[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06

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Restrik
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Post by Restrik »

Perhaps I'm just an idiot, but I can't seem to get this to work.

I'm docked at Terracorp HQ in an M5 ship with Special Command Software Mk1 and Fight Command Software Mk2 installed on the ship. I also have several other M5 ships docked at Terracorp HQ with Special Command Software Mk1 and Fight Command Software Mk2 installed, I also have the cr required. When I attempt to create a new pilot, though, it says that it can't as I'm still in the ship. It doesn't give me any other information.

sorry for being a noob, but can someone help?
Myros
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Post by Myros »

You cant put a combat pilot in the ship YOU are in. It has to be an empty ship. That's all the messege means.
Clear your logbook then try with one of the empty ships, if you have the correct installed components it should hire a pilot no problem.

If you get a different error messege post here if you cant figure it out.

Myros
Restrik
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Post by Restrik »

Myros wrote:You cant put a combat pilot in the ship YOU are in. It has to be an empty ship. That's all the messege means.
Clear your logbook then try with one of the empty ships, if you have the correct installed components it should hire a pilot no problem.

If you get a different error messege post here if you cant figure it out.

Myros
Yea, as soon as I posted the message I figured out what I had to do heh.

I had thought I was suppost to do use the command from the ship i was in to select the new pilot, instead of the empty ship i was trying to assign them to.

:roll: silly me
Myros
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Post by Myros »

Glad you got it figured out :)

Myros
Monty
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Post by Monty »

This is the greatest script for x3 :)
Looking forward to applying the taskforce addon, when/if I get some proper trained pilots.

I've only recently reached a level where I'm able to financial support training of combat pilots.

only started af few tour of duty yet - but everytime an asteroid gets in the way :cry:
This was all in Home of Light - guess i'll have to find better training grounds (less roids).

Will time and experience make them better avoiding asteroids?

Monty
Hotpot
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Post by Hotpot »

Don't know if this has been asked before but when I transfer promoted pilots into another trio of ships, I can't seem to hire new combat pilots for the ships they have left, even when docked at Terracorp HQ. Any ideas?
I want to keep a constant flow of pilots training through the ranks and ships.
SpaceMonkey1119
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Post by SpaceMonkey1119 »

I'm a little hazy about all of this. Is there a way to find out how many leadership points a pilot has? I have been trying to get one into a TL just to see how it works as a carrier using that little cheat script. After that is done I'll just go back and work it normally if I like the way it works... but everytime I try to transfer it keeps telling me no, and then it makes fun of my momma.
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NZ-Wanderer
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Post by NZ-Wanderer »

Monty wrote:Will time and experience make them better avoiding asteroids?
Monty
I moved my little training fleet down to the unknown sector between Montalaar and New Income to train them down there, to get them away from the Roids.. - I presume with time they will get better at avoiding them.. (One warning tho with that sector, make sure you have something to protect the east gate, as pirates seem to take great delight in coming through that gate.
Hotpot wrote:I can't seem to hire new combat pilots for the ships they have left, even when docked at Terracorp HQ. Any ideas?.
Hmm never came across that problem before.. - I did a test and sent a couple of my M5's without pilots back to HoL last night and they got new pilots with no troubles. - Silly question, but you have got enuff credits to buiy new pilots??
SpaceMonkey1119 wrote:I'm a little hazy about all of this. Is there a way to find out how many leadership points a pilot has?
but everytime I try to transfer it keeps telling me no, and then it makes fun of my momma.
Yup, just do get a listing of the pilot sent to your log file.. (goto additional ship commands, click on slot 1 and the command is in there) - I currently trying to get my 2 Captains good enuff to go into my 2 Nemesis's - but as was said in an earlier thread, just get them into M3's for now and put them in charge of a task force, this will increase their leadership quite quickly.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Hotpot
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Post by Hotpot »

Regarding integrating new combat pilots into M5's that integrated combat pilots have left, I had plenty credits to pay for the service. I noticed that the vacated ships had no description. They were just called '...' Not even possessing their default ship type description.
I put the ships into part of a squadron providing escort for one of my frequently troubled freight routes.
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NZ-Wanderer
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Post by NZ-Wanderer »

Having the "...." shouldn't make any difference.. - Although I always rename my ships before I send them anywhere.. - the "...." is only cause the new ships got the name of the old ship when you transferred the pilot, just rename them to whatever you want (usually I just do "M5 Harrier Temp 01" until I have a new pilot in it then I rename it again with my naming scheme for my squadrons..
Sorry I can't be of more help solving your problem...
Hotpot wrote:Regarding integrating new combat pilots into M5's that integrated combat pilots have left, I had plenty credits to pay for the service. I noticed that the vacated ships had no description. They were just called '...' Not even possessing their default ship type description.
I put the ships into part of a squadron providing escort for one of my frequently troubled freight routes.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Myros
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Post by Myros »

Hotpot wrote:Regarding integrating new combat pilots into M5's that integrated combat pilots have left, I had plenty credits to pay for the service. I noticed that the vacated ships had no description. They were just called '...' Not even possessing their default ship type description.
I put the ships into part of a squadron providing escort for one of my frequently troubled freight routes.
Other than the cash thing I cant think of any reason why you cant get a new pilot. Does your log give a reason? I tried to make sure and send a message to the log giving a reasom why. Or do you mean the 'hire pilot' button is gone? If thats the case its because they are argon discoverers and because of the game bug they arent M5s (even though they are ;p) If your running the latest version (1.43) of the main script just leave them docked at TerraCorp HQ station for 5 - 10 minutes and the techs there will fix them automaticly.

For leadership, aye just generate a combat pilot report from your additinional ship commands and it will list your leadership as a %. 25 required for a TL iirc.

Home of light is a pretty bad spot for training, lots of little roids and a lot of pirates wander in there. Kingdom End tends to be a good choice for training pilots or TFs.

Myros
iflyhigh101
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Post by iflyhigh101 »

Is anyone getting a pilot who is unable to start a combat tour? I used the Cheat Script on one pilot. He turned into a Commander. I put him in an M3 (Nova Vanguard) and when i try to use the combat tour command, it says something like, "Commander So-and-so is to high of a rank to do a combat tour here. You must assign a combat tour in an enemy sector." So i told him to do a combat tour in a nearby xenon sector which I then proceded to remove almost all the xenon. (I left enough for his squad) But I still got the same messege. Any ideas?

Thanx
Myros
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Post by Myros »

Hmm, I'll check this ...xenon sectors should be fine. Try a pirate sector and see if you get that message. And I'll run some checks and see if I missed xenon accidently and make an update if so.

Myros
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Dgn Master
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Post by Dgn Master »

Don't know if this has been asked before in this thread Myros, and if so, i apologise.

What i was wondering is if you could modify this script to use the bbs to hire crews for your turrets? I know there is a script for auto changing your guns, but it feels way to static and lifeless; i would much prefer a crew that learns to use the turrets better as you fight (the more the turret takes out the more it learns.

Maybe even allowing you to exchange them if/when you get a bigger ship.

Thanks
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999-JAY-999
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Post by 999-JAY-999 »

Would like a crew myself... watching so many programs like Farscape and Firefly it be good to have a crew that can pilot your craft and turret's etc... working as a team and taking responsibility for them.

They would get paid wages etc.... have health issues and this in turn could then be utilised in the way of missions on the BBS perhaps.
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Sixhitter
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Post by Sixhitter »

Hotpot

Your old pilot takes all the 'bits' he needs with him so if your new ship has not got special command software he takes that too.

Think this may be your problem

BTW great script Myros thx
Hotpot
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Post by Hotpot »

Sixhitter wrote:Hotpot

Your old pilot takes all the 'bits' he needs with him so if your new ship has not got special command software he takes that too.

Think this may be your problem

BTW great script Myros thx

You could be right. Forgot about that. Cheers. Although I DID have the Special command in each ship just not the option to hire new combat pilot. I'll check when I have time.
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Anoik
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Post by Anoik »

Hotpot wrote:
Sixhitter wrote:Hotpot

Your old pilot takes all the 'bits' he needs with him so if your new ship has not got special command software he takes that too.

Think this may be your problem

BTW great script Myros thx

You could be right. Forgot about that. Cheers. Although I DID have the Special command in each ship just not the option to hire new combat pilot. I'll check when I have time.
And don't forget the Fight Command Software Mk2 ;)
X-it
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Post by X-it »

Tip regarding crashing ships:

Try not to be in the same sector as your combat pilots, especially in sectors with asteroids. When you are not in the sector yourself, crash detection is turned off, and you won't loose ships crashing into asteroids or other items.

:)
djssuk
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Post by djssuk »

Sorry if I am repeating something, it is late so a quick scan though tonight.

What about a command of 'Return Home' (to Terracorp) for fixing problems or moving to a new ship, etc.

How about a global command for 'Return all pilots home' so as to fix any problems on all ships at once (so they can dock for 10 mins.

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