[SCR] [X3:TC/AP] [v1.9.8.12] [03/23/14] Galaxy Explorer

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masskaos
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Post by masskaos »

[...So I wrote a little routine myself and was successful.
Explorers now scan for enemies in range and as soon as one tries to attack, the explorers flee into a gate away from the enemy if possible.

...When there are lots of enemies in the sector there are still chances to have the explorer killed. But they DO avoid at least single threats pretty well now.

All in all I think this is an improvement and as good as possible with the game - so I'm happy with it :)[/quote]

Well, I was watching in sector while my kestrel was doing its best to avoid two pirates in Rye's Desire. It was doing well right up until it plowed into an asteroid :shock: !

The next kestrel in sent in a bit later didn't live much longer. It seems the planet killed it while it was trying to place satellites over the eastern gate. Any why of setting the distance off axis for satellite placement?

Other than this minor self killing issue. I rather like your explorer script.

Playing AP by the way.

Cheers
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DrBullwinkle
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Post by DrBullwinkle »

masskaos wrote:I was watching in sector while my kestrel ... plowed into an asteroid
Yeah, I should have mentioned that very fast ships, like the Kestrel and Spitfyre, work best OUT of Sector. In-Sector, they crash into things. Frequently.

It is better to watch them on the Navigation map.

Litcube's Bounce reduces the problem by turning off collisions for AI ships when In-Sector.

If you have a carrier (including TM or TL), there is a similar problem with a different solution: Gazz's Docking Lockup Fix. It allows your fighters to use a docking computer.
gnasirator
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Post by gnasirator »

masskaos wrote:Any why of setting the distance off axis for satellite placement?
That is because most AI ships stay around center height and have a max aggro range of ~15km. Therefore placing sats above or below that reduces their chance of getting killed in drive by shootings.

nice to hear btw that my script works :)
masskaos
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Post by masskaos »

DrBullwinkle wrote:
masskaos wrote:I was watching in sector while my kestrel ... plowed into an asteroid
Yeah, I should have mentioned that very fast ships, like the Kestrel and Spitfyre, work best OUT of Sector. In-Sector, they crash into things. Frequently.

It is better to watch them on the Navigation map.

So the whole running into the planet and dying thing was because I was in sector? I can send the scout in OOS to map it without death planet syndrome? OK, will give that a go...
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DrBullwinkle
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Post by DrBullwinkle »

masskaos wrote:So the whole running into the planet and dying thing was because I was in sector? I can send the scout in OOS to map it without death planet syndrome?
Yes.

Collisions are turned off when ships are OOS. They dock faster, fly straight through asteroid fields, etc. It is well-known autopilot behavior. You must be new around here... welcome to the X-Verse!

Similary, OOS combat is calculated differently than IS. Instead of which "bullet" hits what, all guns and shields are combined, then each ship gets a "turn" to shoot. The "turn" last 30 seconds if you do not watch the map, or 5 seconds if you do watch. As a result, you might make different choices about ships and loadouts. Heavy is better. Maneuverability is irrelevant. Missile defense is irrelevant.

An odd side-effect is that a TL (like an Elephant or a Ryu) is as good as a corvette when OOS. Sometimes better (more guns). (Even without fighters).

Another odd side-effect is that it takes a turn for even the biggest ship to kill even the smallest ship. So a large wing of M5's (or 30-50 drones) can kill even the largest destroyer.
nap_rz
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Post by nap_rz »

hello I'm using this with XRM 1.17, what software do I need? explorer software, where to buy? my true light seeker from the goner start don't have it but can have explore galaxy command... :? :? :?
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DrBullwinkle
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Post by DrBullwinkle »

nap_rz wrote:hello I'm using this with XRM 1.17, what software do I need? explorer software, where to buy?
I am sorry but, if you do not know where to buy Explorer Command Software, then you should play the game. Modify it later.

If XRM changes where Explorer Command Software is sold, then you should ask on the XRM thread.
gnasirator
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Post by gnasirator »

well I can't give XRM support as I don't use it. My script was just found to be working there.

But you actually shouldn't have an Explore Galaxy command without the explorer software ... can't to be honest.
But hey, see it this way:
better have a command without software than having the software without command ;)
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Erenar
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Post by Erenar »

Nap......

*shakes head*

Truelight seeker's inbuilt software is Explorer command and Military scanner.... kinda the purpose of an exploration M6.

Slow.... down... and... read :P :D
gnasirator
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Post by gnasirator »

aha! that explains a lot :)
altay
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Post by altay »

Hi. Currently i'm using 200% radius for scanning. Higher radiuses (like 500%) have any advantage? Will my explorers miss something if i don't use a very high radius?
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DrBullwinkle
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Post by DrBullwinkle »

That depends on whether there is anything farther out than the area that you check. :)

And that can vary depending on mods and scripts that you use. So the Explorer (and the author) have no way of knowing the answer to your question.

In vanilla TC, most things, in most sectors, are within 120% or so of the radius from the center. But there is no way to know, for certain, whether something is missed (without cheating).

I would think that your 200% gives you a good margin of safety, but there is no way to guarantee it.
altay
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Post by altay »

Thanks for the answer. I'm playing XRM-AP, i saw some pirate stations in remote locations of some sectors, but i don't know how far they are from the center of sectors. But 200% radius is enough to cover evertything i guess.
Coruskane
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Post by Coruskane »

altay wrote:Thanks for the answer. I'm playing XRM-AP, i saw some pirate stations in remote locations of some sectors, but i don't know how far they are from the center of sectors. But 200% radius is enough to cover evertything i guess.
That is fine for standard ships or advanced scanner ships but XRM explorer ships have Military Scanners. The range is huuggge. I have found 60% to 80% covers most of the stuff just fine and as a result explores more sectors more quickly.
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DrBullwinkle
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Post by DrBullwinkle »

The switch to not explore new sectors is apparently not working.

One of my valiant explorers sacrificed itself for the greater good when it discovered the the Phanon Corp HQ. I had been looking all over the map for that base!

Sadly, when I restored a previous backup, I see that that sector had been previous unexplored, and its gate was previously unknown.

Of course, the explorer itself found the previously unknown gate. That is its job, so that is probably OK. But the explorer should not do any more than that. If it is easier to code, then it would be OK to *not* map previously undiscovered gates.

Either way, the check for unexplored sectors needs to be a bit stronger.

Otherwise, however, my explorers have been doing very well. And their losses seem to have slowed, so I think that your evasion code is working.
gnasirator
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Post by gnasirator »

DrBullwinkle wrote:Either way, the check for unexplored sectors needs to be a bit stronger.
Can you reproduce that behaviour? Could you send me your save then and describe to me which explorer where and when exactly does this?
I'll try to debug its behaviour then and fix it!

It COULD be, however, that the explorer was in a dead end and only had the choice between turning back and going for that unknown sector. is that the case? As I'm not sure what the behaviour would be then. But I'll fix it so that they never ever go into unknown sectors if not explicitly allowed.

I'm returning home this evening. Maybe I can deliver the fix still today.
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DrBullwinkle
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Post by DrBullwinkle »

There is no rush... I just wanted you to know. :)

It was not a dead end. In case of a dead end, the explorer should go back to a known sector and try again. If no path is available, it should stop. (All of this assuming that "Explore unknown sectors" is <<Off>>).

I do not mind sending you my saved game, but I doubt that it would work for you. My game is heavily modified (for more fun, less boredom).

==========================================
To reproduce:

- Do a Humble Trader start.

- Use the Cheat Package to give Explorer Command Software to your Discoverer. Maybe tune it up, too.

- In Galaxy Explorer Config, turn off "Scan Asteroids", "Scan Sectors", "Drop sats at gates of large sectors", and "Explore Unknown Sectors".

- Start the Explorer.

It *should* put a satellite in the center of Herron's Nebula, then stop. All four gates from Herron's Nebula are unexplored sectors at the start.
==========================================

Speaking of a fresh start, does the Explorer check for available funds before dropping a Satellite?

Speaking of configuration options, the text should be "Explore unexplored sectors". I missed that on my first edit:

Code: Select all

   <t id="3800">Explore unexplored sectors</t>
(PS: You are on your way to fame, gnasirator. Moderator X2-Illuminatus recommended Galaxy Explorers in the Which Mod/Script Should I Download? thread.) :)
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Klord
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Post by Klord »

This is what Im lOoking for...but I have a question, do explorers buy satellites on their own ?
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DrBullwinkle
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Post by DrBullwinkle »

Klord wrote:do explorers buy satellites on their own ?
Yes.

(Or, at least, they mimic buying satellites. You do not have to buy satellites for them.)
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Klord
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Post by Klord »

Have a problem in installation. Do I have to copy the whole folder named "scripts" or just the files inside the scripts folder ?

Already there's a folder named scripts in the game directory, Im afraid to overwrite it since its a original game file.
What should I do ?

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