hi guys, my first post in the scripting forum.
i have no idea how the scripting language works of of whats capable with it & what its limitations are, but heres a few scripts i think would be quite handy...
1) a script which enables me to give ships a list of NO-GO sectors, which the AI will avoid jumping into.
2) a script enabling transports to have multiple roles on the factory, IE if the crystal supply is full, the BUY ship will go sell some ECs for a bit until crystal supplies are running low. another exanple would be a csahoona factory where one tranny which will buy all ECs, wheat & beef, helped out in times of need by the other tranny which usually does the selling.
3) script which i give to a ship in the dry-dock which monitors my message log for transport ships destroyed and automatically buys, equips and sends out replacements
4) script so that factories in the same sector (or designated in the same group) share a money 'pool' when buying produce, also meaning they can supply each other for free. either this or my own trading station which all my goods produced in a sector go to, enabling a tranny to drop off ECs, and take crystals back with it.
5) a script enabling TLs to deposit their cargo without me actually having to be in the sector, (so i can remotely biuld & set up factories)
6) satellite planting script, i give a ship a bunch of adv sats, and a list of sectors, and it flys into the middle of each one and drops a sat off (if i dont already have one present in the sector)
2) advanced combat scripts enabling autonomous sp? grouping fighters into wings which give each other cover and fight together.
3) special tactical scripts for cap ships enabling many of them to jump into sectors together deploy fighter wings, give orders automatically to their fighter wings, do sector sweeps etc.
i can probably think of dozens more, but that should do for a start, if any of these have already been made would be nice if someone told me where they are, as the X scripting site is down atm i think.
script requests
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Re: script requests
Xai Corporation trade commands pack uses a blacklist of sectors to avoid. The custom commands we use for this will be released for use by others shortly.DEADBEEF. wrote:hi guys, my first post in the scripting forum.
i have no idea how the scripting language works of of whats capable with it & what its limitations are, but heres a few scripts i think would be quite handy...
1) a script which enables me to give ships a list of NO-GO sectors, which the AI will avoid jumping into.
Xai Corp. Trade commands MK1 again2) a script enabling transports to have multiple roles on the factory, IE if the crystal supply is full, the BUY ship will go sell some ECs for a bit until crystal supplies are running low. another exanple would be a csahoona factory where one tranny which will buy all ECs, wheat & beef, helped out in times of need by the other tranny which usually does the selling.

I think someone's working on this3) script which i give to a ship in the dry-dock which monitors my message log for transport ships destroyed and automatically buys, equips and sends out replacements
The next generation of trade commands from Xai Corp. will integrate your empire with trade ships doing multiple roles for multiple stations.4) script so that factories in the same sector (or designated in the same group) share a money 'pool' when buying produce, also meaning they can supply each other for free. either this or my own trading station which all my goods produced in a sector go to, enabling a tranny to drop off ECs, and take crystals back with it.
Might have something that can do that shortly5) a script enabling TLs to deposit their cargo without me actually having to be in the sector, (so i can remotely biuld & set up factories)
plans for that one two, in the same pack as the dropping cargo script.6) satellite planting script, i give a ship a bunch of adv sats, and a list of sectors, and it flys into the middle of each one and drops a sat off (if i dont already have one present in the sector)
www.error691.com/Xai has some of what you want. I think there maybe some scripts on xscripting.com for the tactical stuff, Xai corp. has plans for this but they're a long way off.2) advanced combat scripts enabling autonomous sp? grouping fighters into wings which give each other cover and fight together.
3) special tactical scripts for cap ships enabling many of them to jump into sectors together deploy fighter wings, give orders automatically to their fighter wings, do sector sweeps etc.
i can probably think of dozens more, but that should do for a start, if any of these have already been made would be nice if someone told me where they are, as the X scripting site is down atm i think.
Hope that helps

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got another...
i heard there was an advanced khaak warning script which warns you when khaak ships enter a sector you have a) a transporter ship, b) an adv sat
Q) would it be possible to have a 'khaak attack rapid response' script in conjunction with this (and the jumpdrive script), which you give to a bunch of fighters. when the khaak attack warning goes off, these fighters automatically jumpdrive into the sector, set themselves to protect the tranny, destroying all the khaak. Once all the khaak are dead & the tranny jumps safely out they go to the nearest SPP, fill up on ECs and wait there docked till theyre next needed.
that way you could have one rapid response unit covering all of space, so it'd be much cheaper than putting a destroyer in every sector
i heard there was an advanced khaak warning script which warns you when khaak ships enter a sector you have a) a transporter ship, b) an adv sat
Q) would it be possible to have a 'khaak attack rapid response' script in conjunction with this (and the jumpdrive script), which you give to a bunch of fighters. when the khaak attack warning goes off, these fighters automatically jumpdrive into the sector, set themselves to protect the tranny, destroying all the khaak. Once all the khaak are dead & the tranny jumps safely out they go to the nearest SPP, fill up on ECs and wait there docked till theyre next needed.
that way you could have one rapid response unit covering all of space, so it'd be much cheaper than putting a destroyer in every sector

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as far as i could tell the patrol2.0 script only adds the following to the combat menu "patrol sector, patrol homebase sector, and patrol sectors around your homebase and home sector."
the adv sat early warning system just pops up a message box saying "Khaark have entered sector XX"
the rapid response script would react to a khaah threat by instructing a wing of fighters to jump to the sector using jumpdrives and engage the enemies. Once all enemies are dead they would dock at the nearest SPP, fill up on ECs, goto equip dock to repair hull damage if necessary, and wait for the next call.
ideally you'd set up multiple wings of fighters, once one wing has been dispatched the next wing goes on standby, (so you can deal with simultaneous khaak attacks in seperater sectors). the first wing would only go back on standby once they have finished refuelling.
the adv sat early warning system just pops up a message box saying "Khaark have entered sector XX"
the rapid response script would react to a khaah threat by instructing a wing of fighters to jump to the sector using jumpdrives and engage the enemies. Once all enemies are dead they would dock at the nearest SPP, fill up on ECs, goto equip dock to repair hull damage if necessary, and wait for the next call.
ideally you'd set up multiple wings of fighters, once one wing has been dispatched the next wing goes on standby, (so you can deal with simultaneous khaak attacks in seperater sectors). the first wing would only go back on standby once they have finished refuelling.
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Hi Deadbeef,
Well, Patrol Pack will do what you want it to. Just arc up an Argon Colossus with Patrol Sectors Command, and a whole bunch of Argon Novas on Patrol Homebase Sector (they will wait in the Colossus until they detect any enemy in the Homebase sector, ie the sector that the Colossus is in). When the Colossus detects an enemy in its patrol zone it will move to that sector. The Novas will then detect the enemies and lauch automatically. They will attack in a hierachy from strongest, starting at Khaak Cluster, and work their way down.
And Patrol 3.0 which i am trying to get on XScripting right now does a lot more, including jumping to and from sectors. Thats really the least of it, but the readme is about 2-3 pages long, and I have sore fingers from typing too much.
See this link towards the end:
http://www.egosoft.com/x2/forum/viewtopic.php?t=21001
That covers some of it. The desciption of the Patrol Pack is a little vague because, IMHO, it does do a fair bit and allows a fair bit of flexibility (Patrol 3.0).
Ah well, I like it anyway....
SlugwormX
Bum, looks like xscripting is down for now....maybe tomorrow.
Well, Patrol Pack will do what you want it to. Just arc up an Argon Colossus with Patrol Sectors Command, and a whole bunch of Argon Novas on Patrol Homebase Sector (they will wait in the Colossus until they detect any enemy in the Homebase sector, ie the sector that the Colossus is in). When the Colossus detects an enemy in its patrol zone it will move to that sector. The Novas will then detect the enemies and lauch automatically. They will attack in a hierachy from strongest, starting at Khaak Cluster, and work their way down.
And Patrol 3.0 which i am trying to get on XScripting right now does a lot more, including jumping to and from sectors. Thats really the least of it, but the readme is about 2-3 pages long, and I have sore fingers from typing too much.
See this link towards the end:
http://www.egosoft.com/x2/forum/viewtopic.php?t=21001
That covers some of it. The desciption of the Patrol Pack is a little vague because, IMHO, it does do a fair bit and allows a fair bit of flexibility (Patrol 3.0).
Ah well, I like it anyway....
SlugwormX
Bum, looks like xscripting is down for now....maybe tomorrow.