[SCRIPT]Advanced HyperDrive(AHD) v2.0 [Apr.09.2009] with video demo TC2.0a compatible

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Loky77
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Post by Loky77 »

Katorone wrote:I was planning to wait to get X3:TC till version 2.0 was available... But after seeing this ... !
I'm having trouble with my "Oeh! Shiny! New! Katorone wants!"-syndrome after seeing the vids. :-/
Hehe, i hope you won't be sick :)

Joke aside, i hope you'll enjoy it :)
Loky77
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Post by Loky77 »

Kakurate wrote:Another thing I noticed, is that ships using AutoDrive wont hyperjump if thy're running any wing commands.
Yep, there isn't any "additional ships commands" for wings, and the way the wing commands are designed, the wing command prevail over the individual ships one :)
I'm trying to get a work around for the next update :)
Kakurate
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Post by Kakurate »

Woo, I hope you figure it out. Then my SEWN wings can hyperjump to their positions :)
stealthhammer
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Post by stealthhammer »

I just did a little test with this myself and I never have been able to get the high pitch sound to be produced either. only loud part I get is when the ship enters hyperspace.

I do hope you get the wings to work right, Id like to be able to get my wings to jump instead of taking individual ones.
Melcahya
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Post by Melcahya »

Thanks Loky77 and yeah i have the WinXP 64bits, it's a shame, the support for 64bits in general software is still poor :(
I will try to find a solution for the problem and if i find i'll post it for sure :D
semiliterate
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Post by semiliterate »

how complex a script would be needed to add the quantum drive, sstc and auto drive command to all of a subset of ships in the game, say all traders or all military vessels?
Loky77
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Post by Loky77 »

That would be some kind of a cheat :P

But complex is not really the word, i think a loop on player's ships of a particular class, then a check to see if upgrade is present and add it if not.
As for the command, i think you still have to do it manually :)
semiliterate
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Post by semiliterate »

ah no i know all player ships would be fairly easy.

i'd rather restock them with energy cells, but that's the only way i can see to get NPCs using them regularly. perhaps a certain percentage of them.

would it need the jobs file changing?
Loky77
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Post by Loky77 »

Ah ..hummm .. you meant make the NPC ships use all the goodies :)

Well, i don't suppose it would be a good thing as it will render gates quite useless :)

Also i didn't make any researches to make the NPC use hyper or quantum jump, i don't even know if it is possible or not :P

Although, I'm not planning to add this features as for now :P


Loky
Loky77
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Post by Loky77 »

Seems we can't put a poll in the OP so i'm asking people here what they would prefer


Do you want the gate created by the singularity projector to be with function and appearance of Trans-Orbital Accelerator (TOA) ?

You'll however lose the possibility for the newly created gate to be a jump beacon for standard jump if it is now a TOA.


Express yourself people :)
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X2-Eliah
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Post by X2-Eliah »

I'd like the TOA's for the following reasons:

1) Looks. 'Nuff said.

2) Lore. Regular gates are beyond engineering knowledge, as no race has reproduced them. The TOA, on the other hand, is purely recent-made design.
semiliterate
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Post by semiliterate »

terrans made a gate.
Loky77
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Post by Loky77 »

Apart from the poll about Gate or TOA used by singularity projector, i'd like people feedback on E-cells consumption when using the quantum drive, too few ? too much ? is it not really appropriate ?? what do you think ?

I already got some ideas from precedent post just need to know if E-cell use on quantum jump needs tweaking or not.

I'm asking that as 1.7 is soon in the pipe with the Auto-drive now working for wings 8) I know most of you were awaiting that :D

Loky

PS: about the lore on gate or TOA, i said that singularity projector create a stable wormhole and the gate around it (to be able to see it) is just a projection for space travelers handiness :)
russbo
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Post by russbo »

make the wings pop in after you, so you can watch them arrive.

Well, it's just fun to watch. That's all.
semiliterate
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Post by semiliterate »

1: if they pop in after you, you will be the sole target of any hostiles nearby...

2: i like the gate model better than the TOA, and what kind of TOA can shoot you to the other side of the universe? it's trans-orbital, not trans-stellar. it doesn't seem to make any sense, and apart from anything else, what kind of advantage does jumping to that gate provide? i have point-to-point jumping here anyway, plus quantum drive to move between the spaces in a sector. and it makes technological sense - the Jumpdrive can lock onto a stable wormhole's gravimetric field, and wormholes are the only practical way to travel long distances because the topography of the X-universe map is based on the gate network, not the distances between the sectors, which vary wildly apparently.

3: i think quantum jumping should use more e-cells, but i don't know. for NPC ships, given that i can't get it to do an auto-resupply easily, it seems okay, maybe even a bit expensive, but it definitely feels too cheap for the player-ship. to be fair, the whole package feels a bit too easy to get, considering nobody else in the universe can use it.
russbo
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Post by russbo »

semiliterate wrote:1: if they pop in after you, you will be the sole target of any hostiles nearby...
Yes.

Isn't that great?

(You can't manage for a few seconds?)
aquemnun
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Post by aquemnun »

I agree with russbo, both from a balancing and technlogical standpoint.

say, for example, you are in a carrier, with your escorting fighter wing following you, and you jump first. when you emerge from your longjump your following ships target you where you have exited from your jump. this could work because:

A. your ship is bigger than the following ships
B.
i. lorewise: it prevents the ships from leaving the longjump inside or in collision with another ship. (as the targetting system may not be perfect)
ii. enginewise: it spreads the ships out at a safe distance due to collision avoidence.
C. and who can forget eye candy? :lol:
There once was a buggy AI
who decided her subject must die
when the plot was uncovered,
the subject discovered
that sadly the cake was a lie.
Loky77
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Post by Loky77 »

Well since opinion divers on TOA vs gate i think i will satisfy everyone by making it an option in the configuration menu. So that people that want TOA would have it, as well as people wanting gates :)

This will have no influence on already established wormhole and you can have some as TOA and some as Gate by just changing the option in the configuration menu

As for Ecell consumption for quantum jump, I'm still wondering, maybe i'll up the consumption a bit based on ship size, I'm open to suggestions

As for the wing popping after you ..well .. if i go back to how 1.5 behaved it was a 20second delay, as you or highest formation leader had to complete the jump before followers even start theirs. In 1.6 they all jump at once so you mostly see them popping out, and due to player "loading screen" when switching sectors, all followers are there when you arrive.

I'll try to tweak that a bit so followers get a longer jump duration so you could be a bit ahead of them but not that 20s. That will be awful to set right as people have different "loading" time depending on their hardware
Maybe the solution is again an option for users to set a delay they wish leader to be ahead :P

What do you think ?

Loky
aquemnun
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Post by aquemnun »

loky the things you suggested in the last post would be awesome. thanks again man.
There once was a buggy AI
who decided her subject must die
when the plot was uncovered,
the subject discovered
that sadly the cake was a lie.
semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

russbo wrote:
semiliterate wrote:1: if they pop in after you, you will be the sole target of any hostiles nearby...
Yes.

Isn't that great?

(You can't manage for a few seconds?)
i can manage for a few seconds.

can you manage for the length of time it takes for you to use your followers to individually attack and damage every enemy vessel in the area? because it's always seemed to me like they don't switch targets much. or at all, ever, unless a more dangerous target attacks. and even then sometimes not. capital ship turrets will keep tracking you, even when you're on the other side of the vessel, rather than switch targets.

unless i'm wrong and it's just that all ai hates me.



EDIT; and as for your "lorewise" bit, aqe: it's a wormhole. there's no margin for error, because there's effectively no distance between the space at either end.

i'd personally love them to appear after me, if it wasn't for the behaviour of the egosoft targetting scripts. i agree it would be much cooler - although arriving simultaneously seems to make more sense - but after is not really a viable option if you do a lot of jumping into combat like i do.

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