Quick Info:
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Name: ULTIMA Weapon (Turret's weapon system)
Version: 1
Author: Droids
Type: Turret command plug-in
Description: The "Universal Leader of Tactical Intelligence and Management Autonomy", or commonly known as U.L.T.I.M.A. weapon was designed to handle multiple turret task including missile defense. It also has an in-built scanner system which identifies the best turret weapon for the target object. This system is best used in huge scale battle in which most fleet commander has to focus in war tactics, rather than minding the best weapons to be used and scolding the gun crews for their frequent misses to their targets. Due to the intense pressure in huge scale battle, the purpose of this weapon system can greatly aid fleet commanders in most critical situations.
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Download
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SPK download:
ULTIMA Weapon v1.00
Mirror
Zip download:
ULTIMA Weapon v1.00
Bonus: (UPDATED!!!)
see Read Me for more details
ULTIMA Weapon for NPCs v1.01 (spk version)
ULTIMA Weapon for NPCs v1.01 (zip version)
ULTIMA Weapon Addons v1.00 (spk version)
ULTIMA Weapon Addons v1.00 (zip version)
Added custom job for fighters. This job when assigned to Fighter ships, particularly squadron leaders who have a home base assigned will act as an ‘Interceptor’. With this task a fighter will remain dock in its home base(i.e. Carrier or TLs) when an enemy fighter is in its home base 5km range, the fighter will undock and intercept the fighter. Your fighter ship will engage to destroy the target or lure them near to its home base turret range. This command will remain active unless its given new orders.
The "spk version" of ULTIMA Weapon requires Cycrow's X Plugin Manager for installation.
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Compatibility
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This script is compatible with Vanilla X3 v.2 and Xtended MOD!
I also use this script in DDRS MOD, but I haven't check compatibility issues. I haven't tried it yet with other MODs but i think this script will work along with them. If not, let me know so i could fix it for you.
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Background
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My formulated story while playing with X3 and recently with Xtended MOD.
"...Incoming Transmission...*zzzt* I'm Admiral Revan of the Terran fleet. I'm probably dead when you receive this transmission. 5 hours ago in our time, a massive Sohnen Invasion occurred. On the first wave of the attack, hundreds have died, I could have save them but the turrets of my capital ship-Valhalla are pre-occupied dealing with Sohnen Capital ship which is too tough to bring down due to the nature of its shield. They caught us off-guard, but thanks to Major Laarni's heroism and ability to inspire fellow pilots. We managed to turn the tide. However, a second wave of Sohnen fighters has entered the battle and they attempted to flank us. I ordered Major Laarni and her squadron to intercept the Sohnen fighters. I on the other hand instructed the turret crews on the starboard of the ship to support the squadron while we’re dealing with the Sohnen Capital ship on the other side. The battle is fierce. I saw Major Laarni is in under fire by a Sohnen fighter! I quickly ordered a suppression fire to cover her... And by God! I don't know who the culprit behind the software of the turrets we are currently using. The turret fires on Paranid freighters who are that time just passing by! In the process, it made me watch Major Laarni's ship explode. The explosion is so close enough in the bridge window for me to see, so close enough to let me know that my Laarni died. I couldn't take what happened, I froze and later I realized the X0 is in command of our ship. He ordered jump prep to safe sector. We are defeated. A few hours later, I found myself in my quarters looking at my beloved's photograph. I know, as man of my rank people may think I have an iron heart, but not this time. I blacked-out and in my thoughts I saved Laarni by killing all the Sohnen around me. Later I realized it’s not them whom I killed, I realized I'm alone in the ship holding my polaron-laser and everyone are in the floor... covered in red. My chest is about to burst. I couldn't take this, theres only one way to end this pain...
After the transmission, the Terrans debated in developing a new weapon system...
The result is the ULTIMA Weapon."

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Features
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1. Fully Automated-All Purpose Turret Control
2. Targeting System - Each turret creates battle plan on how to deal multiple enemies.
3. Fighter Support - For Capital ship assigned as homebase for fighters. Defend fighters from missiles and attackers.
4. Weapon Switching - Auto-switch lasers, but that depends on the battle plan created and energy-laser/shield monitor.
5. Weapon Calibration - Create list of compatible and available lasers in cargo bay.
6. Missile Defense - Can handle multiple missiles like missile frenzy of Xtended MOD.
7. Rapid Fire Control - Reduce wasted bullets and energy, may surprise enemy as it helps hitting targets.
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Overview
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Fully Automated-All Purpose Turret Control
The ULTIMA Weapon system will aid in attacking enemy on sight, protect ship from attackers and missiles, support fighters, switch weapon for every ship class, and when there’s no enemy-it manage all available and compatible lasers in cargo bay.
Targeting System
1. This system scans 7km radius for enemy Capital Ships, Small ships and Stations.
2. Creates battle plan from scanned enemies Priority: Big Ship first and so on.
Battle Plan Generator
This is responsible for creating Strategy on how to deal with multiple targets and decides which laser for turrets to use.
The following are the 4 criteria for Strategy
Strategy 1: anti-Capital and protect ship from attackers
Strategy 2: Support my owned fighters (max range is 3km) and attack other enemies
Strategy 3: Attack all fighters/small ships and protect ship from attackers
Strategy 4: Destroy Station
Weapon Switching
1. This system has preferred weapons for every ship class. However, if the desired weapon is not available the system will try to find an alternative so it won't leave every turret useless during combat.
2. Due to the economic shifting in X-universe or for some reasons, there are times you'll find yourself unable to buy the desired number of lasers to fill all your turret slots. In this case it won't be a problem with this turret system.
Example you're flying with an M2 class ship, and you only have 4 BPPCs. When in combat with another M2, (supposing you’re facing it with your ship's front) the turret system will equip BPPCs in front, and suppose you turn 360 degrees sideways or any rotation you like, your 4 BPPCs will be moved to the turret which have best range to its target M2 i.e. left, right, etc. To make it short, the ULTIMA weapon system utilizes all lasers you have (excluding incompatible lasers to your ship).
3. As I stated above, weapon switching depends on the strategy formulated by 'Battle Plan Generator'. Here the list of how the ULTIMA weapon system categorize every type of lasers.
I made it this way so there will be no restriction in every type of ship.
STRONGEST PPCs, GKyon, Sohnen Beam Cannon, Heavy Missile Gun, Concussion & BEMP (used against M1, M2, Station)
SECONDARY All lasers in 'STRONGEST’ list plus HEPT, Laser Tower Weapon (used against M6, M7, TL)
HEAVY KE, CIG, SBC, AHEPT, PAC, LTW, AEMP, Mass Driver (used against M3, KakM3, TS, TP)
MEDIUM KE, CIG, SBC, PAC, PBE, LTW, AEMP, MD (used against M4)
LIGHT KE, CIG, SBC, IRE, PBE, LTW, AEMP, MD (used against M5)
MISSILE KE, CIG, SBC, IRE, PBE, LTW, AEMP, MD, PSG, FLAK (missile defense mode)
RECHARGE IRE, LTW, BKE, AKE, Mass Driver (recharge mode)
CLOSERANGE PBE, MD, Ion Disruptor (close range mode, used against fighters within 1km range)
DISRUPT Ion Disruptor (for Space Fly: not activated in this script for now)
AREA BFlak, AFlak, PSG, Heavy Missile Gun (Flak/Area Barrier Mode, used against multiple ships)
CAPPING Ion Disruptor, AIRE (Capturing Mode, used against low morale pilots)
UTILITY Repair Laser, Tractor Beam, Mobile Drilling System (will be used in future updates, like pulling out damaged ships from battle!)
Weapon Calibration
1. When there’s no enemy, for every 7 to 14 seconds the turret system updates its weapon configuration list. It is responsible for sorting your lasers in cargo bay whether they are compatible to your ship and categorize them into where each laser is best used. (i.e. Strongest, SECONDARY, etc.) It can save you the time for tweaking which is which and etc. because the turret system is already doing it for you. All you have to do is put some lasers in your ship’s cargo bay. Just make sure that the laser is compatible with your ship. In any case during combat you lost some lasers, you don't have to worry about the config list as the system double check if something went wrong and it will find an alternative laser to be used. Too bad though if you got no spare of lasers.
2. You don't have to worry if you got limited number of lasers to fill each turret bays or worry about on how many lasers per turret to use. The turret system is very flexible and will utilize what you have. Although it’s recommended to have enough lasers for each turret bays to maximize the potential of the ship capabilities specifically its fire-power, and also the ULTIMA weapon system's multi-tasking and multi-targeting feature.
Missile Defense
1. Missile defense is always active. It can also help you practice in missile shooting to find a blind spot of ULTIMA weapon system's missile defense (well that’s if it has a blind spot

2. The effectiveness of your missile defense depends on your available lasers. You can pick which laser type to be included in your cargo bay above in Weapon Switching. When dealing with multiple missiles if you have Flak or PSGs, the turret will pick them so it can take down all the missiles fast. But if you don't have one of those, the turret system will shoot the missiles one by one.
Rapid Fire Control
1. When dealing with low morale pilot, it prevents over-shooting the ship when pilot want’s to bail
2. This control prevents to over shoot a ship which is about to explode. This helps in conserving energy; it prevents extra bullets fired away into nothing when the target was destroyed.
3. When dealing with fighters or moving targets, it’s not important how fast and how many bullets you release in order to hit something; it’s actually about being patient-timing. I noticed when a moving target is far(above 2.1km) it reduces the chance to actually hit them specially when the pilot knows your firing at him and his doing acrobatic moves to dodge your bullets. In this case flak is the best, but friendly fire could incur especially when your turrets are supporting your own fighters. As a result, this turret system has 'Firing Solution', which means it monitors if the target is within the range where it’s difficult to dodge the attack. This FS has a range of 1.2km (for fighters), when the target is in this range the turret switch into rapid fire mode. If the target is not in the FS range it has a firing delay in which the turret system tries to hit the target off-guard or surprise it. It also applies to big ships but varies in range.
4. This control also aids in faster regeneration of energy, particularly for lasers.
5. When laser energy is below 10%, its stops firing for a while and wait 'till the ship have enough energy.
Other Feat
1. Flak/Area Barrier: for Multiple fighters and multiple missiles.
2. Energy Monitor: Maintains laser energy at the highest level. The turret system goes berserk (trigger happy) when shields are below 50%. I call it natural survival instinct.

3. During combat the turrets try to reach the target by switching different types of lasers available. If all laser fails and the turret still can't reach the target, it immediately switch to its secondary target and so on.
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How to use
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For starters, read this carefully. First thing you need to do is get inside of your favorite ship and start burning your thrusters. Be careful in your flight and don't go Titanic on asteroids, unless you have one of those Goner-insurance. Open up your navigational map and start looking for 'Equipment Docks'. Once you've found one of those docks, click it, hit the auto-pilot and go zooming with the SETA-drive. When you're docked at that station, don't get too over-excited, relax and ask the lady for the best 'Fight Command Software Mk2' that can be installed in your ride. After installing the software, your ship should have a new command in the turret's command menu. But wait! This turret command only works in Big Ships, (i.e. M1, M2,TL, M7, and M6) for the mean time this command is not available for Fighters and other smaller ships. (NPC users; M1, M2 and M6)
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Tips
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Capital Ships Best weapons for these ships are anti-Cap weapon like PPCs so keep in mind to put some anti-Cap weapon in your cargo bay. For M6 and M7 class, some of them cannot use anti-Cap weapons but the turret system can fit them with BHEPT, AHEPT & Concussion Impulse Generator.
Fighter Support The turret system avoids using Flak/Area type weapons in this mode so include lasers in your cargo bay like what I stated above. But the best weapon I could think of is Concussion Impulse Generator. It’s because of its range and when combined with my ULTIMA weapon's 'Rapid Fire Control' it can knock of enemy fighters from afar, particularly the ones attacking your fighters. And also when you hit a target with this laser, it actually tosses a fighter ship and makes it spin. Although it will not kill an attacker instantly but well...If you get what I mean, you can actually save lives.
Fighters and other smaller ships If you want to kill small targets and do it fast, include Flak/Area type weapon like Flak and PSGs in Cargo Bay. But wait! You can also include special weapons like Mass Driver and Ion Disruptor. The only downside of using Flak besides energy consumption is that you could instantly kill a target that leaves it no time for bailing for enemy pilot. It’s up to you to decide which lasers to include or exclude in your cargo bay.
Combat During combat if you include new laser type in your cargo bay, you can only use it once you went to a place where there’s no enemy or no enemy in 7km range. I made it this way so when in your combat, the ULTIMA weapon system already have list of available/compatible lasers. It doesn't need to check your cargo bay for compatible laser or for which class it is best every time it has to switch weapon when targeting an enemy. In this way the ULTIMA weapon scripts run smoothly and could be used by many ships and even NPCs.
Hiding Lasers when not in use I'm a fan of "Russel Cycrow's Master & Admiral d Fire side of World" and "Johnny DeadlyDa's Pirates of the Company Pride", I like how the sailed warships of 17th century hide and show their cannons when in combat or not. That’s why I made my script imitate that manner... (Kidding) When you’re using ULTIMA weapon, a bit later (when not in combat) you'll realize that your turret bays aren't equipped with lasers or in short the slots were empty. Don't be alarmed and try to equip it one by one every time it goes empty. It really behaves that way and it’s not a bug. So in-case you wanted to use other turret commands and you just used this turret system, keep this in mind so your ship won't be flying around without equipped lasers (unless the other turret command selected also has weapon switching).
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Known Wired Behavior
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When you use the commands 'Attack' and 'Attack all enemies' along with my turret command 'ULTIMA weapon system', you may encounter that your ship stops moving. An explanation for that is that your ship is currently not equipped with any laser in all turret slots. Like the old ships in 18th, 17th century the warships of that time only show their cannons when they spotted an enemy - the commands 'Attack' and 'Attack all enemies' works when there are enemy ship in range of 7km. The rest of other commands works well, in case you treat this as a serious flaw just tell me coz I prefer it this way and others may not. Well let me know of what you think and other improvements this script could have.
For now I haven't found any bug and I modified the scripts for NPCs to use ULTIMA Weapon. So far its fun!

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Install/Uninstall
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You must have cycrows Xscript installer.
Using that program, you can install and uninstall this script in your X3 game
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Technical Info
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t file reference\text page used:
Code: Select all
7271 - ULTIMA Weapon by Droids
Code: Select all
7401 - Custom Job Addon
Code: Select all
<t id="913">COMMAND_TYPE_TURRET_13</t> :ULTIMA Weapon System, ULTIMA Weapon by Droids
Code: Select all
<t id="349">COMMAND_TYPE_FIGHT_49</t> :Job: Interceptor, ULTIMA Weapon Addon by Droids
Code: Select all
<t id="351">COMMAND_TYPE_FIGHT_51</t> :Job: Sector Defense, ULTIMA Weapon Addon by Droids
Version History
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v1.00 - Initial release
This script is my first release. I've been playing X3 for over a year now. It’s cool and highly addictive!! Until recently I found something else to do. Frak! Scripting is even more addictive than playing - well that’s according to me and myself.
Lastly, please excuse my English

Hope you’d like this piece of art, and have fun shooting!
