[SCR] MARS Fire Control (v5.25 - 16.02.13)

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noname159
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Suicide goblins

Post by noname159 »

For starters, Mars is awesome.
Still there is a behavior that troubles me a lot - goblins.
I use them for ware collection, ship repairs and missile defence. The problem is I really don't want them to go after enemy ships. When I see my goblins swarm right into the maw of several Xenon capital ships, I dub them Lemmings. Of course, lemmings live longer.
Can I somehow enable my goblins to still intercept missiles, repair ship and when I order it, collect ware, and at same time disable their suicidal tendencies to attack everything around?
I know I can disable all goblin deployment for 600s (which itself is a bother as suddenly my goblins start launching after enemies again in the middle of a fight, permanent solution would be great).
In short, is it possible to add some goblin controls - to enable / disable each of goblins' tasks separately? Tell them to never attack ships, etc.
Edit: I cought a stupidity virus, the options are already there. When you open MARS menu, look for configuration line. That will open new menu. First line, goblin decoy. Turning this off keeps goblin from going suicide mode.
cryptonite1
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Post by cryptonite1 »

go into configuration and turn the "auto" in goblin decoy mission to "no" or "none"

there, no more suicides





edit: should be "off" not none or no
Taro8
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Post by Taro8 »

I have a problem: I cant turn on MARS for AI ships. When I select MARS for AI in AL menu it only goes into advanced options.
cryptonite1
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Post by cryptonite1 »

Taro8 wrote:I have a problem: I cant turn on MARS for AI ships. When I select MARS for AI in AL menu it only goes into advanced options.
inside the configuration, theres an option you can set whether you want one AI capital to use MARS, All ships, or none at all, thats where you are supposed to set this option.

so naturally when you try to set it from the AL, the configuration would pop up :)
cryptonite1
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Post by cryptonite1 »

will MARS work for OOS ships? Im asking this because since OOS battle calculates only the ship's firepower, if MARS only installs 1 gun when out of combat, does that reduce my OOS firepower due to this? or does MARS still equip the rest of the guns when in combat OOS?


PS posted it earlier, didnt get an answer :(

thought i could post again if anyone knew?
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DrBullwinkle
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Post by DrBullwinkle »

cryptonite1 wrote:posted it earlier, didn't get an answer
Because it is answered in the documentation (and is kind of obvious if you think about it).
  • (Even *more* obvious if you try it.) ;)
nap_rz
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Post by nap_rz »

something I've seen from a long time ago, playing with CMOD/Ship Rebalance/XRM since TC days I've noticed something, a rather bad habit from MARS, that is MARS tend to change target randomly after almost killing a ship, especially unfortunately and annoyingly a capital ship one.

so MARS thrown serious punch to my opponent, hurt it very badly yet neglect to deliver the killing blow, instead it change to other targets, eventually after a short while MARS will blown the previous target but why the wait? why the lazyness to finish the enemy? in a multiple capitals engagement such behavior can lead to defeat or unacceptable loses.

as a fair comparison to Smart, Smart generally don't do such a thing.

:?: :?: :?: :?: :?:
Osiris454
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Post by Osiris454 »

In your 7054-L044.xml file (if playing XRM) change these values.

From this:

Code: Select all

<t id="20230"> Priority bonus for being able to do hull damage. </t>
<t id="20230"> Stripping the shields off 6 ships does... a whole lotta nothing. </t>
<t id="20230"> Default = 50  </t>
<t id="20231">50</t>
To this:

Code: Select all

<t id="20230"> Priority bonus for being able to do hull damage. </t>
<t id="20230"> Stripping the shields off 6 ships does... a whole lotta nothing. </t>
<t id="20230"> Default = 50  </t>
<t id="20231">1000</t>
Increasing the priority bonus to 1000 does indeed fix the capital ship issue.

For Fighters, change this:

Code: Select all

<t id="20160"> Cap mode: enable (1 or 0) </t>
<t id="20161">1</t>
<t id="20140"> Cap mode: pause duration in seconds </t>
<t id="20141">7</t>
<t id="20460"> Cap mode: smooth laser adjustment </t>
<t id="20461">1</t>
To this:

Code: Select all

<t id="20160"> Cap mode: enable (1 or 0) </t>
<t id="20161">0</t>
<t id="20140"> Cap mode: pause duration in seconds </t>
<t id="20141">0</t>
<t id="20460"> Cap mode: smooth laser adjustment </t>
<t id="20461">1</t>
Same effect. Capital ships will no longer give fighters a chance to bail.
nap_rz
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Post by nap_rz »

Osiris454 wrote:In your 7054-L044.xml file (if playing XRM) change these values.

From this:

Code: Select all

<t id="20230"> Priority bonus for being able to do hull damage. </t>
<t id="20230"> Stripping the shields off 6 ships does... a whole lotta nothing. </t>
<t id="20230"> Default = 50  </t>
<t id="20231">50</t>
To this:

Code: Select all

<t id="20230"> Priority bonus for being able to do hull damage. </t>
<t id="20230"> Stripping the shields off 6 ships does... a whole lotta nothing. </t>
<t id="20230"> Default = 50  </t>
<t id="20231">1000</t>
Increasing the priority bonus to 1000 does indeed fix the capital ship issue.

For Fighters, change this:

Code: Select all

<t id="20160"> Cap mode: enable (1 or 0) </t>
<t id="20161">1</t>
<t id="20140"> Cap mode: pause duration in seconds </t>
<t id="20141">7</t>
<t id="20460"> Cap mode: smooth laser adjustment </t>
<t id="20461">1</t>
To this:

Code: Select all

<t id="20160"> Cap mode: enable (1 or 0) </t>
<t id="20161">0</t>
<t id="20140"> Cap mode: pause duration in seconds </t>
<t id="20141">0</t>
<t id="20460"> Cap mode: smooth laser adjustment </t>
<t id="20461">1</t>
Same effect. Capital ships will no longer give fighters a chance to bail.
thanks but what is the tool required to alter that? because I read somewhere else that X3 xml files requires special tool than simple notepad :?:
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X2-Illuminatus
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Post by X2-Illuminatus »

The mentioned file is just a text file, which can be edited with any text or xml-Editor.
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Taro8
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Post by Taro8 »

Hey, I managed to mess up my MARS installation again. I have readtext in my AL menu. I have used MARS for major mods (I have XRM). I have renamed 7046-L089 -- MARS Main.xml to 7046-L089.xml, same with 7054-L089 - MARS lasers - XRM.xml. But I still got readtext in AL. Im confident that this readtext is MARS as this is the only mod that is missing from the AL.

I have this when I enter into that readtext in AL, Im pretty sure this is MARS configuration menu:

http://i.imgur.com/fXfbuhc.jpg

I just cant get this damn thing right :evil: .
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DrBullwinkle
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Post by DrBullwinkle »

The -L089 files do not have any effect on the game. They are just documentation.

If you are trying to modify the language files for your language, then see Language Files: How to modify for your language.
Taro8
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Post by Taro8 »

I just want MARS to work properly, but time after time Im unable to do so, due to my own inability. I used plugin manager to install the archive, but it didnt work. I have english version of AP.

Just how to install this thing. Im sure that it is very obvious what am I doing wrong, but I just fail to see it.
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DrBullwinkle
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Post by DrBullwinkle »

Taro8 wrote:I used plugin manager to install the archive, but it didnt work.
I don't know how the Plugin Manager could possibly do it incorrectly... assuming that you are using the RePacked Version for Plugin Manager. If you try to install the standard version with the PM then it will not work -- you would have to follow the installation instructions with the standard package.

Are you sure that you installed to the AP instance of your game? Double-check the folder pull-down at the top of the PM window.
Taro8
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Post by Taro8 »

I tried again with PM, made sure its AP selected, english and 3.0. I just installed the archive started new game and nothing. In AL I only have readtext0 -250. Im pretty sure its MARS as it does have AL configuration menu and it is only mod that currently dosent show up in my AL.

Im all out of ideas.
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DrBullwinkle
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Post by DrBullwinkle »

Which package did you install?
Taro8
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Post by Taro8 »

mars-tc-ap_v5.25_RepackedForPluginManager_for.major.mods.zip
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DrBullwinkle
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Post by DrBullwinkle »

Do you have a major mod installed? Which one?

Did you add the language file required by that mod? Get it from the thread for the mod.
Taro8
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Post by Taro8 »

XRM, got the MARS data file they provided.
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DrBullwinkle
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Post by DrBullwinkle »

What ReadText errors are you getting?

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