[MOD] Manual Command Extension v0.20 (Updated : Jun 28, 2014)

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

YorrickVander wrote:I know BK doesn't worry about a lot of the debug spew, but in my experience it does have an effect. A failed lookup can prevent the rest of the cue from running as I saw a few times tweaking the vanilla ai for my trading mod.
Yes, it does stop it from running sometimes, which is the problem. Not sure if it is an easy fix though.
mohammadm55
Posts: 117
Joined: Mon, 14. Jul 14, 05:59

Post by mohammadm55 »

can some one help me in how to use this mod plz. its very confusing and i dont understand what each function actually does.

if your wondering what im trying to do.

my goal is to have 3 Arawns 6 teranis and 30 balor ships and turn them into a giant battle fleet.

at the moment i have 1 arawn and 2 balors and i cant even get that to work.

i have assigned my arawn as fleet commander and the 2 balors have been assigned as capital battle group. but the balors never attck, only the arawn does while the balors just move close to it.
User avatar
YorrickVander
Posts: 2767
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

BK - there seems to be a problem with current MCE and station def officers. The error is thrown regarding fight.station.player unable to find event param which I think is blocking the station def officer from functioning. Error output can be reproduced easily by starting Empire Builder game and checking log immediately game is running.

EDIT : @mohammadm55 right with you there pal :) Still trying to suss it out fully myself.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
YorrickVander
Posts: 2767
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

Another (possibly fatal) bug showing just before CTD with World War X running

Code: Select all

[General] ======================================
[=ERROR=] AIDirector::Move(): Possibly infinite wake request loop: mce.fight.attack.fighter.bigtarget on entity 0x28D69, wake reason mask=0001
[General] ======================================
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
exelsiar
Posts: 154
Joined: Tue, 2. May 06, 19:29
x3tc

Post by exelsiar »

From my toyings around with this mod, I can tell it's an extremely powerful command system. Unfortunately its extremely difficult mod to get into.

As such, until someone is able/willing to make even a rudimentary fleet command guide, this mod is too complex for me to handle :(
Living in a land of make believe. Making peoples dreams die 1 by 1.
mohammadm55
Posts: 117
Joined: Mon, 14. Jul 14, 05:59

Post by mohammadm55 »

this mod sucks bad and here is why.

it can do everything like escorts and moving to were you want it to move to, but it can not do a simple fleet command.

i have a fleet of 1 arawn and 4 balors atm. and the only formation i can keep them in is normal wall formation, even then always 1 of the 4 ships keeps spinning around itself looking to put it self into a wall position close to me arawn.

also there is a missing guide to the mod.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

mohammadm55 wrote:this mod sucks bad and here is why.

it can do everything like escorts and moving to were you want it to move to, but it can not do a simple fleet command.

i have a fleet of 1 arawn and 4 balors atm. and the only formation i can keep them in is normal wall formation, even then always 1 of the 4 ships keeps spinning around itself looking to put it self into a wall position close to me arawn.

also there is a missing guide to the mod.
There is no reason to insult the mod. The mod works pretty well. There are still some issues but that is why it is a work in progress ad by the way, I have put together a fleet without any real problems. Try changing the formation and see what happens. I always do concave broad wall, seems to work fine.
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

Okay, here's a suggestion...

I think there should be a mega-awesome hybrid mod that combines the functionalities of the following:
  • Ultimate Fleet Overhaul: Seems to offer the best fleet management out of all the similar mods - however, the author stopped updating it since XR 2.0; said he's convinced that XR won't move in the direction he wanted. However, he said he's making the codes open-source and anyone interested can use the codes he has written for their own mods.
  • Captain & Defense Officer AI Overhaul: This mod has some very good combat scripts; I particularly like that skilled defense officers will target components on on capital ships and stations. MCE seems to be encroaching on some of the functionality offered by this mod (which makes me wonder if "Manual Command Extention" is a suitable name for this mod anymore? It seems to be growing into a lot more than just a list of basic fleet commands), so why not just work together with the CDOAIO author and create a combined mod? (Furthermore, I have a feeling MCE and CDOAIO's combat scripts conflict with one another, which really sucks since I like the features offered by both)
  • Manual Command Extension: No need to elaborate here. :D
exelsiar
Posts: 154
Joined: Tue, 2. May 06, 19:29
x3tc

Post by exelsiar »

If that was made, and without too many critical bugs, then i'd <3 them for ever.
Living in a land of make believe. Making peoples dreams die 1 by 1.
exelsiar
Posts: 154
Joined: Tue, 2. May 06, 19:29
x3tc

Post by exelsiar »

Ok so i've been giving this another go, and i seem to be making some progress and managed to make a small fleet of fighters to escort me, and a couple of patrol groupings of cap ships. so i'm quite confident i could expand that into a full fleet.

However, i've yet to work out how to stop a ship from escorting me.
anyone managed to work that out?
Living in a land of make believe. Making peoples dreams die 1 by 1.
HailedGorion
Posts: 38
Joined: Sun, 2. Jan 11, 18:35
x3tc

Post by HailedGorion »

Does this mod still requires "BK Universal Menu System v2.0 (updated for XR 2.0)" or higher to work?
Wana
Posts: 274
Joined: Sun, 27. Jun 10, 15:46
x3ap

Post by Wana »

at this moment, in Beta 3.0, menu order has changed, so we can't access MCE anymore.
And yes, you need BK universal menu in current version 2.51 to get it work.
IM7TX-57
Posts: 257
Joined: Tue, 12. Feb 08, 09:04
x3tc

Post by IM7TX-57 »

Hello, I wanted to ask if this mod will be adjusted for version 3.0 of the game.

currently there are to my knowledge no alternatives to this mod and with the DLC it does not seem to be compatible.

I hope that someone is working on this mod yet, it would be a shame now if we had to abstain from commands like "Escort me"
Angriff ist die beste Verteidigung

Long live the USC!
Excuse my bad English, I use BabelFish to translate
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

IM7TX-57 wrote:Hello, I wanted to ask if this mod will be adjusted for version 3.0 of the game.

currently there are to my knowledge no alternatives to this mod and with the DLC it does not seem to be compatible.

I hope that someone is working on this mod yet, it would be a shame now if we had to abstain from commands like "Escort me"
Berserk Knight sometimes lurks around but I doubt he will be back to mod anytime soon, if ever. Do not expect this to be updated. Also, you can have ships escort you by just adding them to your squad, it functions pretty good usually.
IM7TX-57
Posts: 257
Joined: Tue, 12. Feb 08, 09:04
x3tc

Post by IM7TX-57 »

If I have my ships in the squad, then they fly somewhere in my vicinity, but are too far away, if I am attacked or need their support. With the command of the mod, they remained directly as wingmen at my side. In Formation. That's what I miss
Angriff ist die beste Verteidigung

Long live the USC!
Excuse my bad English, I use BabelFish to translate
rurquiza
Posts: 10
Joined: Sat, 6. Aug 11, 21:54

Post by rurquiza »

Can anyone make this work for 3.0? Its the next best thing after "Capital Ship Bridge".
wazlord
Posts: 41
Joined: Sat, 30. Nov 13, 23:58

Post by wazlord »

BlackRain wrote:
IM7TX-57 wrote:Hello, I wanted to ask if this mod will be adjusted for version 3.0 of the game.

currently there are to my knowledge no alternatives to this mod and with the DLC it does not seem to be compatible.

I hope that someone is working on this mod yet, it would be a shame now if we had to abstain from commands like "Escort me"
Berserk Knight sometimes lurks around but I doubt he will be back to mod anytime soon, if ever. Do not expect this to be updated. Also, you can have ships escort you by just adding them to your squad, it functions pretty good usually.
Hmm,
I had made few capital ships A's added to another capital ship B that is in my squad. In the Caption note its stating that its escorting that capital ship B, but when we are at heavy fight with Xenon, those Capital Ship A's are just sitting idle and stating escorting Capital Ship A without doing anything even when the Capital Ship A is being bombarded very hard...

I had to manually ask them to patrol the area or attack the targets before they do anything.. So not sure if the escorting mode works very well for a nested escorts.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Hi there,

Does anyone have any experience of using this in either Rebirth v3.20 or 3.50b1?

Thanks,
Sparks
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

BlackRain wrote: Berserk Knight sometimes lurks around but I doubt he will be back to mod anytime soon, if ever. Do not expect this to be updated. Also, you can have ships escort you by just adding them to your squad, it functions pretty good usually.
It doesn't - in vanilla the capital ships only move to your position when the game tells them to (trigged by either entering a sector via boost, or exiting the highway). They don't attempt to actually follow you around and maintain a close distance the same way MCE's escort command did.

If you want your capital ship to "escort" you in vanilla you either have to keep telling them to "Move to my position" or... more simply.. just ride around on them.

I tend to drag enemies to my capitals rather than telling them to help me, hahaha. :D
Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz »

I spent a lot of time playing around with this mod while updating Human Resources. I'd intended to include menu mounts for it, but ended up dropping it because there are so many little things that need to be fixed or updated to get it working properly with the current version of Rebirth.

It's still a great piece of work, and if I wasn't so preoccupied with my own ideas right now then I'd volunteer to fix it up myself. As it is, I thought I'd share some thoughts/observations/whatever about what needs doing before I forget everything in case someone else decides to pick up the torch.


- The biggest gamebreaker for MCE at the moment is that it's connections to existing scripts are badly out of date. Some modifications land properly but others don't, so a lot of detail work is needed to get everything up in working order.

In doing so, it's worth thinking about whether you want to continue applying MCE as a full replacement, or to restrict MCE function to designated ships and the MCE battle-group. This mod has suffered a huge amount of feature-creep into a lot of different areas, and the potential downside of simply restoring it to it's previous condition is choking off compatibility with a lot of great experiments in script control that continue to develop.

- The parameters used by the map menu for object selection have changed since this mod was developed, which needs to be checked out. I haven't taken the time to do so.

- It's menu mounting has never been particularly convenient and obviously needs to be redone anyway. The locations I ended up liking for the main menu block were in place of "assign to new superior" for in-squad ships, and in HR's out-of-squad "new orders" menu when out of squad. (as a side note, Rebirth now has much better out-of squad c&c flexibility than it used to -- as in: regular commands issued while out of squad now work without modding in additional script support -- which is something I plan on making use of in HR, and may be worth looking at by anyone thinking about updating MCE.)

I had Targeting mounted in the "modes" menu slot 6 while in the skunk, but the sidebar might be a better option for those who are into that sort of thing.


So anyway, I just thought I'd throw that stuff out there while it's still fresh in my mind. If it ends up being useful to someone, then great. If not, then... well... it's there to ignore at your leisure.

Return to “X Rebirth - Scripts and Modding”