 |
View previous topic :: View next topic |
 |
|
|
|
|
Author |
Message |
|
|
|
|
|
Burianek

Joined: 29 Dec 2003 Posts: 2925 on topic Location: Chicago, IL

|
Posted: Fri, 5. Aug 05, 02:25 Post subject: [BONUS Plugin] TelCat - Teleporter Catapult v1.61 04-8-05 |
|
|
Hi all,
Here's another signed script for you to enjoy, available in the bonus package.
This one has been available as an unsigned script in the forums for some time, so I'll include a link to the thread discussing the unsigned script.
We can start a new official thread to discuss the signed version here.
Scripter: Ghalador
From the readme:
| readme wrote: |
Description
TelCat is a catapult-launching-device for your M1 carrier. One fighter is launched every 0.5 seconds. Beyond that, the script provides several tools to manage the fighters of your carrier, including auto-rename, rearm, form squads, send to repair-dock, and many more.
Requirements -
One (or more) M1-class carrier
- The carrier must have an installed Transporter Device (Goner)
- The carrier must have fighters on board (M3, M4, M5)
- One Transporter Device must be installed in every fighter. For your convenience, there is a command to automatically equip all of your fighters with transporter devices (see: TelCat: Install Fleet)
- Fight Command Software MK2 must be installed in every fighter (dont forget to buy this when you buy your fighters).
- Optional: one or more TS class freighters with your carrier set as homebase (ths is needed for the auto-rearm-feature)
|
Much more information in the actual readme.
_________________ "Nature's first green is gold" . . . stay golden.
Join the Guild Wars: X Universe Guild! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Ghalador
Joined: 09 Nov 2002 Posts: 3683 on topic

|
Posted: Fri, 5. Aug 05, 14:59 Post subject: |
|
|
| Red Spot wrote: |
Galador ..
nice to see you got it signed ..
saves me the time to put my own 'flavour' up ..
G |
Thanks
TelCat startes back in late 2004. It has been a long way.
_________________ Have fun: Gala Do. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Legion400
Joined: 11 Oct 2004 Posts: 1161 on topic Location: Gosport in Uk :P

|
Posted: Fri, 5. Aug 05, 18:24 Post subject: |
|
|
Ghalador im sure its a great peice of scripting but its not for me.
The script sends the fighters out to quick for my taste and i prefer the MH_Carrier script to it.
_________________ My Roid Table: Special Thx to Greyhawk for hosting
http://gr3yh4wk.50megs.com/Files/Table%20o...iods%20v1.2.rar |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Storm666

Joined: 03 Mar 2004 Posts: 1909 on topic

|
Posted: Sat, 6. Aug 05, 09:43 Post subject: |
|
|
Small edit for your read-me:
Terracorp HQ does NOT sell the Transporter Device!
just took me an hour to realise what i was doing wrong... i should of known better lol
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Ghalador
Joined: 09 Nov 2002 Posts: 3683 on topic

 |
Posted: Sat, 6. Aug 05, 10:14 Post subject: |
|
|
| Storm666 wrote: |
Small edit for your read-me:
Terracorp HQ does NOT sell the Transporter Device!
just took me an hour to realise what i was doing wrong... i should of known better lol |
That's absolutely correct, but not my fault. ^^
I never wrote that. The original was: "(only the Temple of the Goner in original X2)".
But on the other hand ...maby it is time to change X2 that way! I will ask Lucike on that matter.
_________________ Have fun: Gala Do.
Last edited by Ghalador on Sat, 6. Aug 05, 10:28; edited 2 times in total |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Ghalador
Joined: 09 Nov 2002 Posts: 3683 on topic

|
Posted: Sat, 6. Aug 05, 10:23 Post subject: |
|
|
| Legion400 wrote: |
Ghalador im sure its a great peice of scripting but its not for me.
The script sends the fighters out to quick for my taste and i prefer the MH_Carrier script to it. |
No harm done. Use whatever you like most. But maby you can help me to improve TelCat.
The point wich i don't understand is: "...sends the fighters out to quick..."
You stil need 75 sec to empty your SM1. If an enemy fleet rushes toward you, the forces will clash before 75 secs are up.
_________________ Have fun: Gala Do. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
KarlHemmings
Joined: 08 Feb 2004 Posts: 1554 on topic

|
Posted: Sat, 6. Aug 05, 19:10 Post subject: |
|
|
| Storm666 wrote: |
Small edit for your read-me:
Terracorp HQ does NOT sell the Transporter Device!
just took me an hour to realise what i was doing wrong... i should of known better lol |
I can confirm that the readme Ghalador produced was correct.
Ghalador, said it before, say it again... excellent piece of work. Many thanks.
Karl
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Burianek

Joined: 29 Dec 2003 Posts: 2925 on topic Location: Chicago, IL

|
Posted: Sat, 6. Aug 05, 19:55 Post subject: |
|
|
| Ghalador wrote: |
| Storm666 wrote: |
Small edit for your read-me:
Terracorp HQ does NOT sell the Transporter Device!
just took me an hour to realise what i was doing wrong... i should of known better lol |
That's absolutely correct, but not my fault. ^^
I never wrote that. The original was: "(only the Temple of the Goner in original X2)".
But on the other hand ...maby it is time to change X2 that way! I will ask Lucike on that matter. |
My fault.
I thought for sure the Terracorp HQ sold them.
I must've gotten confused after the plot mission where they install one on your ship. (been a long time since I've played X2)
Sorry.
Cheers.
_________________ "Nature's first green is gold" . . . stay golden.
Join the Guild Wars: X Universe Guild! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Ghalador
Joined: 09 Nov 2002 Posts: 3683 on topic

|
Posted: Sat, 6. Aug 05, 20:05 Post subject: |
|
|
| Burianek wrote: |
I must've gotten confused after the plot mission where they install one on your ship. (been a long time since I've played X2)
|
Lol ...they install a jumpdrive. That's why you cant go there with an M5.
But who cares. I think it should be the way you describe it in the readme and Lucike is willing to talk about it.
_________________ Have fun: Gala Do. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Stonerkrieg
Joined: 08 Jul 2004 Posts: 236 on topic

|
Posted: Sat, 6. Aug 05, 21:35 Post subject: |
|
|
Burianek,I've been using the unsigned version for some time.Will there be any problems with my save games when I install the new Bonus Pack?
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Burianek

Joined: 29 Dec 2003 Posts: 2925 on topic Location: Chicago, IL

|
Posted: Sun, 7. Aug 05, 03:13 Post subject: |
|
|
To ensure that you have no issues with the old script, I'd first stop all of my ships that are running any commands associated with the unsigned version, and then save the game. (Just issuing a stop order stops most scripts)
Then I'd remove all of the old, unsigned scripts from my script directory. (you only really need to remove the setup script, but it doesn't hurt to remove them all)
Then I'd install the bonus pack with the new signed version.
Then when you restart your ships, they'll be using the new version.
Note that any command wares installed by the unsigned version might still be in the new game. You'd have to remove those manually with a script to get rid of them. (if any exist, and if they aren't simply the sames ones used by the signed version)
Hope that helps.
_________________ "Nature's first green is gold" . . . stay golden.
Join the Guild Wars: X Universe Guild! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Ghalador
Joined: 09 Nov 2002 Posts: 3683 on topic

|
Posted: Sun, 7. Aug 05, 14:32 Post subject: |
|
|
| Stonerkrieg wrote: |
| Burianek,I've been using the unsigned version for some time.Will there be any problems with my save games when I install the new Bonus Pack? |
If you are talking about TelCat only, then there is no problem. Simply delete textpage 256 (in t-folder). Or do nothing... doesnt really matter.
_________________ Have fun: Gala Do. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

|
Posted: Tue, 9. Aug 05, 16:27 Post subject: |
|
|
| Ghalador wrote: |
| Legion400 wrote: |
Ghalador im sure its a great peice of scripting but its not for me.
The script sends the fighters out to quick for my taste and i prefer the MH_Carrier script to it. |
No harm done. Use whatever you like most. "But maby you can help me to improve TelCat."
The point wich i don't understand is: "...sends the fighters out to quick..."
You stil need 75 sec to empty your SM1. If an enemy fleet rushes toward you, the forces will clash before 75 secs are up. |
I'm currently remaking/improving my QFLS-script ..
and it will have a 'multi-role' (like in, it will contain various commands to 'promote' fighter-use)
I'm happy to share any 'part' of the script ..
(basicly my 'launch' scripts are simple versions of yours .. but with a lot of 'additional' commands ..(partly tucked away in the 'launch X' command))
(however this would more or less be with the idea off giving your script some 'extras' .. not so much improve it..)
anyhow ..I cant share/help with anything ATM (cause I have no 'home' Inet connection)
ps;for a general idea of what it 'was' .. check this -> http://www.egosoft.com/x2/forum/viewtopic.php?t=82484
G
_________________ Last edited by Red Spot on Sat, 2. Jul 05, 20:05; edited 34 times in total |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Ghalador
Joined: 09 Nov 2002 Posts: 3683 on topic

|
Posted: Tue, 9. Aug 05, 17:30 Post subject: |
|
|
| Red Spot wrote: |
| Ghalador wrote: |
| Legion400 wrote: |
Ghalador im sure its a great peice of scripting but its not for me.
The script sends the fighters out to quick for my taste and i prefer the MH_Carrier script to it. |
No harm done. Use whatever you like most. "But maby you can help me to improve TelCat."
The point wich i don't understand is: "...sends the fighters out to quick..."
You stil need 75 sec to empty your SM1. If an enemy fleet rushes toward you, the forces will clash before 75 secs are up. |
I'm currently remaking/improving my QFLS-script ..
and it will have a 'multi-role' (like in, it will contain various commands to 'promote' fighter-use)
I'm happy to share any 'part' of the script ..
(basicly my 'launch' scripts are simple versions of yours .. but with a lot of 'additional' commands ..(partly tucked away in the 'launch X' command))
(however this would more or less be with the idea off giving your script some 'extras' .. not so much improve it..)
anyhow ..I cant share/help with anything ATM (cause I have no 'home' Inet connection)
ps;for a general idea of what it 'was' .. check this -> http://www.egosoft.com/x2/forum/viewtopic.php?t=82484
G |
The "roleset" for fighters is an old idea, but no an easy one.
Next version of TelCat will try some approaches.
* Any fighter can be launched as "Attack my target" (+0), "Defend me" (+10000), "Attack closest enemy" (+20000) or "Kill all enemies" (+30000).
* An M3 with MLP >79% counts as bomber. They will load 10 hornets, every other M3 counts as fighter and gets 5 dragonflies.
* Bombers can be launched/docked by command 6000. They attack the designated target and return to carrier.
* Command +40000 sends out hunting squads of 5 ships
...things like that.
PS: I can only use fightscripts wich allready exist in the game.
Maby Thor Systems will change that, since the AI will be able to let you feel the same pain.
_________________ Have fun: Gala Do. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
|
|