[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06

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NZ-Wanderer
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Post by NZ-Wanderer »

Well I applyed the little "cheat" script to get to captain....
Went to Commander with no problems after about 10 mins.. - Then spent the rest of the day waiting for it to goto Captain..
Only just found out now that it won't goto captain unless I send that ship to an enemy sector... :(

So I guess I gonna have to gather my best ships and head off to the nearest pirate sector....

Stay Tuned :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Myros
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Post by Myros »

Hmm, did you upgrade to 1.31 Nz? I reduced the overall xp needed to reach Captain anyway in that version. Thats only only thing I can think of that would prevent them from getting to Captain rank.

M
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NZ-Wanderer
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Post by NZ-Wanderer »

Yep, I put both new files into X3 before I ran it.. (I actually checked back here after I installed the new script and before I ran X3, so picked up your msg about 1.3.1 sop got that, installed it and then ran X3)...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Myros
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Post by Myros »

I just ran some tests and the cheat is working fine.

He got to commander in about 5 mins and about 12 minutes later got another promotion ot Captain.

For now Id recommend just hiring a new pilot and run the cheat on that one, that way you'll know the pilot is up-to-date on his internal checks.


While Im here I realized I forgot the 'move combat pilot' routines when updating to 1.31 .... so quick warning:

Leave any task force before moving a pilot to a new ship.

On the version I release monday it will be automatic but for now if you keep a pilot in a TF while moving him the TF commander will still think the old ship is the right one ... oops ;p

M
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NZ-Wanderer
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Post by NZ-Wanderer »

Hmmm, well I aready ran the cheat on my 2 best pilots, so that uses up my 2 goes at it...

Am just heading up to the nearest Pirate sector at the moment with 1 of my squadrons in toe (My 2 commanders are leading 2 wings of the squadron).. so I will see what happens when I get there..
Maybe I need to be in an enemy sector before the cheat script works maybe? (although you said it worked for you without doing that)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Myros
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Post by Myros »

Updated main script to version 1.4:
http://www.neuralstudios.com/work/cpilots/

This version automaticly knows if the TF addon is installed.
It will prevent trying to move ships while in a task force, and send you a messege letting you know to leave the TF first.

It also adds system tech specialists to TerraCorp HQ in Home of Light who can diagnose and repair software problems with the ships.
eg
They can automaticly repair Argon Discoverers so they can hire pilots again. They can also diagnose promotion problems and other software glitches. Just park the ship at the HQ for around 10 minutes and if they find any problems they will fix them ..for free ;p

Myros
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Anoik
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Post by Anoik »

That's a nice addition to the script Myros, good job again :wink:
X-it
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Post by X-it »

Excellent, Myros, thank you. This is starting to feel like an interily different game.

I installed the previous version earlier today, and have used the 'cheat' script to promote one of the pilots. He has the 'born leader' trait, and was promoted from ensign to captain in less than a minute. Not sure if the traits are relevant for this though.

He's still in the M5 poor fellow, but I've bought an Argon Centaur that I'll transfer him to when I have equipped it properly (thinking of reloading the game from before I bought it and get a TL for him instead. Yes, I'll get him an Elephant when I have enough money).

Anyway, I've assigned 8 other M5s under his command, and set them up in Kingdom's End, with area of influence Rolk's Drift and Three Worlds. Hoping he will continue training those ensigns for me.

I still have 2 squadrons doing Tours of Duty in Argon Prime that I will put under his command when they're done.

Some more questions (maybe you could make an FAQ with all my silly questions :P):

1. Just to be sure: When I want to transfer the TF leader to his new ship, I should first release him of his command of the task force, and then order him to change ships? Then reassign him as TF leader, and assign all the ships under his command again?

2. Any particular reason we can't use Argon Prime as TF base? Would be handy to be close to Home of Light with your new 'technician' feature.

3. Regarding the technician feature, what other things will they do to the ships except the things you mentioned above? Engine tunings? Install jump drives, missiles etc.? And what would those 'software glitches' you mention involve? Does the script simulate malfunctions etc, so that you should do regular maintenance on the ships from time to time anyway? If so, perhaps this should be taken care of by the TF commanders?

4. Finally, not sure if you've seen the new mod that will be released soon ( http://forum2.egosoft.com/viewtopic.php?t=119097 ) where you can make your own base on an asteroid. It will have external docking bays for several cap ships and lots of internal room for M6s and fighters. You can also dock an M3 on an M6, which in turn can dock on an M2, for example. You can also dock freighters (supply ships)

This script would be an amazing combination with your scripts. Any chance you'll be looking into this and adding features that will take advantage of the possibilities in it? Maybe make it possible to hire pilots, as well as put the technicians 'workshop' in your own bases? I understand the other one is a mod, so it will probably be extensive to get them to work together, but perhaps something to consider in the future. It would make a killer 'package' put together!

Ok, off to install 1.4 and enjoy the weekend. Thanks again!
Myros
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Post by Myros »

X-it wrote:
Two more questions (maybe you could make an FAQ with all my silly questions :P):

1. Just to be sure: When I want to transfer the TF leader to his new ship, I should first release him of his command of the task force, and then order him to change ships? Then reassign him as TF leader, and assign all the ships under his command again?

Correct, there is just to many extra variables and scripts running while a pilot is in a TF. So you have to clear those so the ship transfer can go through cleanly. Figured this the best way to avoid any mix up with data, or the chance the TF commander could call an assault half way through changing ships ;)

2. Any particular reason we can't use Argon Prime as TF base? Would be handy to be close to Home of Light with your new 'technician' feature.

In character ;p - Id say that it was agreement reached with the Argon authorities who felt ticked off with the implication they couldnt guard their own home sector. In reality - I had to choose that as a central sector to base checks on for legal sectors assigned to a TF so had to make it off limits, as it will always be returned as a 'zero' jump distance. I'll look at doing this a little differently for a future version.

3. Regarding the technician feature, what other things will they do to the ships except the things you mentioned above? Engine tunings? Install jump drives, missiles etc.? And what would those 'software glitches' you mention involve? Does the script simulate malfunctions etc, so that you should do regular maintenance on the ships from time to time anyway? If so, perhaps this should be taken care of by the TF commanders?

Its possible I will add things like that to this feature in the future, for now they just check the basic software routines that run things like rank, promotions, traits, bonuses etc and make sure they are all in place and working. Its just a safety measure in case a pilots' internal systems crash on him.

4. Finally, not sure if you've seen the new mod that will be released soon ( http://forum2.egosoft.com/viewtopic.php?t=119097 ) where you can make your own base on an asteroid. It will have external docking bays for several cap ships and lots of internal room for M6s and fighters. You can also dock an M3 on an M6, which in turn can dock on an M2, for example. You can also dock freighters (supply ships)

This script would be an amazing combination with your scripts. Any chance you'll be looking into this and adding features that will take advantage of the possibilities in it? Maybe make it possible to hire pilots, as well as put the technicians 'workshop' in your own bases? I understand the other one is a mod, so it will probably be extensive to get them to work together, but perhaps something to consider in the future. It would make a killer 'package' put together!

I doubt I'll be doing anything that is specificly related to another persons script, its just to much work for something that may or may not be installed (especialy mods that really alter or add things to the standard galaxy). Anything is possible though, I love playing the game too so if something catches my eye as being really cool I might see whats possible :)

Ok, off to install 1.4 and enjoy the weekend. Thanks again!
Thanks.

Myros
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Anoik
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Post by Anoik »

Myros, can you explain me a little more about the bonuses of the pilots?. I undertand the one that give the pilot more speed, but, what give the pilot the leadership bonus?, he will gain more leadership exp faster?. And the criminal connections?. There are only three bonuses?.
X-it
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Post by X-it »

I'm not Myros, but I can list 4 bonuses I've seen so far:

Born leader
Insightful
Very tough
Brilliant

The born leader started out with 10 leadership percentage points (went to 50% when I used the promotion script on him), and the brilliant one started with 5 I think. Not sure about the other ones. Maybe Insightful increases the scanner range of the ship? :P

Myros, I've only been playing for a few minutes after assigning my first TF, and I just had my first 'sound-loop freeze', meaning the game freezes and the sound loops and I had to reset the PC. I've read a lot about that on these forums, but never had it happening to me. Is there anything in these scripts that could cause this? I've installed a few other script updates as well though, so I can't pinpoint it.

Another thing: My message board is getting completely clogged with messages from the TF commander, where he says 'A full scale attack has been initiated on sector xxx to intercept a possible threat' or similar. Seems there are several of those almost every minute. Is this intentional? He's currently only training M5s (their status is 'Sector recon), so there are no real attacks (no enemies in the sector). This is perhaps only part of their training (already had a few promotions of his pilots)?

Would it be possible to make these 'simulated attacks' muted, so that the messages do not appear in the log? I'm loosing track of the current missions I'm doing in other scripts as well as the plot missions... :)

Other than that I just love this new add-on. Great to have the commander train the pilots without me having to babysit them myself. :)
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Anoik
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Post by Anoik »

Another question. If a ship is damaged it will go to a shipyard and wait for orders. Can you make it optional?, maybe i will like the ship to go to the carrier, because i will use one of the new scripts with the autorepair/repair fighters docked, and if the the Task Force is operating in an area with no shipyard near the ships will take a lot of time to reach the shipyards for reparations.

If you can't make it optional with a command, can you explain me how to change it so my ships will go back to dock in the carrier (if i have a carrier) or go to the shipyard if i don't have a carrier?
Myros
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Post by Myros »

X-it wrote:
Myros, I've only been playing for a few minutes after assigning my first TF, and I just had my first 'sound-loop freeze', meaning the game freezes and the sound loops and I had to reset the PC. I've read a lot about that on these forums, but never had it happening to me. Is there anything in these scripts that could cause this? I've installed a few other script updates as well though, so I can't pinpoint it.

Hmm, the only thing I can think of (for my script) is if you still had any old combat tours running) thats the only freeze I found was in the repair routines being called by the non TF combat tours. It was fixed in the update but you need to make sure and stop all combat tours on non TF ships. Once they are all stopped they should use the newer patrol routines and so will not cause the problem anymore. Other than that Im not sure, it could be a compatability issue with another script I guess ...what all do you have installed?


Another thing: My message board is getting completely clogged with messages from the TF commander, where he says 'A full scale attack has been initiated on sector xxx to intercept a possible threat' or similar. Seems there are several of those almost every minute. Is this intentional? He's currently only training M5s (their status is 'Sector recon), so there are no real attacks (no enemies in the sector). This is perhaps only part of their training (already had a few promotions of his pilots)?


Sounds like you for sure have something odd going on, how many ships do you have in the task force? Right now Ive set the limit at 4 ships before the leader will start worrying about enemies bit I may need to increase that ..a TF should really be a minimum of 12 ships before it does anything I think. To a TF leader with only a couple of M5s pretty much any enemy he sees will be considered a HUGE threat because his force is so weak ;) I think thats why he's complaining.



Other than that I just love this new add-on. Great to have the commander train the pilots without me having to babysit them myself. :)

Cool, thanks :)
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NZ-Wanderer
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Post by NZ-Wanderer »

When I crawl out of bed I will put the new 1,4 file in and then roll back to just before I started yesterday and see what happens this time :)
Thanks for the update :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Myros
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Post by Myros »

Anoik wrote:Myros, can you explain me a little more about the bonuses of the pilots?. I undertand the one that give the pilot more speed, but, what give the pilot the leadership bonus?, he will gain more leadership exp faster?. And the criminal connections?. There are only three bonuses?.

Sure here is the current list:

very tough
insightful
tightly focused
brilliant
well connected
very dedicated
a trouble maker
a gifted pilot
a born leader
extremely inovative

They have a number of possible effects ranging from gaining (and starting with) more leadership exp, higher rate of normal combat exp gain, the ability to repair their own ships, gaining some free missiles occaisionaly, revelaing hidden sectors, locating enemies quicker, improved ship handling, slower aging, and there is one 'bad' one .... I'll let you guess which one ;) He tends to have a lot of enemies.

These extra bonuses dont fire very often, but they add a little extra flavor to the pilots I think. If anybody manages to get a trouble makers to Admiral I'll be really suprised hehe.

Myros
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Anoik
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Post by Anoik »

Lol, thanks a lot Myros. Haha, it's funny to have a trouble maker in the fleet, they are allways a good source of jokes and historys for the rest of the pilots :D
X-it
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Post by X-it »

Thanks again for taking the time to reply.
Myros wrote:Hmm, the only thing I can think of (for my script) is if you still had any old combat tours running) thats the only freeze I found was in the repair routines being called by the non TF combat tours. It was fixed in the update but you need to make sure and stop all combat tours on non TF ships. Once they are all stopped they should use the newer patrol routines and so will not cause the problem anymore. Other than that Im not sure, it could be a compatability issue with another script I guess ...what all do you have installed?
Ah I see, that must be it then. I still had a few 'old' squadrons doing Tours of Duty when I upgraded to 1.4. I was going to wait until they completed them before I added the ships to the TF, but I'll go back and stop them.

I have a lot of scripts installed, and I can't remember all. I'll try to uninstall all and then reinstall if I still have problems after resetting the Tour of Duty pilots.
Sounds like you for sure have something odd going on, how many ships do you have in the task force? Right now Ive set the limit at 4 ships before the leader will start worrying about enemies bit I may need to increase that ..a TF should really be a minimum of 12 ships before it does anything I think. To a TF leader with only a couple of M5s pretty much any enemy he sees will be considered a HUGE threat because his force is so weak ;) I think thats why he's complaining.
At this time I have 9 ships, including the TF leader, and they're all in M5s (also the leader). I thought it was just part of their training. All ships stay in their home sector Kingdom's End except for two of them, which are doing recon in Rolk's Drift and Three Worlds. Still about 6 of the ships have 'Sector recon' as their assigned duty. I'll add the remaining 6 M5s to his TF when I restart the game.

I've kept a watch on the 3 sectors since I assigned the TF to them, but there have never been any enemy ships in them, still all those 'full scale attack' messages. Going to test a bit more extensively and get back to you.
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Anoik
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Post by Anoik »

Another question. In the combat pilots you have to manually asign ships to a wing (the leader and two wigmens). Do you have to do the same with the task force addon? or you only have to assign the ships to the task force and the leader will make the wings for the patrols?.
X-it
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Post by X-it »

Update: I had another freeze, and have traced it to this script (or the add-on).

- I had a freeze with looping sound occuring at the exact same time.

- I reloaded several times, trying different graphics settings and other things, as well as removing another script I recently installed which I suspected to be the cause. Still had the freeze.

- Then finally I tried to relieve the TF commander of his duties (task force disbanded), and the freeze didn't occur anymore.

- The TF commander had 14 M5s under his command at the time, plus his own ship, also M5. All M5s are Split Jaguar Raiders or Vanguards with 4xAPAC.

- I didn't have any other combat pilots operative outside the TF. All of them were under his command.

- I was still having all those messages I reported earlier, displaying everytime the commander sent out a recon ship, apparently. Messages came in bulks, six or so at a time, about every 3 minutes (fast ships).

- Seems he assigned one fighter to do the recon, while two others remained in the base sector, but who also had the 'Sector patrol' status. So there were always 4 ships in the home sector with the Sector patrol status, while two ships flew two Rolk's Drift and Three Worlds (not together, but alone).

- The messages that keep displaying goes something like "Captain Steve Hess of TF - 1 reports that a full scale assault has been initiated in Rolk's Drift (or Three Worlds) to counter a possible threat". There are probably about 50 messages or more already since I formed the task force about 40 minutes game time ago.

- I'll try to list the scripts I have installed:
  • Station Trader by Naffarin
  • Universe Explorer by Baldor
  • MK3 Update by ticacki (from the dev test forum)
  • Most, if not all of Cycrow's scripts: Afterburner, Assassins Guild, BBS Extras, Bounty Hunters Guild, Insurance Dealer, Winnable Lottery, Mercenaries Guild, System Override Software MK2, Overtune BBS, Smugglers Guild
  • XaiCorp Fleet Support Ship Software
  • XaiCorp Remote Transporter Device Software
  • Scripts by LV: Self Repairing Hull Technology, Race Response Fleet, BBS Offers, Dock TS (allows docking of TS ships on TLs), PSG Removal hack
I think that's all, but there could be more...

I'll try reassigning the TF and see if it happens again. I'm also getting close to being able to get a TL for the TF commander. Maybe that'll sort things out... :)
Myros
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Post by Myros »

Ive managed to duplicate the freeze using a similar task force to yours.

I'll hunt through the files again first thing tomorrow and track down why its doing that, sorry for the problems the addon caused. I'll post a fix as soon as its tracked down.

M

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