[SCR][X3-TC] Piloten [V2.01] 15.11.2008
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Script conflict
I installed the rar as directed and I get a german message saying the script is installed yet I do not see any command related to the script in my special tab. Perhaps I have a script command conflict of some sort? I'm trying to stay away from messing with commands and the script editor myself since I usually end up screwing the game up. Any helpful tips or direction I should take?
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They have indeed gotten xp, but have never done combat tours, as they do nothing but act as my bodyguards, since I like to get into heavy combat in my personal M4.kipstafoo wrote:@Tiberiumkyle: Have those advanced elite pilots you've had as your wingmen gotten xp or are they static at the level they were at after they did combat tours?
Rawr!
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@kipstafoo
Gj on finding this issue. I was hunting around for this error...lol.
couple questions i have on this script is how do i change the delay on setting up a task force...ideally i'd like the task force to start scouting almost immediately instead of waiting 5-10 minutes.
Another fix I'd like is having the carrier on 'assault sector' jump to the sector with all ships on board. They seem to want to assault the slow way...lol
And finally a command to move the task force to a different location without having to disband and then find all the ships to bring them home before moving the carrier.
Gj on finding this issue. I was hunting around for this error...lol.
couple questions i have on this script is how do i change the delay on setting up a task force...ideally i'd like the task force to start scouting almost immediately instead of waiting 5-10 minutes.
Another fix I'd like is having the carrier on 'assault sector' jump to the sector with all ships on board. They seem to want to assault the slow way...lol
And finally a command to move the task force to a different location without having to disband and then find all the ships to bring them home before moving the carrier.
q6600 (@3ghz)
4 gb ram
8800gtx
40" LCD @1920x1080 (yeah, thats right!)
4 gb ram
8800gtx
40" LCD @1920x1080 (yeah, thats right!)
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I would love to do some scripting work and talk to onesuch about expanding this but the OOS combat sucks so much it's not funny. I had 5 skirons and a Ray take on 2 Blastclaws. Both Blastclaws died but not before killing all 5 Skirons and getting the Ray to about 1/2 hull... and all 5 Skirons ha Captains in them so they were faster and more maneuverable. 

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Hi guys
In the current thread of the X3:R version of this script (http://forum.egosoft.com/viewtopic.php? ... start=1575)
Eledan has said that he'd look into porting this to X3:TC once he's spent some time with vanilla X3:TC and I believe he should have the chance to do so.
Please have a look at this post regarding non-authors porting scripts:
http://forum.egosoft.com/viewtopic.php?t=224998
I know it's a grey area since you're using the outdated Myros version, but it would be nice if you could show some respect for all the work that has gone into this since then.
In the current thread of the X3:R version of this script (http://forum.egosoft.com/viewtopic.php? ... start=1575)
Eledan has said that he'd look into porting this to X3:TC once he's spent some time with vanilla X3:TC and I believe he should have the chance to do so.
Please have a look at this post regarding non-authors porting scripts:
http://forum.egosoft.com/viewtopic.php?t=224998
I know it's a grey area since you're using the outdated Myros version, but it would be nice if you could show some respect for all the work that has gone into this since then.
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Well, I don't know that onesch has done much more than port Myros' scripts, so I'm inclined to say they're Myros' still, rather than onesch's. However, that's fine, as Myros left them to the community.
For the record, I have no claim to these whatsoever. Any claim I have is to the changes I made in TFP, which are not present in this version. So he has every right to post this.
As far as TFP goes, I've also already mentioned in the TFP thread that if anyone feels like converting the current TFP scripts for TC, I'm happy for them to do so. If no-one else does (and perhaps even if someone does) I will get around to rewriting the scripts for TC myself eventually, but it's not going to be soon.
I don't want to hijack this thread with talk of TFP though, so if anyone has anything further to discuss about TFP, please use the TFP thread in the Reunion forum.
For the record, I have no claim to these whatsoever. Any claim I have is to the changes I made in TFP, which are not present in this version. So he has every right to post this.
As far as TFP goes, I've also already mentioned in the TFP thread that if anyone feels like converting the current TFP scripts for TC, I'm happy for them to do so. If no-one else does (and perhaps even if someone does) I will get around to rewriting the scripts for TC myself eventually, but it's not going to be soon.
I don't want to hijack this thread with talk of TFP though, so if anyone has anything further to discuss about TFP, please use the TFP thread in the Reunion forum.
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Am I being stupid? I downloaded the piloten_V2.01.rar .
In the read me it says " please make sure you have my original Combat Pilots script installed and running BEFORE you install this. This is not a stand-alone script"
Is this script included in the "piloten rar" or do I have to get it somewhere else? If so where ?
I haven't installed anything yet as I don't want to mess anything up and have to uninstall and reinstall stuff.
In the read me it says " please make sure you have my original Combat Pilots script installed and running BEFORE you install this. This is not a stand-alone script"
Is this script included in the "piloten rar" or do I have to get it somewhere else? If so where ?
I haven't installed anything yet as I don't want to mess anything up and have to uninstall and reinstall stuff.
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@ atroav...
Nah, I just installed the one here. Everything was included as far as I know
@rest of you...
Have any of you had any of your pilots on 'combat tour of duty' actually intercept/attack an enemy fighter (pirate) or something? My guys (some captains, cmdrs,lts,ensigns are in my fleet on tour but they dont do nothing except fly around ignoring everything. I've even spawned a pirate on top of a patrol and they just fly right on by ignoring him...
Let me know. I'm trying to figure out if they are not high enough rank (some are in m3) or what is going on.
Nah, I just installed the one here. Everything was included as far as I know
@rest of you...
Have any of you had any of your pilots on 'combat tour of duty' actually intercept/attack an enemy fighter (pirate) or something? My guys (some captains, cmdrs,lts,ensigns are in my fleet on tour but they dont do nothing except fly around ignoring everything. I've even spawned a pirate on top of a patrol and they just fly right on by ignoring him...
Let me know. I'm trying to figure out if they are not high enough rank (some are in m3) or what is going on.
q6600 (@3ghz)
4 gb ram
8800gtx
40" LCD @1920x1080 (yeah, thats right!)
4 gb ram
8800gtx
40" LCD @1920x1080 (yeah, thats right!)
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Make sure you have your own ship in the sector as well or they will get wiped out. OOS Combat greatly favors NPC ships.Tiberiumkyle wrote:Tomorrow, I'll be testing a a combat tour group in a hostile sector, they'll be the only targets for the Xenon ships. I've already cleared the sector of anything bigger than M3, so as long as they fight back, they should be fine. I'll post the results afterwards.
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My Testing
Ships used: 3 Argon Solano's modified from M4 class to M5, hull strength doubled (cause normal M5's explode if you so much as aim a gun at them)
5x 25mj shields, 6x PRG's, 20x Disruptor missiles per fighter with missile use set at 30%
Pilots where ensigns freshly assigned to the ships (starting rank)
Hostiles: scattered Xenon N's, M's, and the odd L throughout the sector (no more than 5 within scanner range at any given time)
Myself: Parked 300+ km away IS, watching
First 3 tries, I found the pilots would only engage the Xenon after being fired upon for several seconds, usually losing 1-2 before they even returned fire. They would totally ignore the hostiles if not fired upon.
Next 3 tries, I used Cycrow's Cheat Package to enable God mode on all 3. They would actually put up a decent fight, but had a nasty habit of crashing into something sooner or later, and blowing up (can still die in god mode if you take a hit big enough to 1 shot you, like crashing at high speed)
Final try, I also enabled No collisons instead, and found that my fighters would totally ignore hostiles, as anything fired at them would pass through (as the bullets never collided with them)
After the attempts at a combat tour, I set them loose with an Attack all enemies command as a wing formation, they cleared the sector within 10 minutes, none ever got below 40% shielding. They gained combat xp, but none gained leadership score, which is needed to put them into the larger ships later on.
It's my opinion that the lead ship needs to do something like an attack all enemies, instead of flying around in a defensive-type mode that just gets them all killed. Training will take far too long as it is now, and with each pilot costing 100,000 credits to hire, and 50,000 to switch to another ship, they die in combat far to easily on combat tours.
Ships used: 3 Argon Solano's modified from M4 class to M5, hull strength doubled (cause normal M5's explode if you so much as aim a gun at them)
5x 25mj shields, 6x PRG's, 20x Disruptor missiles per fighter with missile use set at 30%
Pilots where ensigns freshly assigned to the ships (starting rank)
Hostiles: scattered Xenon N's, M's, and the odd L throughout the sector (no more than 5 within scanner range at any given time)
Myself: Parked 300+ km away IS, watching
First 3 tries, I found the pilots would only engage the Xenon after being fired upon for several seconds, usually losing 1-2 before they even returned fire. They would totally ignore the hostiles if not fired upon.
Next 3 tries, I used Cycrow's Cheat Package to enable God mode on all 3. They would actually put up a decent fight, but had a nasty habit of crashing into something sooner or later, and blowing up (can still die in god mode if you take a hit big enough to 1 shot you, like crashing at high speed)
Final try, I also enabled No collisons instead, and found that my fighters would totally ignore hostiles, as anything fired at them would pass through (as the bullets never collided with them)
After the attempts at a combat tour, I set them loose with an Attack all enemies command as a wing formation, they cleared the sector within 10 minutes, none ever got below 40% shielding. They gained combat xp, but none gained leadership score, which is needed to put them into the larger ships later on.
It's my opinion that the lead ship needs to do something like an attack all enemies, instead of flying around in a defensive-type mode that just gets them all killed. Training will take far too long as it is now, and with each pilot costing 100,000 credits to hire, and 50,000 to switch to another ship, they die in combat far to easily on combat tours.
Last edited by Tiberiumkyle on Wed, 26. Nov 08, 04:45, edited 1 time in total.
Rawr!
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Sounds similar to my test. they seem to ignore everything in sector. I did add a logbook entry for when hostiles are near and they do the 'eval'..so I know that they do acknowledge the enemy presence. They just dont do anything else..lol..except fly around.
And I already fixed the pilot promotion message but thanks for the hint.
And I already fixed the pilot promotion message but thanks for the hint.
q6600 (@3ghz)
4 gb ram
8800gtx
40" LCD @1920x1080 (yeah, thats right!)
4 gb ram
8800gtx
40" LCD @1920x1080 (yeah, thats right!)
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