:One point to consider is the blast radius of the different types. Your apparently default spacing distance of 1km. is probably ideal in that respect.
SQUASH mine: 1620m blast radius
Thanks Gazz I'll adjust the spread to 1,250 m

Using a^2 = b^2 + c^2 means they will be 1768m at closest arrangement in the star.

This means a emulated sphere of influence with radius 1,250m. Or diameter = 2,500m.

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Post by Gazz » Thu, 2. Apr 09, 19:06

BTW: Do you have plans for a coffee drone? You seem to have everything else covered by now.

Personally I think those cloaked drones are a bit much.
(I assume you temprarily assign neutral/friendly race)
Drones are tiny targets and it's already unlikely that they are intercepted but making them completely non-targetable isn't fair.


All in all you seem to be aiming for maximum power with no drawbacks whatsoever. Well, not counting credits which are trivialized in the later game.

I found that the only useful balancing factors are tactical issues and consequences that the player can't simply avoid with a quick reload.
One of the most important balancing factors is letting the AI use these features as well.
Like shooting a mine layer drone towards the playership...

Mind you, I'm not claiming that all of my scripts were always balanced.
The TRACKER mine script had a SQUASH catapult that would toss proximity fused mines in the general direction of enemy fighters.
Practically instant death for whole fighter wings. No way to survive this.
I never found a good way to balance that abomination so I didn't port it to TC.
I just got ahh... more careful from blunders like that. =P
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Post by pelador » Thu, 2. Apr 09, 19:56

Gazz wrote:BTW: Do you have plans for a coffee drone? You seem to have everything else covered by now.

Personally I think those cloaked drones are a bit much.
(I assume you temprarily assign neutral/friendly race)
Drones are tiny targets and it's already unlikely that they are intercepted but making them completely non-targetable isn't fair.


All in all you seem to be aiming for maximum power with no drawbacks whatsoever. Well, not counting credits which are trivialized in the later game.

I found that the only useful balancing factors are tactical issues and consequences that the player can't simply avoid with a quick reload.
One of the most important balancing factors is letting the AI use these features as well.
Like shooting a mine layer drone towards the playership...

Mind you, I'm not claiming that all of my scripts were always balanced.
The TRACKER mine script had a SQUASH catapult that would toss proximity fused mines in the general direction of enemy fighters.
Practically instant death for whole fighter wings. No way to survive this.
I never found a good way to balance that abomination so I didn't port it to TC.
I just got ahh... more careful from blunders like that. =P
If you want a delivery drone to bring you coffee I'm sure I could develop one for you.

Not all drones have the camouflaged ability. In the case where a camouflaged drone would bring unneccesary unfairness I wouldn't apply its use.

So far the drones that have Camouflaged skills are:


1) Spy - Only an delivery system, and the resulting satallite it deploys is still open to attack.

2) Mine Layer - Same issue as Spy only a delivery system, but questionably arguable if fair to deploy static mines secretly.

3) EMP - Drone, required for enemy targets and its effects are limited to smaller than M7/M6 and only their systems.

4) Turret Drone - Only a delivery system again. Same questionability as Mine layer.

5) Blitz drones - required for effective delivery, very expensive, limited impact to defences. If marines where targeted more in their delivery process their might be an equivalent argument.

6) Hacking Drone - again sensibly required for its purpose. More expensive than pirate missions (in most cases more than double).

7) Sniper Drone - required for black ops or enemies. Questionble fairness but costs again are higher than using guns to effet a bail and are expendable. In relation to a second hand sale they are probably equivalent. So costs associate a balance here, hence why I kept them expensive.

8 ) Privateer Drone - They dont really have an unbalancing effect, only provide easier info.

9) Collection Drone - I dont see it as a major problem to allow undisturbed collection, the drones are relatively slow, so allow little ordinance leverage in the heat of a dynamic battle situation. If drops where more abundant and with higher tech then it might potentially become more of an issue.


Cargo bay shielding is required for the camouflaged ability whether bought or custom made and is in limited supply. The engineering process I have supplied to help this however is in limited numbers and requires a number of resources (some rare) with engineering periods, all of these factors to control overuse.


The drones themselves have limitations if bought due to the differences in more complicated tech requireing longer production times and small stock numbers otherwise you have to source tech resources (some with long production times, low availability and low stock as a consideration to balance) to custom fit them and then they also have in some cases atmospheric wares as extra control. If a player spends time setting up a lot of infrastructure to better make use of the custom drones I wouldn't want to penalise them for making tech possibilities more open to them.

The bought drones also vary availability by faction/race and in some cases require expensive software or devices, some involved in custom construction.

However, I'm open to debate as to wether I have applied effective balancing in this process and am ready to adjust any of their many balancing factors that are incorporated into the process if identified as a problem.

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Post by Gazz » Thu, 2. Apr 09, 20:44

Still I wonder how often a sniper drone is used against the player.
There is no hostile ship warning because it's neutral, there is no attack... just a little blue dot scurrying across the gravidar and then the game over screen.
EMP could also be quite crippling although not an instant game over.

IMO a system is balanced if a ship (like the playership) has a fair (or at least any =) chance against it.
If that's not the case it's just another I-Win button.
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Post by pelador » Thu, 2. Apr 09, 20:51

Gazz wrote:Still I wonder how often a sniper drone is used against the player.
There is no hostile ship warning because it's neutral, there is no attack... just a little blue dot scurrying across the gravidar and then the game over screen.

IMO a system is balanced if a ship (like the playership) has a fair (or at least any =) chance against it.

Would not the pirates or Xenon use hacker drones to make your OWP or laser towers friendly?
The sniper drone is not a guaranteed success, if you read the drones in detail you may begin to realise just how much thought I do put into "balance". I'm not saying I have it "tweaked" right but its in there.

Interesting notion about allowing AI to use them, I may consider this as a future idea for AI possibilities even if it means adding to the population of the X-Verse to a small amount.

Back to the coffee drone however, I do understand your point about too many becoming cumbersome or complicating. So far I have tried to make the application of the drones user freindly with applied menus/sub-menus. I wont be doing drones till I die, however. And have other project ideas for consideration in the future also, but for now the focus is drones.

DIGSIN
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Post by DIGSIN » Thu, 2. Apr 09, 20:55

pelador wrote: The EMP mod uses a modification of TwareT file which is limited to negligable volume. A pity as I wanted to develop my own balancing characteristics with volumes with the various drones. I sent a request to LV about practicalities of changing volumes, yet to get a responce, but I imagine its a non-starter with TwareT. But modding my own other Twares file would represent a shift to a more modded orientated development that begins to raise compatibility issues with other developments. Hence I chose the EMP mod as it is intended as a community resource to avoid potential conflicts and easier to manage as resources have been identified for its use. As a result hard to use EMP for OWP wares.

The EMP was originally set up in order to help scripters add extra resources to the X games. Normally when scripters add items they are additions to the actual ship, so don't often need to add anything into the cargo bay, hence, they are all set to a volume of 0 on some occasions they will add buyable items into the stations (LV's hull repair for X3R, i cant remember if this used any cargo space or not).

Reading through this thread you are producing new Drones of various uses, so yes, i think they should use cargo space (volume).

I am not a scripter, so i need to know, is it not possible to change the volume used by script?

If this is a definite no, then i am prepared to adjust the volume of certain entries when v2 is released, this should help you to keep using EMP and not force players to have to decide which scripts they wish to install.

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