[AL-Plugins]RS.NPC.Plugins v3.15
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ok hold on using the ZzzZR plugin .. I made an error with connecting signals to the Kha'ak ships ..
I connected the signal attacked scripts to the signal killed ..
wich means when a ship 'should' die .. it will simply attack what 'killed' it ..
and it wont actually die untill its 'killer' has been destroyed ..
(and disabling the plugin wont help .. so anyone using this atm .. remove the plugin and go back to a save from before using the ZzzZR Plugin..
or you might end up with a somewhat messed up game ...)
anyway I have it fixed and altered the plugin a bit so the cluster make it look a bit more as if they jump in as a team ..
(they will jump in as they already did .. but wait with decoupling untill they are all there .. )
I'll upload it when I've got the 1101 Plugin ready (the Xenon one)..
I just experienced some $*^( stuff ...
the Xenon J doesnt allow docking ...
(if this is not DDRS-mod related I will for now make use of the Teladi M1 ..
as I want an M1 to deliver a pay-load of fighters to a sector .. tell them to clean out the sector .. and chooze safety for itself by jumping back into X-sectors .. (using the 'old Xenon-SY sector' as a 'home-sector' ))
G
I connected the signal attacked scripts to the signal killed ..
wich means when a ship 'should' die .. it will simply attack what 'killed' it ..
and it wont actually die untill its 'killer' has been destroyed ..
(and disabling the plugin wont help .. so anyone using this atm .. remove the plugin and go back to a save from before using the ZzzZR Plugin..
or you might end up with a somewhat messed up game ...)
anyway I have it fixed and altered the plugin a bit so the cluster make it look a bit more as if they jump in as a team ..
(they will jump in as they already did .. but wait with decoupling untill they are all there .. )
I'll upload it when I've got the 1101 Plugin ready (the Xenon one)..
I just experienced some $*^( stuff ...
the Xenon J doesnt allow docking ...
(if this is not DDRS-mod related I will for now make use of the Teladi M1 ..
as I want an M1 to deliver a pay-load of fighters to a sector .. tell them to clean out the sector .. and chooze safety for itself by jumping back into X-sectors .. (using the 'old Xenon-SY sector' as a 'home-sector' ))
G
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- Posts: 527
- Joined: Tue, 6. Dec 05, 00:09
Yeap evrything is ok, I reinstall it and even appears more ships to hunt me down. How I can alter the script in order to add more M3's to each group of hunters and less M5's? Thanks Red.Red Spot wrote:Puruco wrote:Hi Red: I'm getting a Text and numbers in the M6 names of the Hunt script. Do I have to reinstall it again?
The script is sending me one ship to hunt me down rare times send me 4/5 ships. The older version send me up to 9 and also different waves of the same race. Is that a change in the new version?
well thats weird ..
the other version set the hunters name to 'Hunter [shiptype]' ..
however this should 'stick' ...
anyway it never has shown up in my game and I've got my behind wacked several times testing this puppy ..
but yep .. re-installing the plugin cant hurt ..
and the complete plugin has been changed .. but it wont send you just 1 ship ... maybe the others got killed and that ship is the only survivor of the battle ..
like told in the 'new' readme .. hunters will switch from being race-owned to being pirate-owned when they leave their homesectors the 1st time ..
just clusters ?!? ...alphalvr wrote:shame its just clusters ......................
............so i just a bit worried the purple wing might finish my universe .........
........somthing like this for xenon..........
you have any idea what 3 KM3s with 30KM5s can do to a sector ........![]()
that wont happen .. any part of the uni. that has enough life will be able to keep things going .. but yeah .. dead parts .. will die ... but when a sector might 'die' the plugin wont spawn an other party untill the sector has come back to life enough to take care of the 1st party...
so they wont be whiping clean whole groups of sectors ..
easy ... using ships (M3s/M4s) is way easier than using clusters ..
and as I have just been informed that I have a free day tomorrow ........
its basicly the ZzzZR plugin .. but than using Xenon 'settings' ....
(I'll name it "11010011101" or something like that ...)
G
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puruco ...
you have to find and enter the "al.RS.Hunt.Event" script ..
go to this bit;
as you can see it sets 5 diff. sets of numbers here ..
in the 1st 2 sets you need to increase the 'Min.WM1' and 'Max.WM1' variable
do note that the 'max' number has to be '2' higher than the 'min' number ..
in the last 3 sets you need to increase the 'Min.Ldr' and 'Max.Ldr' variable
and decrease the 'Min.WM2' and 'Max.WM2' variable ..
again note that the 'max' number has to be '2' higher than the 'min' number ...
but I'm guessing this bit of code is easy enough to understand ...
G
you have to find and enter the "al.RS.Hunt.Event" script ..
go to this bit;
Code: Select all
012 if $Player.IsBig OR $Player.IsMed
013 $Ldr.Class = Cruiser M6
014 $Wing.Class1 = Heavy Fighter M3
015 $Wing.Class2 = Medium Fighter M4
016 if $Player.IsBig
017 $Min.Ldr = 3
018 $Max.Ldr = 6
019 $Min.WM1 = 4
020 $Max.WM1 = 7
021 $Min.WM2 = 3
022 $Max.WM2 = 7
023 $No.Wings = = random value from 1 to 3 - 1
024 else
025 $Min.Ldr = 1
026 $Max.Ldr = 4
027 $Min.WM1 = 3
028 $Max.WM1 = 6
029 $Min.WM2 = 2
030 $Max.WM2 = 5
031 $No.Wings = = random value from 2 to 4 - 1
032 end
033 else
034 $Ldr.Class = Heavy Fighter M3
035 $Wing.Class1 = Medium Fighter M4
036 $Wing.Class2 = Light Fighter M5
037 $No.Wings = = random value from 1 to 4 - 1
038 if $Player.HasBig
039 $Min.Ldr = 4
040 $Max.Ldr = 7
041 $Min.WM1 = 4
042 $Max.WM1 = 6
043 $Min.WM2 = 2
044 $Max.WM2 = 5
045 inc $No.Wings =
046 else if [PLAYERSHIP] -> is of class Heavy Fighter M3
047 $Min.Ldr = 3
048 $Max.Ldr = 5
049 $Min.WM1 = 3
050 $Max.WM1 = 6
051 $Min.WM2 = 3
052 $Max.WM2 = 5
053 else if $No.Wings > 1
054 $Min.Ldr = 1
055 $Max.Ldr = 3
056 $Min.WM1 = 4
057 $Max.WM1 = 7
058 $Min.WM2 = 3
059 $Max.WM2 = 6
060 dec $No.Wings =
061 else
062 return null
063 end
064 end
as you can see it sets 5 diff. sets of numbers here ..
in the 1st 2 sets you need to increase the 'Min.WM1' and 'Max.WM1' variable
do note that the 'max' number has to be '2' higher than the 'min' number ..
in the last 3 sets you need to increase the 'Min.Ldr' and 'Max.Ldr' variable
and decrease the 'Min.WM2' and 'Max.WM2' variable ..
again note that the 'max' number has to be '2' higher than the 'min' number ...
but I'm guessing this bit of code is easy enough to understand ...

G
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Puruco wrote:Yeap seems easy. Will try tonite when arrived from work. The reason for this is to have the script more difficult for me. Will try and let you know.
yeah its a bit .... mild .. now ..

but it did not dare to put higher numbers in there cause of poss. lag/skill issues that might happen if I would have ....
(and also to prevent being overrun when you enable all 5 plugins at once ...)
G
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so the current zzzz doent work
awwww
the only thing id say is pehaps it would be a tiny bit better if after 30 mins it checks the khaak are dead and if they are it spawns another lot in 1-20mins (so it doesnt seem like every 30 mins on the dot theres a attack)???
but hey get it workin first
i hope your wrong about the j dockin....cuz boy is that gonna be cool.....j jumpin in deploying fighter....woohoo....my dreams are becoming reality
the teladi ship
!!!!!, well lets just hope the j works


the only thing id say is pehaps it would be a tiny bit better if after 30 mins it checks the khaak are dead and if they are it spawns another lot in 1-20mins (so it doesnt seem like every 30 mins on the dot theres a attack)???
but hey get it workin first

i hope your wrong about the j dockin....cuz boy is that gonna be cool.....j jumpin in deploying fighter....woohoo....my dreams are becoming reality

the teladi ship



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Ok, let you know if theis is any lag. Thanks.Red Spot wrote:Puruco wrote:Yeap seems easy. Will try tonite when arrived from work. The reason for this is to have the script more difficult for me. Will try and let you know.
yeah its a bit .... mild .. now ..![]()
but it did not dare to put higher numbers in there cause of poss. lag/skill issues that might happen if I would have ....
(and also to prevent being overrun when you enable all 5 plugins at once ...)
G
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alphalvr wrote:but hey get it workin first![]()
i hope your wrong about the j dockin....
1) its working ... I just havent released it yet ..
(nice thing is .. these purple critters cant get the shields of a Dock down .. so they will never be able to completelly clear a sector .. they however take down Centaurs without lozing too many M5s ......

2)nope ... J-docking is a 'no-go' ..... hope that gets altered in v1.4
(but I have the feeling I'm better of asking someone else ...........

=======================
Puruco ..
its not so much if its lags on your system ..
its that if I push up the numbers some people with 'old rigs' might not be able to run it in a decent way simply because there might than be to many ships firing at once while in sector ...(as that seems to be a 'mayor' issue)
I also want to keep it 'acceptable' .. as in .. anyone with a decent ship should be able to enable a plugin .. not just the vet. combat-pilots ..
(or the onces taking 10 wingmen with them ..)
G
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but wud that make it a mod rather than a script??? its already hard enuff to choose 12)nope ... J-docking is a 'no-go' ..... hope that gets altered in v1.4
(but I have the feeling I'm better of asking someone else ........... )

is it just the sheilds on a dock (ie trade dock) that they cant get down?? in other words they can destroy facts??? or can they only manage ships??
maybe once ive got used to it you can do a evil version if so

nope im gonna disagree, if u must pander to these wimpy trader typesI also want to keep it 'acceptable' .. as in .. anyone with a decent ship should be able to enable a plugin .. not just the vet. combat-pilots ..
(or the onces taking 10 wingmen with them ..)

1.weedy trader with 10 wingys slow computer version
2.combat vet wants suicide and assets obliterated version
yes thats it, just wot we need

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Really stupid question time
Red spot, Been playing bankrupt assasin and have been avoiding killing any pirates and doing alot of trading to see if i can become friendly with them, then to my horror i saw post about hunters becoming pirates and i have killed a million of them it feels like, have i been shooting myself in the foot the whole time
Do you get a pirate rep hit every kill along with race rep increase?
Great plugin BTW, with waves of hunters comming from multiple enemy races the game finally has a real X-Treme level


Do you get a pirate rep hit every kill along with race rep increase?
Great plugin BTW, with waves of hunters comming from multiple enemy races the game finally has a real X-Treme level

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I was already wondering ...
anyway .. you give you a little 'heads up' ...
I'm doing the last 'tweaks' on a new turret script ... and if I may say so myself ........
it uses all weapons depending on target(s)/friendlies in range/weaponenergy..
tries to do as much damage with as little shots but also trying not to go past the about 40/45% energy ...
as it now is the balance between ES' advanced turret script and this;
-ES' -> fires 'balanced' so it keeps energy up and can keep firing
-My -> simply shoots to kill untill its energy goes down to about 40/45%
this works out like this when 2 the same M1/M2s take each other on;
-High energy level on ships means my script wins without the ship taking damage
-low energy level on ships means my script has about a 60/70% of lozing the fight, but it will cripple the other ship good ..
nice thing about how it works is that it can switch to about any weapon ..
based on the combi of; weapon energy/hull/shields ..
and you really dont want to piss off a cap. ship using this commands if you are not in the same or bigger class ship ...
cause it will take a small ship down with APSG/Flak/MD in no time at all ..
4 Centaurs are just a bit of fun for a Titan ..
(note 4 Centaurs are also a joke when using the adv. turretcommand by ES ... but in a diff. way .. this is brutal .. ES' aproach is 'smoothly' ... (if you get my point))
anyway you can expect a re-release of the plugin by tonight (maybe the 1101 script will be included)
G
anyway .. you give you a little 'heads up' ...
I'm doing the last 'tweaks' on a new turret script ... and if I may say so myself ........

it uses all weapons depending on target(s)/friendlies in range/weaponenergy..
tries to do as much damage with as little shots but also trying not to go past the about 40/45% energy ...
as it now is the balance between ES' advanced turret script and this;
-ES' -> fires 'balanced' so it keeps energy up and can keep firing
-My -> simply shoots to kill untill its energy goes down to about 40/45%
this works out like this when 2 the same M1/M2s take each other on;
-High energy level on ships means my script wins without the ship taking damage
-low energy level on ships means my script has about a 60/70% of lozing the fight, but it will cripple the other ship good ..
nice thing about how it works is that it can switch to about any weapon ..
based on the combi of; weapon energy/hull/shields ..
and you really dont want to piss off a cap. ship using this commands if you are not in the same or bigger class ship ...
cause it will take a small ship down with APSG/Flak/MD in no time at all ..
4 Centaurs are just a bit of fun for a Titan ..
(note 4 Centaurs are also a joke when using the adv. turretcommand by ES ... but in a diff. way .. this is brutal .. ES' aproach is 'smoothly' ... (if you get my point))
anyway you can expect a re-release of the plugin by tonight (maybe the 1101 script will be included)
G
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im a bit lost on the adv turret by ES, they made a script??? or is that the one that already runs on our ships in the game??
yes i think i understand what you are saying.....but does the ai use it as well?? i hope so
sorry if i got it a bit backwards
ho ho ho, i read it again, its a bit clearer....yes that sounds great, a cap ship should be somthing that when you piss off you die and die quick. atm you can dance around em muckin about for a few mins before they get you
yes i think i understand what you are saying.....but does the ai use it as well?? i hope so
sorry if i got it a bit backwards
ho ho ho, i read it again, its a bit clearer....yes that sounds great, a cap ship should be somthing that when you piss off you die and die quick. atm you can dance around em muckin about for a few mins before they get you
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Hi Red: I was looking for the files that you told and their is anything like that in the "Al.Rs Hunt Event" file in the script editor. Also I look in all the files that are related to your script and in any appear the max and min number. May the name of the file is other????? Can you help me?Red Spot wrote:puruco ...
you have to find and enter the "al.RS.Hunt.Event" script ..
go to this bit;
Code: Select all
012 if $Player.IsBig OR $Player.IsMed 013 $Ldr.Class = Cruiser M6 014 $Wing.Class1 = Heavy Fighter M3 015 $Wing.Class2 = Medium Fighter M4 016 if $Player.IsBig 017 $Min.Ldr = 3 018 $Max.Ldr = 6 019 $Min.WM1 = 4 020 $Max.WM1 = 7 021 $Min.WM2 = 3 022 $Max.WM2 = 7 023 $No.Wings = = random value from 1 to 3 - 1 024 else 025 $Min.Ldr = 1 026 $Max.Ldr = 4 027 $Min.WM1 = 3 028 $Max.WM1 = 6 029 $Min.WM2 = 2 030 $Max.WM2 = 5 031 $No.Wings = = random value from 2 to 4 - 1 032 end 033 else 034 $Ldr.Class = Heavy Fighter M3 035 $Wing.Class1 = Medium Fighter M4 036 $Wing.Class2 = Light Fighter M5 037 $No.Wings = = random value from 1 to 4 - 1 038 if $Player.HasBig 039 $Min.Ldr = 4 040 $Max.Ldr = 7 041 $Min.WM1 = 4 042 $Max.WM1 = 6 043 $Min.WM2 = 2 044 $Max.WM2 = 5 045 inc $No.Wings = 046 else if [PLAYERSHIP] -> is of class Heavy Fighter M3 047 $Min.Ldr = 3 048 $Max.Ldr = 5 049 $Min.WM1 = 3 050 $Max.WM1 = 6 051 $Min.WM2 = 3 052 $Max.WM2 = 5 053 else if $No.Wings > 1 054 $Min.Ldr = 1 055 $Max.Ldr = 3 056 $Min.WM1 = 4 057 $Max.WM1 = 7 058 $Min.WM2 = 3 059 $Max.WM2 = 6 060 dec $No.Wings = 061 else 062 return null 063 end 064 end
as you can see it sets 5 diff. sets of numbers here ..
in the 1st 2 sets you need to increase the 'Min.WM1' and 'Max.WM1' variable
do note that the 'max' number has to be '2' higher than the 'min' number ..
in the last 3 sets you need to increase the 'Min.Ldr' and 'Max.Ldr' variable
and decrease the 'Min.WM2' and 'Max.WM2' variable ..
again note that the 'max' number has to be '2' higher than the 'min' number ...
but I'm guessing this bit of code is easy enough to understand ...
G
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alphalvr ...
I've designed the command specially for the AI ....
(however I left it so it can also be used by the player .. (I may hook it up to command and release it as a 'command-script' as well .. but my intention was to simply make the AI (look) 'agressive' and make them also use MDs)
Puruco ...
no event script means no plugin .. cause that script is the 'do it all' script for Hunt ... so it 'has' to be there .. else you would never have been seeing any Hunters ..
G
I've designed the command specially for the AI ....
(however I left it so it can also be used by the player .. (I may hook it up to command and release it as a 'command-script' as well .. but my intention was to simply make the AI (look) 'agressive' and make them also use MDs)
Puruco ...
no event script means no plugin .. cause that script is the 'do it all' script for Hunt ... so it 'has' to be there .. else you would never have been seeing any Hunters ..
G
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red spot, thats great...just the sort of thing im looking for.
anything that improves the ai in combat situations or just makes them more dangerous in general (such as pirates spawning with mass drivers if they can use em) is definately being added to my game.
pat yourself on the back
i might try it now but im waiting for 1.4 really before i continue with the game properly
thanks again....and more tough stuff please when you got the time
(im surprised you find any)
i was thinkin, i cant remember seeing the ai use pbe`s, i know the xenon can fit em but have never noticed them use em, maybe they do? but the ai is defo better given faster weapons like the apacs so mass drivers and pbe`s are a must for them, in my game, one day, hopefully
anything that improves the ai in combat situations or just makes them more dangerous in general (such as pirates spawning with mass drivers if they can use em) is definately being added to my game.
pat yourself on the back

i might try it now but im waiting for 1.4 really before i continue with the game properly
thanks again....and more tough stuff please when you got the time


i was thinkin, i cant remember seeing the ai use pbe`s, i know the xenon can fit em but have never noticed them use em, maybe they do? but the ai is defo better given faster weapons like the apacs so mass drivers and pbe`s are a must for them, in my game, one day, hopefully

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well it doesnt really 'improve' the AI ..
if you ask me wich script is 'better' .. ES' advanced set of turret scripts or mine .. than I'd have to point you to ES' one ..
cause boy does that script have a damn fine 'energy control' ..
it can almost keep an M2 shooting all day ....
now my script 'drains' the energy more but also has some 'energy control' features to keep your M2 shooting ..
(turrets actually more or less 'panic' when the ships hull goes down .. as they increase firespeed (less time between shots) and care less and less about energy-level)
what I'm currently working on is already the 6th version .. as I wasnt happy with earlier 'overall' results .. but this is gone be 'the one ...' ..
just wondering if I should include a switch to tracking laser feature ..
(wich is basicly all thats left to do)
anyway this script isnt 'better' ..but imo its adds a bit of fun to the combat..
gives the AI a bit of a bite here and there .. but still keeps an 'overall balance' ...
I'm sorry for the delay .. but I simply didnt feel the script was all that so kept twealing, balancing and redoing the script up till now ..
but the good news is .. Deadly is gonna have a wee look at the J docking issue ...
G
if you ask me wich script is 'better' .. ES' advanced set of turret scripts or mine .. than I'd have to point you to ES' one ..
cause boy does that script have a damn fine 'energy control' ..
it can almost keep an M2 shooting all day ....
now my script 'drains' the energy more but also has some 'energy control' features to keep your M2 shooting ..
(turrets actually more or less 'panic' when the ships hull goes down .. as they increase firespeed (less time between shots) and care less and less about energy-level)
what I'm currently working on is already the 6th version .. as I wasnt happy with earlier 'overall' results .. but this is gone be 'the one ...' ..
just wondering if I should include a switch to tracking laser feature ..
(wich is basicly all thats left to do)
anyway this script isnt 'better' ..but imo its adds a bit of fun to the combat..
gives the AI a bit of a bite here and there .. but still keeps an 'overall balance' ...
I'm sorry for the delay .. but I simply didnt feel the script was all that so kept twealing, balancing and redoing the script up till now ..
but the good news is .. Deadly is gonna have a wee look at the J docking issue ...

G
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well to be honest in a life and death situation i think id want my turret to kill if it can, not preserve energy....so in effect from a npc point of view i think it sounds better
once i tried it i let you know what i think, but the theory is good
thasts good news about deadly taking a look.....its as good as fixed already

once i tried it i let you know what i think, but the theory is good

thasts good news about deadly taking a look.....its as good as fixed already

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Ok .. I'm ready ..
I've got;
-Hunt (Turret command added)
-MDS (nothing changed)
-ZzzZR (fixed and improved)
-1101 (Xenon M1 with 2 sets of fighters making the uni. unsafe)
-Turret (not for the player (at least not in this 'package' .. it will give turreted ships a bit of a bite (used in Hunt/1101/PAF (last is not yet ready))
anyway before I release it all ...
I'd like to know if you would like a small message telling you of the jump in location/inv. sector of the ZzzZR and 1101 invasion forces when they jump ?? ..
(is easy to do .. but I rather do it before I release it ....
)
about the 1101-plugin;
it will atm create a Xenon (Teladi) Condor and a complement of pers. fighters ..
than after x time it will make sure the Xenon Condor has enough fighters ..
if not it gets new ones ..
if it does have enough pers. fighters .. it gets a 2th smaller set of fighters ..
and will b send out to deliver this 2th set of fighters at a random sector ..
it will than stay in sector for a few minutes (to help 'kick-start' the invasion)
than it will dock its pers. fighters (or whats left of them) and jump back home .. waiting for the next 'cycle' ..
if the M1 is destroyed .. than it will take 2 'cycles' before it respawns ..
as long as an invasion force is 'invading' no 2th will be send out ..
but if the invasion leader can not find anything to kill it will fly to the next sector and try level that one .. untill its dead ......
(wich ever way it goes (regarding messages) .. expect a release this evening..)
G

I've got;
-Hunt (Turret command added)
-MDS (nothing changed)
-ZzzZR (fixed and improved)
-1101 (Xenon M1 with 2 sets of fighters making the uni. unsafe)
-Turret (not for the player (at least not in this 'package' .. it will give turreted ships a bit of a bite (used in Hunt/1101/PAF (last is not yet ready))
anyway before I release it all ...
I'd like to know if you would like a small message telling you of the jump in location/inv. sector of the ZzzZR and 1101 invasion forces when they jump ?? ..
(is easy to do .. but I rather do it before I release it ....

about the 1101-plugin;
it will atm create a Xenon (Teladi) Condor and a complement of pers. fighters ..
than after x time it will make sure the Xenon Condor has enough fighters ..
if not it gets new ones ..
if it does have enough pers. fighters .. it gets a 2th smaller set of fighters ..
and will b send out to deliver this 2th set of fighters at a random sector ..
it will than stay in sector for a few minutes (to help 'kick-start' the invasion)
than it will dock its pers. fighters (or whats left of them) and jump back home .. waiting for the next 'cycle' ..
if the M1 is destroyed .. than it will take 2 'cycles' before it respawns ..
as long as an invasion force is 'invading' no 2th will be send out ..
but if the invasion leader can not find anything to kill it will fly to the next sector and try level that one .. untill its dead ......
(wich ever way it goes (regarding messages) .. expect a release this evening..)
G