[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

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

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TrixX
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Post by TrixX »

Your download page has icons in the wrong places (unless it's a quirk of my browser :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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TECSG
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Post by TECSG »

Hmmm, there did seem to be an errant icon for Cycrow's program there, it's been moved back to it's rightful location now though.

Thanks for pointing that out!
MegaBurn
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Post by MegaBurn »

Somehow I missed the new beta... Sounds good. I'm working on a new script/mod build with XRM and about 70-80 scripts, I'll add testing out everything in SCS to my to-do list. Any issues or beta test objectives?
"Only the dead have seen the end of war." -Plato
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TECSG
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Post by TECSG »

Hi MegaBurn,

You didn't miss it by much, it's only been public for a few hours!

Most of the SCS scripts are stable, the only bits that really need testing are those new features/fixes described by me a few posts previously.

Thanks for testing it!
MegaBurn
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Post by MegaBurn »

Aye, should have guessed, and noticed the time stamps...
"Only the dead have seen the end of war." -Plato
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TECSG
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Post by TECSG »

QUICK UPDATE:

Some people may notice that they have trouble getting on to my SCS website (here) if they are using Avast Anti-Virus.

It will report "JS:ScripIP-inf [Trj]", this is a FALSE positive and has been reported to Avast (although not sure how quickly (if at all) they will remedy this).

You may also have noticed my avatar missing, Avast also seemed to have a problem with the .gif image of the smiley face. The image should be okay now as I've moved it to another server.

ADDITIONAL UPDATE:

Avast seem to have fixed the false virus warning for the website! :)

I've made a few minor changes to the scripts:
  • Command Menu now displays how many Stealth Satellites your ship can deploy.
    Fixed bug where selling a ship with the Home Base set would cause the AI to send out another (NPC) ship to replace it.
    • (This would also contribute to the problem of NPC ships docked at your ships/stations doing nothing.)
    Fixed bug where ships with a (maximum) hull of <= 150 units (like Recon Drones) would not repair at MRS.
    Modified 'Claim All Ships' command to report number of astronauts claimed as well as number of ships.
If anyone has found any bugs/errors in V4.04 please post within the next 24 hours, otherwise I am going to release it to the public just before 11/11/11 (so I can play Skyrim!) :D
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TECSG
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Post by TECSG »

Okay, V4.04 is now available as a stable release from here.

Anyone who installed the V4.04 beta may need to select the 'Reinit Script Caches' option from the Script Editor to refresh the scripts, although the changes from the beta to this release are all minor.

Changes from V4.04 (beta):
  • Modified MPW reward (towards Remote Access) to 25% of previous values (4x Longer to gain Remote Access)
    Fixed bug in 'Automatic Equip' routine that reported wrong number of some wares being installed.
Enjoy!
Spaffoo
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Post by Spaffoo »

How does this script interact with Salvage Claim Software by Cycrow and Salvage Commands and NPCs by ThisIsHarsh?

I've just installed NPC Bailing Addon and i'd like to know which salvage scripts I can use.
Last edited by Spaffoo on Tue, 22. Nov 11, 22:28, edited 1 time in total.
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TECSG
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Post by TECSG »

Hi Spaffoo,

These scripts shouldn't conflict with Cycrow's Salvage scripts or the NPC Salvagers, although I think these scripts should contain most of the features of those scripts plus many, many more (like Stealth Satellites).

You will have no problems running these scripts with the NPC Bailing scripts, I use that one myself!
BlackFire
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Post by BlackFire »

Thisisharsh's script has a conflict in a way. If you try to run universe or sector salvager, it will stop working as soon as it encounters engine tunings or other ship equipment. Which is only a problem if you turn over ships to the races for rep like me. :wink:
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TECSG
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Post by TECSG »

Hi BlackFire,

Which script stops working?
BlackFire
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Post by BlackFire »

TECSG wrote:Hi BlackFire,

Which script stops working?
Thisisharsh's script, not yours. Your scripts work great, I love them. I was just letting him know that he may have issues using both. I'm not sure what's wrong with his script, but whenever it encounters ship upgrades like engine tunings, rudder, ect. his universe salvager script just stops the ship and sits there like it doesn't know what to do.

Unfortunately, he hasn't been on the forums in about 3 weeks. And my scripting knowledge isn't good enough to fix it.
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TECSG
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Post by TECSG »

BlackFire wrote:Your scripts work great, I love them
:oops: Thanks!

If he doesn't post soon, I'll download his scripts and have a look to see if I can see the problem.

I would guess that he's ignoring Engine Tunings, Rudder Optimisations and Cargo Bay Extensions because they are added directly to the ship and not the cargo bay (so the ship becomes fast and more manoeuvrable every time it picks up a crate of them).

While that may sound good in theory, eventually the ship becomes too uncontrollable for even the computer (except OOS) to fly. It would seem that if the salvaging ship does encounter a crate of those, it 'breaks' the salvager...
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TECSG
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Post by TECSG »

Well, it's been over a month since the last release and no-one has posted any bugs!

I hope this means it's all working and not everyone is playing Skyrim instead!

If you have a bug-report, request or query, please post it and I will look into it straight away.
MooseUpNorth
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Post by MooseUpNorth »

One comment, one request (and I bet it's already been done, I just haven't figured it out yet.)

Comment: This may well be the best TC script package ever, and even if it somehow isn't, it's almost certainly at the very top of my "essentials" list.

Convenient salvaging _and_ nividium mining? Woot!

Request: I have some modded shuttles that do my salvage work. (B5 hestrel and stg19s; they're supposed to be TPs, but they're plenty small enough to dock where M3s can, and so I've re-rated them as M3s with a small amount of XL storage. Which means they work well with TLs and trading stations.) It would be good (as they don't _seem_ to under that circumstance) if the remote miners doing nividium, and with a dockable ship with XL storage as a home, could unload there and resume mining without special intervention.

Otherwise, this is a darn spiffy script pack.
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TECSG
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Post by TECSG »

Hi MooseUpNorth,

Thanks for the comment, always nice to get positive feedback!

I've not tested the 'Salvage Rock' scripts for a while, but I thought they already did something similar.

Any Salvagers/Miners targeting a specific mineral *should* travel to their HomeBase when they are full and unload before returning to their mining position. The HomeBase can be a TL (or any ship it can dock at) or a station.

I use this method to salvage the Nividium, Ore and Silicon from Kingdom's End which then gets stored at my Warehouse (with a 20,000,000 capacity) in Antegone Memorial for use in the HUB mission later on.
zoliss
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Post by zoliss »

Hiya, yea i am playing Skyrim for the moment :lol:
Lvl 73 for now and i am still waiting for Universal explorer who still have plenty of bug like no XP with the time that mean, they cant go higher if they die because almost everything have been explored so they dont get xp. They get stuck in Aldrin forever and they dont like the X gate when in a sector with one. Also they cant use the stealth satellite.
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TECSG
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Post by TECSG »

Hi zoliss,

The new UE scripts can (or at least, should be) able to use Stealth Satellites. I've been working with FalconGrey (the (new) author of the UE scripts) and have modified my Stealth Satellite scripts so his UE script can also deploy them.

If you have the latest versions of both scripts, it should work, but you might want to check if FalconGrey has released his updated scripts yet.
MooseUpNorth
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Post by MooseUpNorth »

TECSG wrote:Hi MooseUpNorth,

Thanks for the comment, always nice to get positive feedback!
Well deserved. I especially love the "colorize names" feature, particularly with the stealth sats.
I've not tested the 'Salvage Rock' scripts for a while, but I thought they already did something similar.

Any Salvagers/Miners targeting a specific mineral *should* travel to their HomeBase when they are full and unload before returning to their mining position. The HomeBase can be a TL (or any ship it can dock at) or a station.
I haven't actually filled up any of my heavy TSes yet, so I don't yet know how they're going to react, but my M3 collectors, all homed to my TL, would send a prompt saying they needed to be emptied before I could continue, then stop. (It may not help that my TL is usually on the move in a nearby sector, scavenging the remains of NPC battles. Surprisingly lucrative if you've got a "marines repair" script. Particularly in sectors adjacent to Pirates _and_ Xenon. :D)

Actually, come to think of it, I didn't _launch_ them from the TL. The return from salvage functionality, if similar, prefers to return to the point of origin. If that's space, or an NPC equipment dock...
I use this method to salvage the Nividium, Ore and Silicon from Kingdom's End which then gets stored at my Warehouse (with a 20,000,000 capacity) in Antegone Memorial for use in the HUB mission later on.
Also my plan. :-)
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TECSG
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Post by TECSG »

MooseUpNorth wrote:I especially love the "colorize names" feature, particularly with the stealth sats.
You wouldn't believe how annoying (from a scripter's POV) that was until the Logbook/Coloured names bug was fixed!
I haven't actually filled up any of my heavy TSes yet, so I don't yet know how they're going to react, but my M3 collectors, all homed to my TL, would send a prompt saying they needed to be emptied before I could continue, then stop. (It may not help that my TL is usually on the move in a nearby sector, scavenging the remains of NPC battles. Surprisingly lucrative if you've got a "marines repair" script. Particularly in sectors adjacent to Pirates _and_ Xenon. :D)
Let me know if it works okay, I've only ever tested it with TS's, although (unless I specifically checked for that) it should work with all class ships. I will check out the script to see if I can see why your M3's stop with the 'full' message.
Actually, come to think of it, I didn't _launch_ them from the TL. The return from salvage functionality, if similar, prefers to return to the point of origin. If that's space, or an NPC equipment dock...
They should return to their HomeBase, regardless of starting position.

I use a modified Advanced EQDocks script, I modified it to increase the capacity of the Freight Dock from 240,000 to 20,000,000 units. That's enough space to hold ALL the resources needed for the complete HUB mission!

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