script-XaiCorp Adv.Combat Project Ver. 3.12m update 04-02-05

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The_Vamp
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Post by The_Vamp »

Plunger nothing, this is a super duper clog. We need some professional strength roto rooter! :wink:
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

I got the thermite...
xalien
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Post by xalien »

I was reading readme file and found this
...M6 class or bigger can not upgrade but can still use the commands below...
However I have quite a few OOSD M6's with Xai pilots (like one in Ore Belt) that are Elite Ace's (level 8 I believe) and have listed lots of kills after their names. They make a great pilot training platforms, but I wonder if it's an intended feature or a bug?
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Kailric
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Post by Kailric »

x2alien wrote:I was reading readme file and found this
...M6 class or bigger can not upgrade but can still use the commands below...
However I have quite a few OOSD M6's with Xai pilots (like one in Ore Belt) that are Elite Ace's (level 8 I believe) and have listed lots of kills after their names. They make a great pilot training platforms, but I wonder if it's an intended feature or a bug?

Thats an error in the text file. The first versions of te Xai AI had no support for the M6 but the new versions do. That was left over from ealier and needs to be changed...

Thanks for pointing that out.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
James_2k
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Post by James_2k »

how do the M6s perform in relation to the standard AI?
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Kailric
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Post by Kailric »

james_2k wrote:how do the M6s perform in relation to the standard AI?
They use the same fight script as small ships.. which prolly isn't the best thing to do, as large ship battles are mainly turrent based. The Xai AI is mainly a small fighter upgrade and doesn't do lots for the other ships.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
Lakefather
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Post by Lakefather »

I have a question about this mod, what are the AI fighters like against Capital ships?. Can they put up a good fight?, or do they still get completely destroyed by them. If they are good against them how many ships would i need and what level should the pilots be?
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Kailric
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Post by Kailric »

Lakefather wrote:I have a question about this mod, what are the AI fighters like against Capital ships?. Can they put up a good fight?, or do they still get completely destroyed by them. If they are good against them how many ships would i need and what level should the pilots be?
They will do better especially if they are level 7 and can use Ions and at level 4 they will use the new Engine tune if in danger which will make them harder to be hit by turrents. I have not really tested throughly enough against capitol ships so if any body has any input on this let us know.

One thing to note: players usually don't like a lot of rudder tunnings as it makes the ship harder to control but the AI loves it and can fight better offencively and defencively.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
Mailo
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Post by Mailo »

In my current game, I use all the signed scripts, this fabulous one and Burianeks bullet/economy mod.
I've noticed a small ... glitch, I guess, and I'm not 100% sure it is caused by the AI script, but I don't know where else it could come from.

Sometimes when I take an assassination mission, I get badly surprised by the M6/M3 when I open fire ... ever met a squad of 3 Novas and two Centaurs, when the Novas are equipped with Ions? :D

Ok, after the reload everything went fine ... and before the next mission (against Paranid), I checked every ship from 20k away to see whether they had any special weapons onboard.
Nope, beta plasmas all around.

Imagine my surprise when the lead nemesis opened up with a gamma PSG, and two of the three perseus had BPSG :o
Did they have a cargo hold cloaking device installed?

Actually I don't mind that much, makes the missions much more interesting and challenging ... but the (il)logic somehow rubs me raw ;)

I dread the day I meet a fleet of centaurs equipped with mass drivers (shudders at his recollection of meeting a massdriver equipped titan ... in a M3 :roll: )
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Kailric
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Post by Kailric »

Mailo wrote:In my current game, I use all the signed scripts, this fabulous one and Burianeks bullet/economy mod.
I've noticed a small ... glitch, I guess, and I'm not 100% sure it is caused by the AI script, but I don't know where else it could come from.

Sometimes when I take an assassination mission, I get badly surprised by the M6/M3 when I open fire ... ever met a squad of 3 Novas and two Centaurs, when the Novas are equipped with Ions? :D

Ok, after the reload everything went fine ... and before the next mission (against Paranid), I checked every ship from 20k away to see whether they had any special weapons onboard.
Nope, beta plasmas all around.

Imagine my surprise when the lead nemesis opened up with a gamma PSG, and two of the three perseus had BPSG :o
Did they have a cargo hold cloaking device installed?

Actually I don't mind that much, makes the missions much more interesting and challenging ... but the (il)logic somehow rubs me raw ;)

I dread the day I meet a fleet of centaurs equipped with mass drivers (shudders at his recollection of meeting a massdriver equipped titan ... in a M3 :roll: )
I would say yeah, its the Xai AI. The problem is the mission script creates the ships and they don't get upgraded until after you attack them as high level Xai ships are better equiped. Do me a favor and tell me what scripts the ships are running before you attack. Just target the ship, hit "i" and then page down to see what scripts the ship is running.. but before you attack. Send me the list of them.. thanks.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
xalien
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Post by xalien »

I've noticed that too, although I was getting M2 and M6's when this happened for the first time. So far only some Hydras and Nemesis come up with this surprise, no mass drivers or PSG/IonD equiped M2's. Like Mailo, I kinda like that, but the fact that weapon magically "appears" after you attack them doesn't feel right.
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Kailric
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Post by Kailric »

x2alien wrote:I've noticed that too, although I was getting M2 and M6's when this happened for the first time. So far only some Hydras and Nemesis come up with this surprise, no mass drivers or PSG/IonD equiped M2's. Like Mailo, I kinda like that, but the fact that weapon magically "appears" after you attack them doesn't feel right.
\

Ill fix this in the next update.. till then think of it as cloaked weapons.. beware!!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
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Kailric
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Post by Kailric »

update 3.12j
This update fixes some problems people had with weapons appearing when there where no weapons before. Just copy the two files to you /script directory and your set.

Download:Update 3.12j

Some test if this is working right :)
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
KarlHemmings
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Post by KarlHemmings »

:thumb_up: Rocks and then some !
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Kailric
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Post by Kailric »

Just so you know about this new update ... any ship already running the old commands will continue to do so. But new ships, or ships given the command to "move to sector" will use the new "fix" scripts....
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
Carl Sumner
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Post by Carl Sumner »

Kailric wrote:
x2alien wrote:I've noticed that too, although I was getting M2 and M6's when this happened for the first time. So far only some Hydras and Nemesis come up with this surprise, no mass drivers or PSG/IonD equiped M2's. Like Mailo, I kinda like that, but the fact that weapon magically "appears" after you attack them doesn't feel right.
Ill fix this in the next update.. till then think of it as cloaked weapons.. beware!!
:lol:
Hey, I think it's fine like it is! :twisted:

The freight scanner is too much of a cheat, anyway. :P
Tinker

"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
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Kailric
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Post by Kailric »

Carl Sumner wrote:
Kailric wrote:
x2alien wrote:I've noticed that too, although I was getting M2 and M6's when this happened for the first time. So far only some Hydras and Nemesis come up with this surprise, no mass drivers or PSG/IonD equiped M2's. Like Mailo, I kinda like that, but the fact that weapon magically "appears" after you attack them doesn't feel right.
Ill fix this in the next update.. till then think of it as cloaked weapons.. beware!!
:lol:
Hey, I think it's fine like it is! :twisted:

The freight scanner is too much of a cheat, anyway. :P

Yeah, seems to me that if its possible that some ships would keep their best weapons secret :twisted:
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
The_Vamp
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Post by The_Vamp »

I would say this would be true if you were trying to set up a honey pot (big fat freighter being used as a lure for pirates, and profiteers). However most people would love for you to scan their ships and see their big fat weapons just so they aren't bothered. One of the problems I have seen in games (yes I am ranting here) is the almost ludicrous attempt by low level ships to attack you. There should be some logic in the system that says, I'm in a m5 with weapons barely strong enough to kill a spacefly, and definitely not strong enough to take on that paranid M2 (cough cough Khaak). I digress, and for that I apologize. Thank you for the update Kailric!
Carl Sumner
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Post by Carl Sumner »

The_Vamp wrote:I would say this would be true if you were trying to set up a honey pot (big fat freighter being used as a lure for pirates, and profiteers).
In World War I these were called "Q-Ships" and were quite effective. The Uboats, then, tended to surface and use their deck guns. Surprise! :twisted:
The_Vamp wrote:One of the problems I have seen in games (yes I am ranting here) is the almost ludicrous attempt by low level ships to attack you. There should be some logic in the system that says, I'm in a m5 with weapons barely strong enough to kill a spacefly, and definitely not strong enough to take on that paranid M2 (cough cough Khaak).
I think I have found the decision points in the scripts where this is decided. Thinking on it... 8)
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"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
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Phoenix_UK
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Post by Phoenix_UK »

never mind, i screwed up, it all works fine now. My only concenr, pirate vessels firing missiles at me when i'm behind them... possibly how you intended it, but it looks really odd having the missile launch out of the ass end of the enemy ship.
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