[SCR] MARS Fire Control (v5.25 - 16.02.13)

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Gazz
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Post by Gazz » Sun, 26. Oct 08, 07:08

shrikebtr wrote:It should be noted that before this most recent version, I didn't even HAVE options for "MARS Defense" and "MARS Offense". I only had the default X options.
This is not just what's described in the installation notes?

The installation of MARS is delayed for maximum compatibility and easier troubleshooting.
After "installation" it takes 2 minutes and 1 save/reload of X3 for MARS to completely activate.

I'll have to see if the Vidar does strange things.

That X3 is writing corrupt savegames is one of the many features they kept from Reunion.


PS: I managed to reproduce the "Lasers not available" thing so it can be fixed.
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Post by shrikebtr » Sun, 26. Oct 08, 07:47

An update:

I didn't want to have to start all over, so I decided I would try some fixes of my own.

Basically I scrounged some cash, and purchased a second magnatar. Original was from Omicron Lyrae, replacement was from Argon Prime.

The only equipment I got for the replacement was MARS and 2 PACs. This was done at purchase. I then transferred all the other freight and extensions from the old Magnatar to the Replacement Magnatar, excepting the "old" MARS Extension.

Lastly I went into the Command console, set both turrets to MARS Defense and... no errors. Set them both to MARS Offense and still no errors.

One theory (from the standpoint of someone who doesn't necessarily understand X3 scripting in the slightest) is that when I installed MARS, I was unaware of the save/reload requirement... so it is very possible I installed it, fired up X3, purchased a magnatar and/or MARS Extension, and went on my marry way... which did something to prevent the original ship w/MARS from working properly? I dunno.

Anyway so my immediate issue appears to be fixed. Thanks!

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Gazz
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Post by Gazz » Sun, 26. Oct 08, 07:53

I found the (or one of the =) issue by now.

A script instruction returns a different (and quite illogical) result in TC.
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Post by shrikebtr » Sun, 26. Oct 08, 08:06

Gazz wrote:I found the (or one of the =) issue by now.

A script instruction returns a different (and quite illogical) result in TC.
Awesome! Glad to hear it because the problem returned. In case this is different from what you found:

After selling the old magnatar, I had the Replacement Magnatar (with no apparent issues) Jump a few sectors from Argon Prime to Cloudbase SW.. within moments of appearing in Cloudbase SW, I heard the "laser not available" notification, and checked the command console to find both turrets back at "Idle".

I retested this and found that the ship can go through gates just fine, but the moment it jumps using the Jumpdrive, it kicks out the "laser not available" message, and will persist in not working. Hope this helps :)

Thanks again for your hard work on this awesome script. Goblin auto-looting and ship claiming is brilliant BTW :)

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Post by shrikebtr » Sun, 26. Oct 08, 09:10

My last update:

Given the problem above, I told the Magnetar to fly (not jump) from Argon Prime down to me around cloudbase SW.

It had no apparent issues, until it gated into the same sector as me... the moment it became In System (same system as me, the player), it threw the "laser not available" error.

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Gazz
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Post by Gazz » Sun, 26. Oct 08, 09:54

Oh yes. I'm very proud of the goblin logic.

BTW: M8 are not very frightening any more.

I played with the goblin logic some more and they can help with missile defense now.

I was flying an M8 and fired 40 Tomahawk at a MARS Tiger that was 20km away.
The closest any missile ever got was 9883 m so the turrets never fired a single shot.

I did manage to "shoot" down 1 Goblin, though, when a Tomahawk detonated.
Still not a major victory if you figure in the price of 40 Tomahawks.


Version 3.33 released.

Fixed: "Laser not available"

Goblin Missile Defense.
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MaitrePlaton
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Post by MaitrePlaton » Sun, 26. Oct 08, 10:43

Hi all !

Sorry to ask, but when installing the MARS script, and after the process of update ingame (v. 3.33), do we have to do something ingame to see those modifications ? Do we have to buy the MARS software in a station or anywhere ?

Because I'm not interested in options (missile, sat, etc...), I just want to see my M1, M2, M7, and M6 better killers with their turrets...
And right now, even with the MARS script updated, I can't see the change.

Could you explain me how to use the MARS plz ?

Thanks a lot.

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Gazz
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Post by Gazz » Sun, 26. Oct 08, 11:09

MaitrePlaton wrote:Sorry to ask, but when installing the MARS script, and after the process of update ingame (v. 3.33), do we have to do something ingame to see those modifications ? Do we have to buy the MARS software in a station or anywhere ?
Yes. What you need to buy and where is in the description.

How to buy an item and how to start a turret command is in the X3 manual so no need to retype it all. =)

Gawaine wrote:Balance-wise, it seems like it uses the matter/antimatter launcher too much for the terran ships. It can't hit m4s and m5s but it doesn't switch to the starburst or epc though I have them in my cargo.
The get amunition intruction of TC now returns something instead of nothing like it did in Reuniun.
So MARS throught that all your other lasers were out of ammo...
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lv9pv
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Post by lv9pv » Sun, 26. Oct 08, 15:34

Gazz:

Considering the effectiveness of the goblin system (Now with added missile defense) Would it be natural to boost the cost of fighter drones or perhaps add a cost of usage to it ?

Idea could be that the player buy normal fighter drones at normal market price. But the MARS ship upgrade, have to modify the drones to goblin drones. And this have a credit cost to it. As to represent some way of resources needed for this upgrade.

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SIKY
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Post by SIKY » Sun, 26. Oct 08, 17:11

"Laser not available"

with X3R this "sound" comes when i use MARS in a capital ship with one turret hav'nt no weapon !
i spend some hours before find this :lol:

thank's Gazz to adapt this script in TC :wink:




sorry for my poor english :D

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Gazz
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Post by Gazz » Sun, 26. Oct 08, 17:59

lv9pv wrote:Considering the effectiveness of the goblin system (Now with added missile defense) Would it be natural to boost the cost of fighter drones or perhaps add a cost of usage to it ?

Idea could be that the player buy normal fighter drones at normal market price. But the MARS ship upgrade, have to modify the drones to goblin drones. And this have a credit cost to it. As to represent some way of resources needded for this upgrade.
The basic idea is to make the life of a capital ship captain easier.
Anything that requires a constant supply of X resources and therefore more micromanagement is right out.
Missile defense actually means you lose even more Goblins. =)

Also, altering the price of fighter drones or adding a "Goblin" ware would turn this script into a mod which would be incompatible to godknowswhat else.
Right now it works with just about (?) everything else.

If you start using goblins on a bunch of ships you'll end up building a fighter drone factory of your own.
Cost of doing business. =)
In reunion they were dancing circles around ships but now many enemies have fast firing goblin swatters...

SIKY wrote:"Laser not available"
with X3R this "sound" comes when i use MARS in a capital ship with one turret hav'nt no weapon !
i spend some hours before find this :lol:
Are you reporting a bug that only happens with Reunion?
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Post by shrikebtr » Sun, 26. Oct 08, 18:10

A question on behavior:

THe most recent update fixed this so I no longer get the "laser not available" message.

So in my first fight with it working, it was my TM with MARS and me in a Nova, vs. an enemy M3, M6, and M8.

I killed the M3 before the TM could engage, same with the M6. However, I wanted to watch the TM shred the M8 for giggles.

So, I set the turrets to MARS Offensive, which stayed for a second then changed automaticall to MARS Standby.

However, when I told the TM to: defend sector, defend station, attack all enemies, etc.... it just orbited slowly about the M8. It fired the occasional missile, but it would not shoot it's turrets at all. No matter what I set the turrets to, MARS would reset back to standby. Of course when I changed it to X "attack all enemies" settings, they started firing wildly, and missing badly.

Is this correct functioning? Perhaps because the M8 is a bigger ship class? Or a new ship class, MARS can't do it's magic and decide whether it can be hit or not?

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Gazz
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Post by Gazz » Sun, 26. Oct 08, 19:25

MARS does neither know nor care about the target's class.
It goes by target actual size, speed, and maneuvering.

Why it doesn't work there, I don't know.

TC might do something different with hostility settings, attack scripts, or whatnot.

Is the M8's race actually set to enemy?
Only "red" ships are considered an enemy. Very simple.

If the ship is neutral race you can not set it to enemy but have to shoot it until it turns hostile.
Then - and if your ship is on show as enemy if enemy to me it's a genuine enemy.

Reunion never had non hostile neutral race ships. Dunno about TC.
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lv9pv
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Post by lv9pv » Sun, 26. Oct 08, 22:07

Ah I see. I did not know that the goblin missile defense worked by having the goblins crash into the missiles and there by getting destroyed in the process. I thought they did their missile defense by shooting down the missiles.

Oh i never would ask for more micromanagement. What i meant was having a credit cost that represent the X amount of resources needed :) There are way to much micromanagement with pore tools, in X3 as it is.

Yet from a RP point of view. I'm thinking that to have the goblins work as they do from simple fighter drones. Some kind of upgrade have been done to them. If its purely computer upgrades of the existing computers inside the drones, or upgrades to their navigation engines or weapon systems. I don't know. But this upgrade should have some cost (and pure credit cost is more then enough to represent some resources)

Anyway it was just an idea coming mainly from my misconception that the drones now shot down missiles and did not get destroyed in the process.

Cheers.

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SIKY
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Post by SIKY » Sun, 26. Oct 08, 22:24

SIKY a écrit:
"Laser not available"
with X3R this "sound" comes when i use MARS in a capital ship with one turret hav'nt no weapon !
i spend some hours before find this :lol:

Are you reporting a bug that only happens with Reunion?
it's not realy a bug.
ok, i try to explain :D

i was playing a game X3 reunion + NH mod
in one one my ship, i switch all the turrets to Mars defend
but, i haven't any compatible lasers for 2 turrets.
so, they stayed empty.
in that case Betty told me regulary "no laser avaible", every 30"
if you transfert compatible laser to this ship or switching off the turret command, the problem stop immediately

i hope you have understanding what i try to explain :lol:
i think it should can be the same problem to X3TC, bad laser for the turret...

Aramova
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Post by Aramova » Mon, 27. Oct 08, 02:18

Greetings!

Wonderful script, the turrets have done an amazing job on my Corvette (I fly an Agamendar).

Problem I've run into, is I'm unable to get the Goblins to launch...

I've got 50 fighters (MarkIIs) in my bay, I've attempted to manually launch via the "MARS Attack my target" bind but it just says "No fighter drones available."

Any thoughts?

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Post by Lancefighter » Mon, 27. Oct 08, 02:35

MARS was designed back when only regular fighter drones were the only choice; my thought is that it only checks for the regular ones... fighter drones when used with MARS are rather amazing, you dont need mk2's to make them effective. My suggestion; sell mk2's, buy mk1's.

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Post by Legionnaire » Mon, 27. Oct 08, 06:15

Gazz i think ive found a 'player caused issue' with this script. just been doing a patrol mission in Home of Light and was collecting the cargo from that, a pirate energy transporter came in system so i attacked that thinking cap, it was blown up by other forces in sector, dropping a load of spacefuel. I had thought i read somewhere that the Goblins wouldnt collect spacefuel, but one of them bee-lined for it, brought it almost all the way back then left it. I decided to destroy it so as not to risk having it brought on board, so shot at it with 2x phased repeater gun. the 'bullets' got there just as another goblin 'collected' the fuel, and my game locked up.

I tabbed out to leave you this post and when i tabbed back in about 5 mins later the game was running again although very sluggishly.

Legionnaire

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Gazz
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Post by Gazz » Mon, 27. Oct 08, 07:31

lv9pv wrote:Ah I see. I did not know that the goblin missile defense worked by having the goblins crash into the missiles and there by getting destroyed in the process. I thought they did their missile defense by shooting down the missiles.
Of course they shoot down the missiles.
It's just a pretty dangerous job, shooting things that can have a 1km detonation radius.
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Predator02
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Post by Predator02 » Mon, 27. Oct 08, 08:56

Anyway to get this in SPK format?

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