[Script] TerraCorps Fleet Package
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I've tried to narrow it down. It only happens on 1.53c & 1.53d. When it happens the only way to stop it is to distroy the station its activated on. The BBS message doesn't seem to effect the problem either way. I disabled all my other scripts and it still happens. So I'm not a scripter in any sense of the word so I have no Idea.
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I've rolled back the change I made in 1.53c. It shouldn't affect any other issues fixed by 1.53 (i.e. it shouldn't reintroduce any other bugs.) It's a change I wanted, but until I can figure what the issue is, it's probably best to backtrack.
No text has been changed in either this release or 1.53d.
Available as 1.53e. Please redownload if you have an earlier version
No text has been changed in either this release or 1.53d.
Available as 1.53e. Please redownload if you have an earlier version
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I have a request, is it possible to change the setting that sends damaged ships to the nearest shipyard to send them to homebase?
I'm playing an XTM game and so have carriers that can repair fighters so it makes more sense for them to run home to momma when the're hurt for me.
If all it takes is a change to a line in one of the files I'm happy to do it myself if you could point me in the right direction.
I'm playing an XTM game and so have carriers that can repair fighters so it makes more sense for them to run home to momma when the're hurt for me.
If all it takes is a change to a line in one of the files I'm happy to do it myself if you could point me in the right direction.
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hi, im just wondering if there is any compatibility issues for the FBC with the HQ management systems script, i have both running, everything else seems to be working from what i can tell apart from the tenders, they seem to be sitting dormant outside the shipyard they were purchased at, has this problem came up before and is there a fix?
any help is appreciated.
any help is appreciated.
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
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Not easily, in a way that won't affect others who use the script.fintoozler wrote:I have a request, is it possible to change the setting that sends damaged ships to the nearest shipyard to send them to homebase?
There would be quite a number of scripts which need changing... all the patrol scripts (of which there are currently three - one each for FBC, TF and plain) as well as a couple more TF scripts which work along the same lines. All of them (I believe) call lib.fly.to.repdock, which is a stock ES script. It may be possible to either replace references with a call to your own script which handles it, or to replace lib.fly.to.repdock itself - though if you go that route, remember that other scripts may well use it, and you could easily break your game.If all it takes is a change to a line in one of the files I'm happy to do it myself if you could point me in the right direction.
If you still want to take a look, I can try to list all the scripts which need changes.
You're running the FBC on the HQ, I presume? I haven't heard anyone report it, but if the HQ management script uses TS ships which are homebased to it, I can see the possibility of a problem. I'd suggest you'll need to restart FBC on the HQ, and choose not to use a tender, supplying the ships yourself, as if it is as I guessed above, there's not a lot I can do about it.garrry34 wrote:hi, im just wondering if there is any compatibility issues for the FBC with the HQ management systems script, i have both running, everything else seems to be working from what i can tell apart from the tenders, they seem to be sitting dormant outside the shipyard they were purchased at, has this problem came up before and is there a fix?
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no i have the FBC running on trade stations, the HQ management controls the supply of credits and TS ships for all stations owned by the player, i had a feeling it might be in relation to TS side of it, but if that was the case the HQ would assign jobs to the freighters but they are just sitting there dormant. I think i had this problem before i used the HQ management maybe its one of the other scripts i am using. are there any issues reported about using the iftsos script, i will trial and error it by removing scripts to see if that fixes it.
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
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I'm only really interested in changing what the ones in a taskforce do and not the FBC orders.
I was hoping it was a simple matter of swapping the reference to go to nearest shipyard with the stock command to fly home.
I did a little digging and found a "ship.cmd.returnhome.std".
Am I getting warm or looking at trouble?
I was hoping it was a simple matter of swapping the reference to go to nearest shipyard with the stock command to fly home.
I did a little digging and found a "ship.cmd.returnhome.std".
Am I getting warm or looking at trouble?
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Not that I've heard, no.garrry34 wrote:are there any issues reported about using the iftsos script, i will trial and error it by removing scripts to see if that fixes it.
You could replace the lib.fly.to.repdock instances with calls to that, yes. I can't *think* of any problems that would cause, but that doesn't mean that there wouldn't be any. One probable issue - if the ship needs to be docked at the homebase for any length of time to do repairs (likely) there would need to be some sort of check in place to ensure that the ship stays there. As it is, if you simply replaced the call and left everything as it was, the ship would fly to the homebase, dock, and immediately undock and fly back to the TF.fintoozler wrote:I was hoping it was a simple matter of swapping the reference to go to nearest shipyard with the stock command to fly home.
I did a little digging and found a "ship.cmd.returnhome.std".
Am I getting warm or looking at trouble?
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Well they seem to keep to orders I give em manually for a little while (usually until the TF gives them a new order) so I think that would work which just leaves the small matter of finding all those references...
Looks like I have some work ahead of me, many thanks for taking the time to help and if you can come up with a list that would be a big help.
edit: I think the carriers take the ships out of circulation whil the're being repaired.
Looks like I have some work ahead of me, many thanks for taking the time to help and if you can come up with a list that would be a big help.
edit: I think the carriers take the ships out of circulation whil the're being repaired.
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fintoozler wrote: if you can come up with a list that would be a big help.


Here goes...
plugin.cpilot.repair
plugin.cpilot.tour
fighter.base.cpilot.tour
fighter.base.repair.ship
addon.cpilots.TF.patrol
addon.cpilots.TF.attack
addon.cpilots.TF.scout
I think that's all...

It would need to capture the ship as soon as it docked, which I think is unlikely.I think the carriers take the ships out of circulation whil the're being repaired.
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Hello again.
I have a suggestion. When I setup a Task Force with a TF leader in a M1, the ships of the Task force back to rest and recovery (or simply are off duty) docking in the leader ship. But when the leader is in a M2 or M6, the ships don’t have space to dock in the capital ship and wait out there.
Will be possible that the player can assign a ship (M1) only for the dock of task force ships?. Then the TF will have a Task Force leader an another ship that works like a carrier.
Thanks for all.
I have a suggestion. When I setup a Task Force with a TF leader in a M1, the ships of the Task force back to rest and recovery (or simply are off duty) docking in the leader ship. But when the leader is in a M2 or M6, the ships don’t have space to dock in the capital ship and wait out there.
Will be possible that the player can assign a ship (M1) only for the dock of task force ships?. Then the TF will have a Task Force leader an another ship that works like a carrier.
Thanks for all.
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Rrroamer is working on a upgrade. But don't hold your breath for it. RL has reared its ugly head 
From the horses mouth

From the horses mouth
Initially, the code will be fairly simple: fighters will check if they can dock with their homebase (TFL). If they can, they land. If they can't, they go into a follow mode and protect the TFL.
With v1.60, once I have a full list of carrier class ships (this is one reason the TL will be taken from the frigate group and added to the carrier group) in the TF, members will be able to dock at any member carrier if TFL is full or is unable to dock ships.
" I'm a Sexy Shoeless GOD of WAR " Belkar
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Protect mode is comming Till then all you can do is scan your property list and change the cpl orders from "none" to "stand by". That way your fighters will at least protect themselves. Another trick is not to max out the fighhters that are homebased to a TL.
Getting the J-fix is also a good idea if your also running BSE. Cheep to build at your HQ (IIRC 300k +6hrs) for 50 bays for fighters. Pirate Gallons are also good if your XTM.
Getting the J-fix is also a good idea if your also running BSE. Cheep to build at your HQ (IIRC 300k +6hrs) for 50 bays for fighters. Pirate Gallons are also good if your XTM.
" I'm a Sexy Shoeless GOD of WAR " Belkar
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Hi Guys
I have been a big fan of the scrpit for awhile and have a question. What is the max number of FBC's you can have running at any given time. SO far I can somewhat reliably pull off 2 before they get screwy and hang up.
I ask this because I'm running a BSG Mod and all the M1's in it can carry between 50-120 fighters per ship. Makes for an interesting sector assault. Last night I launched a 2 TF sector assault of 5 M1's and an M2 at xenon 598 and had over 300 fighters. That was just my side not sure how many the xenon had plus the race response stuff jumping in. The issue is of course training up the massive amount of fighters quick enough to supply the M1's hence the question.
Thanks
I have been a big fan of the scrpit for awhile and have a question. What is the max number of FBC's you can have running at any given time. SO far I can somewhat reliably pull off 2 before they get screwy and hang up.
I ask this because I'm running a BSG Mod and all the M1's in it can carry between 50-120 fighters per ship. Makes for an interesting sector assault. Last night I launched a 2 TF sector assault of 5 M1's and an M2 at xenon 598 and had over 300 fighters. That was just my side not sure how many the xenon had plus the race response stuff jumping in. The issue is of course training up the massive amount of fighters quick enough to supply the M1's hence the question.
Thanks
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I seem to remember from while back that there was some talk about making cap ships a bit more involved in TF's. So the question is...have they been made to be more involved?
Its been a while since Ive used this script but when I did only 1 M2 ship was doing patrols. If the TF had more they would just sit next to TF leader. Yes I know this may have been answered somewhere in this thread but I just dont have the time or energy to go through 100 pages...sowwy
Its been a while since Ive used this script but when I did only 1 M2 ship was doing patrols. If the TF had more they would just sit next to TF leader. Yes I know this may have been answered somewhere in this thread but I just dont have the time or energy to go through 100 pages...sowwy
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whoa awesomesauce I had the thing working but it seems my captain magicly vanished so now I have ships stuck in groups but they can't accept new patrols
and I can't make new groups as of course I don't have any captains.
I assume FCB fixes this but I seem to recall it needing a very expensive station (of the top of my head it was the trading posts?)
Which I can't afford yet.

and I can't make new groups as of course I don't have any captains.
I assume FCB fixes this but I seem to recall it needing a very expensive station (of the top of my head it was the trading posts?)
Which I can't afford yet.