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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Posted: Sun, 13. May 12, 06:47 Post subject: Bullwinkle's List |
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Bullwinkle's List
I have hacked several of the excellent scripts on this forum and created a few of my own:
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Abandoned Ship Spawner for AP (ASS-AP)
Abandoned Ship Spawner for AP (ASS-AP)
Abandoned Ship Spawner for AP (ASS-AP)
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Abandoned Ship Spawner creates the wrecks... Can you find them?
Nice Add-On for Abandoned Ship Detector (above).
This is CorbinBird's classic with some fresh new features:
- Added new AP ships.
- Some ships include bonus "extras" such as Repair Lasers, Marines, and Super-Tuned engines or rudder.
- Includes Graxster's "Repair Ships" and "Repair All Ships in Sector" commands on the Trade Menu.
- Cleanup of existing ships is configurable in the t file.
- Will not remove vanilla ships.
- New ship spawn time is now configurable in the t file. Default = 1.5 hour (slower spawn rate)
- Ship name includes "(A.S.S.)" so that you can identify ships added by A.S.S.
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Cargo Hunter
Cargo Hunter
Features- Artificial Life Plugin (ALP) Scans TL's throughout the galaxy for specific stations in cargo.
- Repeats scan every 5 minutes until it finds what you are looking for. (Turn off the ALP when not hunting.)
- By default, it searches for Incendiary Bomb Launcher Forges.
- Configure more station types in the language file.
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Detector
Detector
Finds Abandoned Ships, Engine and Rudder Tunings, and Nividium Rock Clusters.
Detector gives a repeating, audible, "tick" when there is a "bonus" object of interest in the current sector. The sound changes to a "blip" when your ship is pointed in the general direction of the target. The blip repeats more frequently as you approach the target ship.
This makes hunting for abandoned ships, tuning kits, and Nividium more fun. It takes more work than simply finding them for you, but it is less painstaking than mapping an entire sector before you know whether or not there is anything to find.
Based on an idea proposed by X-Plorer and X2-Illuminatus in the "Metal Detector" thread and inspired by the the prototype "radar" in the Balance of Power Plot (X3:Terran Conflict).
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Drone Carrier Software
Drone Carrier Software (DCS)
The drone carrier is the perfect solution to OOS patrols. It can take on any size enemy, is relatively quick (on a Griffon), and manages its "fighters" by itself, with no need for constant management by the player.
This is automated carrier software that really delivers on the "automated" part. It's single purpose is to assist you in your pursuit of Peace through superior firepower.
The Drone Carrier has always been an overpowered beast; capable of killing entire fleets of enemies. That might be *too* much of a good thing, and will be nerfed in the future. However, for OOS patrols, it kicks ass and takes names.
My vision for the future is more "realistic" drone carrier software. It will have different capability IS vs. OOS, because my primary goal is an effective OOS patrol ship. In-Sector, I do not want a Griffon to be able to overpower a Raptor (which it can now easily do). For OOS, I will probably allow the beast (perhaps as an option), because my as-yet-unpublished-combat-mods require something awesome to keep those pesky Xenon under control... when not fighting them myself.
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Emergency Jump
Emergency Jump
More reliable emergency jumping based on settings in your ship's Command Console.
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Free Jump for AI's (works for Player, Universal Traders, and other AI's)
Free Jump for AI's
Better jumping for your AI traders and explorers. Helps to keep them safe, and reduces wandering into enemy sectors.
Includes Free Jump hotkey and command for the player ship.
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Improved Boarding (Bullwinkle's Hacked Version)
Improved Boarding (Bullwinkle's Hacked Version)
Features
- Hotkey(s) to launch marines (instead of cumbersome menus).
- Fixed bug: Now even more reliable spacewalking than original.
- Doubled Transporter distance because some ships are too large for the original values.
- Removed requirement for ware because price is excessive ($47 million for a device that may be most important early in the game).
- Good for X3TC or X3AP.
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Long Range Cargo Scanner (for Jump Beacons)
Long Range Cargo Scanner
Scans ships throughout the galaxy for Jump Beacons in cargo.
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Marine Repairs (and Training) v2
Marine Repairs (and Training) v2
Your marines will repair the ship that they are on, any ship docked to the ship that they are on, or any station or complex that they are docked to.
While repairing, your marines will receive small training for their non-fight skills (or you can include fight skill in the t file).
Repairs for stations and large ships are much faster now. Configurable costs have been added to compensate. Full repairs are still less expensive than a shipyard. If Microchips or Hull Plating are available, then they will be consumed first; before credits. Optionally, resource-only mode (no credits) can be set in the t file.
The pricing factors are all configurable in the t file, in case you want to fine-tune Marine Repairs (and Training). You can even make repairs "free" if you prefer.
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Mobile Mining Mk2 (MM Mk2)
Mobile Mining Mk2
Enhances Mobile Mining in several ways:
- Mobile Mining is now safe when the player is In Sector (IS).
- Ships pause for shield recovery when necessary.
- Damaged ships go to shipyard or homebase for repairs.
- Miners unload at homebase then resume mining.
- Homebase can be any capital ship (including M7, M1, M2, M0).
- Adds Wing Mining command to the Special Menu of properly-equipped wings.
- You can mine Nividium.
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Organic Boron Hulls
Organic Boron Hulls
- Boron ship hulls self-repair over time (as you know they should).
- This is not a "freebie" to overpower your fleet. Enemies heal four times faster!
- Repair speeds are configurable in the t file.
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Performance Tips
List of mods and techniques for improving performance in your game:
Performance Tips
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Repair Ships Command
Repair Ships Command
Adds two commands to the Special Menu: Repair Ship and Repair Ships in Sector. For use with mods that add repair lasers, such as XRM or ASS-AP.
Requires:- Special Command Software
- Navigation Command Software
- A repair ship with one or more repair lasers mounted
- XRM players can use Quantum Repair Laser
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Signal_Targeted (with Emergency Jump)
Signal_Targeted (with Emergency Jump)
Library version available for script writers
Signal_Targeted alerts you when your ships have been *targeted*... which is often a few vital seconds before they are *attacked*. This gives you a better chance to rescue them.
New! Emergency Jump feature automatically jumps the attacked ship to a nearby (random) sector.
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Space Suit Survival Kit (with Ejector Seat)
Space Suit Survival Kit (with Ejector Seat)
 - Faster jet pack gives you a chance to escape from combat. Use strafe keys to avoid enemy fire (WASD).
- SETA and Vision Enhancement Goggles.
- Trading System Extension. Buy a new ship (and have it come pick you up).
- Mineral Scanner and Freight Scanner (Do missions if you cannot afford a new ship). Remember your 2 hour Oxygen supply!
- Transporter Device and Docking Computer.
- A Meatsteak Cahoona and a flask of Space Fuel, in case you get hungry. Ejector Seat - Automatically ejects you when your ship is heavily damaged. (Probably)
- Any ships docked to the player ship are automatically undocked and sent to safety.
- Any marines on the player ship are put into escape pod(s) and sent to safety. Space Suit Mod (Optional) - Adds multiple Repair Lasers to Space Suit (number of Repair Lasers is configurable in t file).
- Adds ability to mount a shield on your Space Suit.
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Stop Player Ship When Loading Saved Game
Stop Player Ship When Loading Saved Game
Stops the player ship when loading a saved game.
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Super Script Killer (SSK) (for captured/boarded ships)
Super Script Killer (SSK) (for captured/boarded ships)
Ever have a ship disappear after you capped it? Or attack your friends when you are not watching?
This Hotkey fixes ships with runaway scripts resulting from boarding or capture.
Based on idea from LV's RRF thread.
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Upgrade Kits for TC/AP, with Equipment Packs
Upgrade Kits for TC/AP, with Equipment Packs
Carry spare jump drives (and other equipment) with you.
LV's classic Jump Drive kits; extended into Upgrade Kits, ported to AP, and with Equipment Packs added.
This is a good way to field-equip your fleet when you have dozens of ships.
Upgrade Kits are also a terrific way to repair equipment damage from combat.
The Jump Drive kit is ideal for "Return Ship" missions. And by "ideal" I mean "cheat".
If you want to change the included Equipment Packs, you can edit the lists in plugin.deliver.jd.getlists.
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TrainPilot
Cheat: Instantly trains your pilots, including Universal Traders and Pilot Union pilots. This script template is simple and well-documented, so you can change whether you want your pilots partially trained (enough to use a jump drive) or fully trained. No user interface, but can be installed to work automatically for Pilot Union. Includes instructions for automatically training Universal Traders. (Some scripting required - Very Easy).
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Add Your Custom Ship to Shipyards
This is a script template that you can easily modify to add your custom ship (or ships) to shipyards. (Light scripting required - Very Easy):
1) Install the .spk
2) Edit plugin.BW.add.your.ship.to.shipyards.
3) Change $ship and $race as you like.
4) Save your changes. Save your game. Reload game (to re-read scripts).
5) Run the script manually from the Script Editor. (Highlight the script, press "r", then press Enter repeatedly to step through the prompts).
Includes an Uninstall script (which you must also edit).
Note that the Cheat Package does the same thing, and has a user interface. I made this script because somebody asked for the script code for how to do it in their own scripts. I put it in a .spk as a demonstration. If all you want to do is to add your ship to a shipyard, then use the Cheat Package.
Based on Apricot-PHQ-MO-in-Boron-Shipyards by Apricotslice.
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zMissionTweak Repack for TC/AP
ZMissionTweak v1.2c (Repack) - Adjust Generic Mission Durations and Rewards For X3 - Terran Conflict and Albion Prelude
In response to requests on the forum, I repacked Kvalyr's MD script (ZMissionTweak) so that it can be installed with the Plugin Manager. It will now work for X3TC and X3AP.
I also removed mdfiles so that it will work correctly with AP v2.0. The original could disable the Hub and PHQ plots.
I removed the signatures as well, just in case they might cause any trouble.
Finally, I changed the installation procedure. Hopefully it will be a bit simpler. There is now only a single set of files to install. By default, mission time is doubled and rewards are doubled. As always, you can change the multipliers in ZMissionTweakMults.xml.
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Quantico Special Marine Base
Quantico Special Marine Base (Main Page)
Adds a single Special Marine Base where you can hire highly-trained marines. Similar to a Military Outpost. Actual training amounts are randomized, so you can choose between "bargain" marines and more advanced marines. A few are 5-star in all skills, although 4x100 "SEALs" are very rare.
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Marine Training and Boarding Tips for Newbie Pirates
Marine Tips
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And let's not forget....
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Scripts and Mods that I use in my own game
Scripts and Mods that I use in my own game
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Combat Tricks: How to Increase Combat Difficulty (Guide)
Combat Tricks: How to Increase Combat Difficulty (Guide)
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Ship Tricks: Mini Guides for Modding Ships Without a 3D Modeling Tool
Ship Tricks: Mini Guides for Modding Ships Without a 3D Modeling Tool
Includes video tutorials where appropriate, as well as pictures and copy-and-paste code snippets.
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video)
Last edited by DrBullwinkle on Fri, 10. May 13, 19:11; edited 138 times in total |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Posted: Sun, 13. May 12, 06:47 Post subject: |
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Scripts and Mods that I use in my own game
| Ranom wrote: |
| As you always recommend interesting mods, what sort of mod list do you typically play with? |
This is a frequently-asked question, so I will try to give a robust answer that can be referenced in the future.
Downloadable Mods
I use mostly scripts, and only a few small mods.
Mods that I always use:
A mod that I will use in my next game:
(Personal-use mods are at the end of this post.)
Scripts
There are too many fine scripts for me to list all that are interesting. Part of the fun of X3 is the search for scripts. It is similar to the in-game search for ships, weapons, equipment, and upgrades; except that the real-life search for scripts never ends. The extensibility of X3 is a large part of the reason that it can be played for hundreds or thousands of hours, rather than the few dozen hours for which most games are interesting.
An excellent starting point for any search is Teleth's List: Streamlining X3 with ease of use modifications.
I start each game as mostly vanilla, and then I add scripts when I have a specific problem that I want to solve. So the scripts that I use vary from game to game.
Some of my favorite scripts:
Mods that I make for my personal game
I do not use the larger full-replacement mods because the ones I have looked at break the plots or the balance of the game (or both). I know that some people are happy to play without plots, and that's great. It just isn't my cup of tea.
Balance is a more complicated issue. The vanilla game is professionally balanced, and EgoSoft have done a good job with it. The small adjustments in Albion Prelude are excellent, IMHO.
Strategy games are balanced by using "balancing equations" which ensure that ships and weapons are not usually overpowered. Part of the fun is finding "outliers", which are the few ships and weapons that are intentionally overpowered. Usually they have some other limitation. For example, Terran ships tend to be the strongest in the game, but it takes some "think" work to get weapons for them.
The full-replacement mods that I have taken a close look at tend to be haphazardly unbalanced. For some reason, the authors thought that they could re-balance the game without using equations. The result tends to be chaotic and inconsistent. It spoils the fun of the strategy game... at least it does so for me.
Also, the tendency to try to make ships and weapons faster runs into limitations of the game engine. It is not a good tradeoff (for me).
More importantly, making all weapons faster removes much of the "skill" from good piloting. With vanilla balance, piloting skill can be improved through practice, resulting in the ability to dispatch increasingly-challenging enemies. This is a major factor in the fun of the combat game. When most of the lasers and missiles hit nearly instantly, there is no time for the pilot to "fly better". Fast weapons look cool for the first few minutes that you use them. After that, they spoil a lot of the fun.
Finally, I am not a fan of adding extra stuff to the game that is not important. The game already has too many ships, lasers, and missile types. To add more seems absurd.
(Don't get me wrong: Some of the full replacement mods are brilliant; often offering excellent eye candy and, sometimes, stronger enemies. Those things are terrific, but I am unwilling to sacrifice the balance of the game in order to have them. Your mileage may vary!)
So I prefer to start with the vanilla balance, then make specific (small) changes that suit my personal style. These changes may or may not be interesting to anyone else.
Most of the mods that I make to the game are to reduce the (tedious) burden of logistics later in the game. However, logistics are an important part of the fun early in the game, so I try not to ruin the early-game balance.
Mods that I make for my personal game
- I Increase Combat Difficulty by editing line 711 in director\OBS.xml. For TC I use multipliers from 5 to 25. For AP I use 2 to 10 or so (AP is significantly harder).
- Remove ammunition requirement from all lasers. (Solves a bug that sometimes causes ammunition-equipped ships to not fire OOS.)
- Make Boarding Pods fragmentation type so that they are effective against MARS-equipped enemies.
- Double cargo space for ships M6 and above. (Simplifies logistics later in the game.)
- Triple cargo space for Falcon Haulers. (Same)
- For rapid-firing lasers, I triple the bullet damage and cut re-fire rate to one third. (This greatly reduces the number of projectiles in the sky, which boosts performance.)
- Increase damage for Mass Driver in AP due to thicker hulls.
- Increase docking bays and speed of Deimos. (I prefer frigates over carriers and destroyers for most of the game, but it is hard to choose a frigate. The Deimos is the best-balanced frigate, although it is too slow to use as a personal ship, so I fix that. I also give it more docking bays because I would use a Panther if the Panther had ISR's for main guns.) (I have experimented with adding docking bays to a Tiger or adding main guns to a Panther, but the Deimos mod is easier. And the Deimos is prettier. I figure its slightly-lighter weaponry is fair tradeoff since I buff the speed and docking bays.)
- I make several changes to globals. (Some are extracted from "Signal Boost" and "500k Comm Range" mods.) (Comments are after "/" symbol):
| Code: |
// Satellites and Freight Scanner ranges:
SG_SCANNER_RANGE_SATELLITE;17500000; // Signal Boost was 11000000
SG_SCANNER_RANGE_SATELLITE2;25000000; // Signal Boost Was 17500000
SG_SCANNER_RANGE_STATION;16000000; // Signal Boost was 5000000
SG_SCANNER_RANGE_ORBITALLASER;12000000; // Signal Boost was 1250000
SG_SCANNER_RANGE_FREIGHTSCANNER;500000000; // Signal Boost was 2000000
// Hub
SG_GATE_REALIGNMENT_WAIT;900; // (BW: Was 7200) time between linking
// Ranges
SG_MAX_DISTANCE_COMM;500000; // largest Terran station ca 25km diameter, 12.5km radius // 500k Comm Range was 25000
SG_MAX_DISTANCE_BEAMING;10000; // transporter device BW: Was 5,000
SG_MAX_VERTEXDIST_DOCKCOMPUTER;8000; // distance to nearest vertex of station BW: Was 4,000
SG_MAX_DISTANCE_BUILDCOMPLEX;500000; // distance between selected factories BW: Was 20,000
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_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video)
Last edited by DrBullwinkle on Sat, 17. Nov 12, 02:38; edited 11 times in total |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Posted: Sun, 13. May 12, 06:48 Post subject: |
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Reserved 2
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Posted: Sun, 13. May 12, 06:48 Post subject: |
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Reserved 3
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joelR

Joined: 09 Jul 2007 Posts: 1881 on topic Location: Seattle

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Posted: Sun, 13. May 12, 07:01 Post subject: |
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Good idea. A lot of good scripts/mods get lost on these forums.
Thanks.
_________________ XRM AP Map
XRM Statistics |
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Sorkvild

 
Joined: 08 Jun 2006 Posts: 2059 on topic Location: my crashed M6 somewhere in Skyrim

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Posted: Sun, 13. May 12, 11:01 Post subject: |
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| Quote: |
Quantico Special Marine Base |
What kind of marines this base has to offer? Five star in fighting or übermarines with five stars in everything?
_________________
 
X3TC 3.2 | XRM-TC edition | I survived the Dragon Incident ... then I took an arrow to the knee
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Posted: Sun, 13. May 12, 12:52 Post subject: |
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The marine base offers a random distribution of trainings. However, they all have more training than you would find at a normal Military Outpost. The amount of training varies, as does the cost of hiring the marine. It would be rare to find a 4x100 "SEAL", although a few are 5-stars in all skills.
The current pricing adds extra cost for the most highly trained marines. I have been experimenting with the pricing module, which may change in the future.
It is a very simple script to try; just install it and read the startup message that tells you where the base is located. Go to the base, and shop. 
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video) |
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Sorkvild

 
Joined: 08 Jun 2006 Posts: 2059 on topic Location: my crashed M6 somewhere in Skyrim

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Posted: Sun, 13. May 12, 12:56 Post subject: |
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Hiring? Does it mean they return to base after certain period of time?
_________________
 
X3TC 3.2 | XRM-TC edition | I survived the Dragon Incident ... then I took an arrow to the knee

Last edited by Sorkvild on Sun, 13. May 12, 13:02; edited 2 times in total |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Sorkvild

 
Joined: 08 Jun 2006 Posts: 2059 on topic Location: my crashed M6 somewhere in Skyrim

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Posted: Sun, 13. May 12, 13:02 Post subject: |
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I like the idea, time to test it! Works for TC as well ?
_________________
 
X3TC 3.2 | XRM-TC edition | I survived the Dragon Incident ... then I took an arrow to the knee
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Sorkvild

 
Joined: 08 Jun 2006 Posts: 2059 on topic Location: my crashed M6 somewhere in Skyrim

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Posted: Sun, 13. May 12, 13:12 Post subject: |
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Its really confusing with these similar games. usually scripts work with both games, although some may not ...
_________________
 
X3TC 3.2 | XRM-TC edition | I survived the Dragon Incident ... then I took an arrow to the knee
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Aegyen
Joined: 31 May 2008 Posts: 245 on topic

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Posted: Sun, 13. May 12, 13:47 Post subject: |
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I am happy to see you are working with the drone carrier script, I wasn't sure, and hadn't gotten as far as working with them yet, what i was going to do about those. I knew the script as it stood, wouldn't work for me, so I am happy to see you working with it. 
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3324 on topic Location: Boston, USA

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Posted: Sun, 13. May 12, 13:58 Post subject: |
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Yeah, the drone carrier is the perfect solution to OOS patrols. It can take on any size enemy, is relatively quick (on a Griffon), and manages its "fighters" by itself, with no need for constant management by the player.
My current hack is crude but effective. And by "effective" I mean that it can kill a fleet with multiple Xenon J's, K's, and escorts. The drone carriers rarely die OOS, unless a Q gets too close.
My vision for the future is more "realistic" drone carrier software. Simpler than LSDC, and without the quirks/bugs. I want it to have different capability IS vs. OOS, because my primary goal is an effective OOS patrol ship. In-Sector, I do not want a Griffon to be able to overpower a Raptor (which it can now easily do).
(Description Updated)
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video) |
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