[SCRIPT] PiloteAI III.70 (28.09.08)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
german t files are not updated to 3.70
They are still in 3.57 and are not packaged in the 3.70...
if it can helps, here are the modifications in 3.70 :
They are still in 3.57 and are not packaged in the 3.70...
if it can helps, here are the modifications in 3.70 :
Texts modifs :
file xx7161 :
id 100
id 1010
id 1011
id 1145
id 1146
id 1147
id 1268
id 1269
id 1384
id 1385
id 1268, 1269
id 12101 à 12113
file xx7163 :
id 220
id 1410, 1411,1420
id 1705
id 28,29
id 1700 à 1893
File xx7164
id 825 et 826 (commands descriptions)
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- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16
God i hope Azz and the team are able to port this over to X3:TC. In my humble opinion, PilotAI is one of the all time great scripts for the X universe.bbgun77 wrote:This is my favorite one of the script!Any possible I can see it in X3:TC?
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
Note that the script OOS reward
http://forum.egosoft.com/viewtopic.php?t=134373
is not compatible with Pilote AI v3,7
The commands under general section get screwed up when you install OOS reward
http://forum.egosoft.com/viewtopic.php?t=134373
is not compatible with Pilote AI v3,7
The commands under general section get screwed up when you install OOS reward
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- Posts: 117
- Joined: Sun, 22. Mar 09, 15:07
conflicts
is it possible that this script conflicts with GHK and GMS from the bonus pack? I am unable to get group commands to work with those running but it seems that squadron commands from your pilotAI work fine.
The only feature really missing from SQ is a hotkey to dock the squadron at target.
The only feature really missing from SQ is a hotkey to dock the squadron at target.
I noticed there's not much activity...
Anyway, quick question:
What missiles are good to use with the bomber squadrons. I'm limited so far to hammerheads or warheads but i'm worried about blast hitting other wings. I have a bomber squadron of 6, and they've got thunderbolts but since they are bombers, im thinking of using them to focus fire on cap ships to obliterate the opposition. Just worried about collateral damage.
Anyway, quick question:
What missiles are good to use with the bomber squadrons. I'm limited so far to hammerheads or warheads but i'm worried about blast hitting other wings. I have a bomber squadron of 6, and they've got thunderbolts but since they are bombers, im thinking of using them to focus fire on cap ships to obliterate the opposition. Just worried about collateral damage.
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- Posts: 117
- Joined: Sun, 22. Mar 09, 15:07
I've noticed that by rescuing ejected pilots, if you are scanned by police they attack due to the illegal wares tag on the rescued pilot.
“One has to understand what the enemy is all about: the enemy's history, the enemy's culture, the enemy's aspirations. If you understand these well, you can perhaps move towards peace.”
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- Posts: 117
- Joined: Sun, 22. Mar 09, 15:07
It's not really a cheat since your pilots have to earn their ranks, they can be killed, and then even to get the ComAI takes a good amount of work and/or luck. They are definitely an improvement over the standard, in fact if I was going to recommend any kind of game enhancement for Reunion, this one is definitely top of the list since it adds that RPG element of experience into your pilots instead of the randomly generated skill level they start with that never improves.
As I said yesterday, its a great script except for the ejected pilots being marked as illegal wares when you rescue them, even if you intend to rescue them and not sell as slaves. I leave the pilots and grab the AI's when they eject.
As I said yesterday, its a great script except for the ejected pilots being marked as illegal wares when you rescue them, even if you intend to rescue them and not sell as slaves. I leave the pilots and grab the AI's when they eject.
TimeWalkersSight wrote:is there also a version of this script that does not use cheats (changing ship speed)? How do fighters with this ai perform vs fighters with fight command software Mk3? how much better are they than the standard fighters?
Is there a light version that only incorporates the ship ai?
“One has to understand what the enemy is all about: the enemy's history, the enemy's culture, the enemy's aspirations. If you understand these well, you can perhaps move towards peace.”
dralk wrote:i dont think you have to restart but you might
Thanks for your helpTreelor wrote:Fairly certain a restart is not required, actually.
That’s good news. I don't want to install all the scripts I want to use from the start, but rather install scripts when I actually need them so I can build up a working base of scripts and mods.
Tore
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