Drone Carrier Software 2 (DCS2) v2.07a

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Echofinder
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Post by Echofinder » Thu, 13. Jun 13, 03:17

Well, there's this whole thing but I don't expect that.

There's more than one aspect of combat, so I was thinking of more specialized combat drones than the ones we already have.

Since Carrier protocol tends to call for it to be stationary, I have a few IS options.

Shield Suppression drones: Basically fast drone ships equipped with IDs. A weapon suppression drone would be nice, but ISRs are just too big.

Defender Drones: Essentially stationary guns, high turn radius. Multiple varieties. Missile Suppression (ID/IRE), Fighter Suppression, Etc. (Is it possible to have a drone entity with a single FAA/SSC without editing Tships?)

Boarding Drones: No weapons, moderate shielding. Its job is to close in and release marines; though this requires at LEAST an M6 class vessel. (Possibly close in and launch a boarding pod, but the smallest ship that can do this is the Acinonyx.)

Along with the above your could *supposedly* create "Assault drones" for boarding (Essentially 2-3* ish marines which are single use). Your boarding drones would continually send them in until they eventually overwhelm the defenders. (Hacking might be a problem though).

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DrBullwinkle
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Post by DrBullwinkle » Thu, 13. Jun 13, 04:51

Interesting ideas, Echofinder, although we do not need specialized drones for shield suppression or interceptor (defense) duties. Most of the interceptor drones will handle those roles just fine.

Mostly, just command the drones to do the task that you want.

There may be some benefit in having specialized orders for some drones, such as a couple of collection drones.

Missile Defense duty would be another example of a specialized role for an interceptor drone. Finally; a good purpose for Split and Argon drone haulers! (They are very fast but are too light for most combat).

There may also be some benefit in prioritizing enemy M8 bombers as high-priority targets for interceptors. M8's can do a lot of damage from long range. Similarly, torpedo bombers could prioritize M7M targets.

I will watch for good opportunities for that sort of thing.

Interestingly, there is already a boarding drone (TP) in the most recent version of Improved Boarding (Bullwinkle's Hacked Version). You will only see it for an instant as it jumps in and out, but it delivers spacewalking marines near the target. It is one of several features that improve the reliability of spacewalk boarding.
  • I have never tried Dedicated Assistance Drones (DAD). I do not see much purpose in re-working a script that already exists (unless it is a great script that needs some work). ;)

Diggz
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Post by Diggz » Wed, 19. Jun 13, 09:33

Hello Bullwinkle,

I've been looking for a valid way to automate my carriers for a while, and I must say I absolutely love this plugin.

The only way I could see it being improved is if we were able to choose template ships for the drones so that we could make our fighter fleets actually fleets.

I too play an overly hostile game, except my preferred ship is a carrier, unfortunately this leads to ridiculous micro between every engagement as MARs devours my flotilla.

Normally I would also prefer the use of M8 ships, but your deliciously rigged firestorm-on-a-m3 is even tastier.

Thanks bull, lots of love.
I have yet to figure out the non-terran equivalent of a Point Singularity Projector...

cryptonite1
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Post by cryptonite1 » Thu, 20. Jun 13, 01:34

engagement range 50 = 50 km ?

Andyrids
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Post by Andyrids » Thu, 20. Jun 13, 04:53

I dunno is it just me or when I set the option to attack enemy ships to off the drones ignore my setting and launch anyway... and they are dieing at a very fast pace indeed even when there is no hostile contacts in range and time shot of a time period to have elapsed for it to be a missile that's taking them out...

AP with XRM installed.

Thanks.
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DrBullwinkle
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Post by DrBullwinkle » Thu, 20. Jun 13, 11:00

Andyrids wrote:they are dieing at a very fast pace even when there is no hostile contacts in range
No idea why. Are you sure they are dying? Check the log.

adrianx
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Post by adrianx » Thu, 20. Jun 13, 15:08

Andyrids wrote: AP with XRM installed.
Thanks.
Check earlier in the thread - you'll need to either edit the script to remove triple scanner and something else I can't recall (Duplex scanner I think) or mod your game so they are a different size.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 20. Jun 13, 17:22

adrianx wrote:XRM ... you'll need to either edit the script to remove triple scanner ... or mod your game so they are a different size.
Oh, right. That is fixed but not yet released: Removed Triplex Scanner and Transporter Device from the Anti-Theft list for XRM players.

The log will indicate when the ship self-destructs due to the Anti-Theft device.

Andyrids
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Post by Andyrids » Fri, 21. Jun 13, 07:56

Yeah its saying "blah blah destroyed in sector blah blah" or words to that effect...

Adrianx : Thanks for the heads up on that, edit the script it is then lol
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all_other_names_taken
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Post by all_other_names_taken » Fri, 21. Jun 13, 10:40

Hi,

I installed this script in my newest playthrough, though I haven't really used it yet because I still haven't acquired any carriers.
But is it normal that I'm seeing AI drones?
I didn't see it anywhere in your description in the first post.
On several occasions I met both fighter and bomber drones wandering around.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 21. Jun 13, 10:47

all_other_names_taken wrote:is it normal that I'm seeing AI drones?

On several occasions I met both fighter and bomber drones wandering around.
Yeah, I recently noticed that myself. It appears that several objects in the game use the same text id as the drone bombers. I will see if I can improve that in the future.

I am more surprised that you found drone interceptors, although I suppose it is possible.

all_other_names_taken
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Post by all_other_names_taken » Fri, 21. Jun 13, 13:53

DrBullwinkle wrote:Yeah, I recently noticed that myself. It appears that several objects in the game use the same text id as the drone bombers. I will see if I can improve that in the future.

I am more surprised that you found drone interceptors, although I suppose it is possible.
Could it have something to do with the scripts/mods I have installed:

ADS
Pirate Guild 3
Salvage Command Suite
AutoAim
Automated Satellite Network
Complex Cleaner
DCS2
Detector
Dock Lockup Fix
Emergency Jump
Enhanced Briefings
Improved Boarding
Long Range Cargo Scan
Marine Repairs
IEX
MARS
NPC Bailing Addon
Numeric Ranks
OK Traders
Pandora Tunings Ejector
Phanon Corporation
Super Tractor Beam
TC Plots for Albion Prelude

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DrBullwinkle
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Post by DrBullwinkle » Fri, 21. Jun 13, 16:25

Nice list. ;)
DrBullwinkle wrote:It appears that several objects in the game use the same text id as the drone bombers. I will see if I can improve that in the future.
In other words, don't worry about it. It is caused by DCS2, it is harmless, and I will improve it. :)

all_other_names_taken
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Post by all_other_names_taken » Fri, 21. Jun 13, 21:56

DrBullwinkle wrote:In other words, don't worry about it. It is caused by DCS2, it is harmless, and I will improve it. :)
Oh, I wasn't worried.
I just tried to help with your confusion about me seeing interceptor drones, and since you said the game uses the same text id as drone bombers (whatever that means), maybe one of the scripts I use uses the same text id as interceptor drones.
Being a (sort of) programmer myself, I know you need as much info as possible if you are to locate the source of the problem.

Though I wasn't sure if it was harmless. If the AI used DCS2 functionality, it would be sort of unfair, him having unlimited funds and all.
Good to hear that's not the case.

Ogliss
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Post by Ogliss » Sat, 22. Jun 13, 17:09

just come across a drone bomber, sohen thingy with lasertower weapons, kicked the crap outta my escort corvettes.

x3ap v2 +XRM

damn thopse things are nasty

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DrBullwinkle
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Post by DrBullwinkle » Sun, 23. Jun 13, 00:58

.
Last edited by DrBullwinkle on Sun, 23. Jun 13, 07:39, edited 2 times in total.

RunaKitun
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Post by RunaKitun » Sun, 23. Jun 13, 04:57

Uhm... it seeeems that ahem, well. Ok, so I have time of the truth mod installed, along with some other things which I will post if you need me to. According to the log, all the drones are being considered rogue drones, and from looking in your scripties a little, just glancing over that is, it does that when they are't supposed to be undocked from the carrier, correct?

Problem persists in 2.02, this occured in 2.01. Unsure what is causing this, is rather frustrating!
Last edited by RunaKitun on Sun, 23. Jun 13, 06:09, edited 1 time in total.

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DrBullwinkle
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Post by DrBullwinkle » Sun, 23. Jun 13, 05:05

RunaKitun wrote:this is when I had 2.01, am upgrading to 2.02 now... if there is no change, this post shall remain!
2.02 has many changes to docked behavior. The behavior you describe should be fixed now.

RunaKitun
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Post by RunaKitun » Sun, 23. Jun 13, 06:10

Uhm, yeah, it is still occuring... T~T Unsure what to do.

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DrBullwinkle
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Post by DrBullwinkle » Sun, 23. Jun 13, 06:13

Then give me some information to work with.

What steps do you take to reliably reproduce the behavior in a vanilla game?

If the behavior cannot be reproduced in a vanilla game, then:

1) What steps do you take to reliably reproduce the behavior?

2) What is special about your game? List your scripts and mods.

3) Link your log file.



I do not see how you could possibly have rogue drones in v2.02 as long as shields exist in ToTT.

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