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

The place to discuss scripting and game modifications for X³: Reunion.

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

User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Yea, I figured once someone got to the next rank the first thing I would do is put them into one of my M4's and have them as leader... :)
I currently have 6 M4's and 12 M3's (all captured, repaired and fitted out with weapons etc) all ready and waiting (got 14 of them stored in my TL for safe-keeping atm..)

Can you give me some idea on how long it takes to get from rank to rank please? cause if it's going to take a while I might just go buy some more M5's in the meantime :)

One other little thing I noticed (and this has only happened once) is that a leader suddenly lost interest in patrolling argon prime (no it hadn't finished it's tour of duty) and I had to issue the tour command again to the ships to get it started again...
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
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

It takes a while to get up the ranks, but there are also a few variables.

1. What happens during a tour - the more kills a ship gets the faster the pilot will get promoted.

2. Traits - if the pilot has a good trait they can gain xp a bit faster.

3. How many combat tours they do - each one they complete even without combat will edge them closer to promotion.

But as a baseline a brand new pilot, without a 'good' bonus trait, would need to do 10 combat tours (with no kills) to reach the next rank ... at 2 hours (game time) per tour thats 20 hours minimum to get their first promotion. And about the same to get to the 3rd rank ...after that it gets harder. And if they get some kills in tours and have a good trait then this can go faster of course.

Personaly I have 4 squads running new pilots all the time, usualy in Argon Prime. I call these Training Wings 1 - 4.

Once my Task Force addon is complete this can all be automated, then it will just be a matter of hiring a new pilot and assigning them to a command task force. The Task Force leader will then take care of training them and you wont have to worry about it. Thats assuming you have a Vice Admiral/Admiral available to lead a task force of course .... I figure by the time the addon is ready (week or 2) thats about how long it would normaly take to get 1 or 2 pilots up the ranks.

Myros
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Thanks for the reply :)

My task force (3 wings) in Argon Prime is doing their 4th tour
My task force (3 wings) in CBSW is doing their 3rd tour
My task force (4 wings) in Interworlds is doing their 2nd tour
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.
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

how does a tour being interrupted effect their EXP gain,

my wings are taking occasional losses or damage and abort(?) their tours
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

Well I debated that, at the moment the small xp bonus thats given at the end of a tour is only given if the tour was sucessful (completed).

If it fails (it will fail if the leader dies) they get nothing ..well, because it was the wings job to keep the leader alive which they didnt do ;p And also because the script is running on the leader so if he dies the script dies with him, the only other option was to run the scripts globaly which usualy is a very bad idea. There are other ways of dealing with this but they all involved adding more scripts and tasks and at some point I had to say "keep it simple" so things didnt get out of hand hehe

If both wingmen die the leader will halt, send you a message and wait for instructions.

A lot of these things will change with the task force addon - then it will be the task force commander who will handle tours, scouting, attacks etc and he/she will be able to give out xp for jobs even if some members die during the task. (unless the task force commander dies too of course). With the addon Im giving myself some more room to do a lot of extras as it will be an optional part of the main script.

Myros
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Well, had another good play tonight....

Status:

Started with about 60 M5's
Now got about 40 :(

With only 1 or 2 exceptions it has always been the leader that dies, due to the wingmen not being able to keep up with him...

Out of about 7-8 hours playing tonight I have finally managed to get 1 person to ther next level and put him into a M4 with 2 M5 wingmen..

But because of the leaders always dying, it has been next to impossible to get anyone to the next level.. (and these are in "supposedly" safe sectors like Argon Prime (Had a Xenon wave go through Argon Prime wiping out my entire task force leaders before I could jump back into the sector with my M6.(Task force in argon prime now consists of 6 wings of 3..)

Something really needs to be done to see if the problem of the wingmen lagging behind can be fixed.. - The way it is now I am losing too many leaders which means no-one (apart from 1 tonight) gets to a new rank.
In theory I should have had about 8 or so people in the next rank by now, not just 1...

Hehehe it's costing me a small fortune in buying new M5's to replace the ones I am losing all the time...

One othe rlittle thing.... - When I transferred the pilot over to his nice shiney new captured M4 he took the 5mj shield from the M5 with him even tho my M4 already had 2 of them onboard.. - I had to dock him and take it back from him since the M4 only needs 2 of them..
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.
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

for the destruction that sounds fine, but for getting damaged enough to go to the shipyard? should that end a tour?

or was I being stupid and manually repairing + restarting the tour when they'd do it themselvse?
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

For damage: yes if the leader gets damaged (below 75% hull) the tour ends and the leader heads in for fixing. No telling when a player might get to see to his repairs so the script has to exit rather than stay on hold indef.

The tour will continue if a wingman gets damaged tho, the wing will head in for repairs and the remaining 2 will continue on. Once you repair the wingman if the leader is still on combat tour just give the wingman a standard "follow" order and select the leader as the target. The leader will auto add him back into the tour at the next waypoint stop and the wing will get full xp.

I'll do a review of this all before releasing the taskforce addon, and tweek things as needed to make things flow better.

NZ-Wanderer:
With an existing empire that big and the cash to support it I believe the game ups the danger factor, when starting a new game its fairly easy to get your initial 20 or so pilots up a few ranks in argon prime. But with that many ships I think the game engine just throws more at you so it will be rough for sure.
I really meant for these pilots to be cannon fodder for a while though anyway, so that the ones who DO make it up the ranks start to really feel part of the family rather than just a label stuck on the name field.

In my main testing game I have only 1 high ranked vice admiral whos has survived, Im now scared to do anything with him in case he gets lost too heh ...and thats exactly how I wanted it to be.

8 hours really isnt that much anyway, I didnt want these guys to be like instant admirals ;p It should take weeks to get a few good pilots up there. But once they do make it to the rank where they can pilot M3 or even M6s their kill ratings start to move much faster. IMO newbie pilots in M5s should die by the 10s or 100s ...thats their job :)


And Ive tweeked the delays on the patrol points to give a little more room to catch up, I'll upload the new version in next few days. Should help a little anway.

Thanks for the feedback guys, I think you'll enjoy the taskforce addon ... you'll still lose tons of newbie pilots but at least it will be your force commanders babysitting them;p

While Im thinking about it, any suggestions as to the things you would like task forces to do?

So far the commander can:

1. Single ship scouting ... runs a newbie pilot in M5 to a sector to recon things. The pilot avoids combat and is in a fast ship so they have a high survival rating. Lasts 1 hour.

2. Basic 3 ship 3 sector patrol ... 2 hour patrol that range between 3 sectors, scaning and engaging all enemies.

3. Short escort trader duties ... any player owned traders that happen to be venture into the task forces territory may get assigned a short term escort (if the task force isnt busy elsewhere and has free ships)

4 Full task force engage ..if a large enough threat is detected within the leaders sphere of influence all ships could be recalled and the full force head out to fight. (also partial tf engage depending on the threat size)


Thats the 4 basic tasks that are almost done .... any other that you woudl like to see?

Myros
Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 »

There is a mod called escort mod, in which you can escort transporters in order to gain money. Is it possible that your commanders can do this for me?
So I don't have to guard those transports my self all the time

http://forum.egosoft.com/viewtopic.php?t=111752
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

by the way, the readme rather confusingly states that a Vice Admiral can pilot M2s and Carriers, while the Admiral specifies that he can pilot M1s. Err, which one is the limit at?
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

I found it too difficult to use this while in most sectors as my ships kept getting destroyed so what I do now is, I took over one of the unknown sectors and I have heavily fortified it and I train my ships in there, havent lost one yet.
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

Myros wrote:Thats the 4 basic tasks that are almost done .... any other that you woudl like to see?
Maybe full time scorts to my traders?

And maybe a limit in the number of each rank. For example only 5 or 10 admirals, 10 or 15 vice admirals... imagine that you have a lot of admirals but only a few M1 or M2. I don't like to have admirals piloting a M6 or a M3.

So, if you have 10 admirals, and 10 is the limit in the number of admirals, the vice admirals will have to wait for the dead of a admiral to promote to admiral.

P.D: Sorry, for my english :oops:
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Hmmm I haven't really got that much of an empire (when I patched to 1.3 I never even got the massive invasions others were getting)

I basically sold of nearly all of my captured freighters and stripped out all the credits from my 4 complexes to be able to afford the 60 M5's :) but the rate I losing the M5's I gonna have no ships and no credits very soon...

I think I may have to recall all my task forces to one sector and then have them all go to somewhere with only 1 jumpgate which I can sit at with my M6 to stop anyone entering the sector.. Although this will leave my 4 complexes completly undefended.. - (gonna gave to think on this a while)

As for suggestions for the task forces... :)

1) ability of a taskforce to defend player stations
2) Have a taskforce act as wingmen/defence to your M1, M2, M6 or TL (like frigates etc do with Carriers in real life)
3) As mentioned above, have taskforce escort your freightors as they go about their business.. (like you see some AI freighters with escorts in the game now)

@ Blackrain, whicg sector did you take over, and how did you fortify it??
Last edited by NZ-Wanderer on Sat, 31. Dec 05, 22:26, edited 1 time in total.
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.
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

i presume the unknown sector near light of heart / lucky planets / ianamus zura.

What I'd really like is for a pilot in a m6 to dispatch wingmen to attack interlopers...
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

Sandalpocalypse wrote:by the way, the readme rather confusingly states that a Vice Admiral can pilot M2s and Carriers, while the Admiral specifies that he can pilot M1s. Err, which one is the limit at?
Thanks Sand ... I meant to clean that up but forgot. There should be no 'carrier' listed by Vice Admiral ... M1 is the carrier and thats for Admirals. I originaly set it up for Admirals to have M0s but remembered that we dont have any ;p

Other comments:

re: full time escorts - these taskforces are assigned a 5 sector "sphere of influence" when created, so any traders who go there will likely recieve escorts. But the task force will only do its thing within that sphere, having them jump all over the galaxy following traders would be a nightmare ;)

I think there are some other people working on escort scripts though.

re: rank limits - I thought about that, but decided not to impose those as attrition rates are pretty high and pilots have a life span so will need replaced eventualy anyway. I guess well see how it goes in long term testing, if it turns out we all end up with task forces containing 50 admirals then for sure I'll come up with something.

re: station defense - already in, if a player station is a taskforce sphere they will be protected just by the ongoing activities of the TF.

re: force structure - M5s are classed as scouts, M4 M3 as escorts and patrol, and cap ships as cap ships ... the TF leader then assigns these depending on need and availablity. eg
If a pretty large threat is detected in sector X and the Admiral currently has 2 M6s 6 M5s 6 M4s and his own M2 ... the cap ships will be assigned any free M4s, M5s as escorts the M6s will lead and his own M2 will follow to support. While if all he has is M3s then thats what he will use and just group them into 3s and head out. M5s will tend to be kept out of battles unless the TF leader has nothing else.

Im trying to make the ship use as fluid as possible and have them adapt to whatever is happening. And have Taskforce makeup as flexible as possible to allow for different uses.

ie Training TF - 1 M6 ship 2 escort M3s (for the M6) and 18 M5s ... stationed in friendly space, used just to train new pilots

Rear Area TF ... maybe used for station defense ..good mix of ships.

Front line TF ... heavy duty combat groups, all about firepower.

So they can be used for whatever you want depending on the ships you assign them and what sectors are in their 'sphere'. Taskforces can overlap by the way, so you can have 2 or more covering similar or overlapping areas.

Thats the plan anyway, looking good so far.

Happy New Year all! .... now off to get drunk :)
Myros
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

I am thinking that i want my smalls ships (m3,m4 and m5) in the task force docked in my TL or M1 when they are not in a mission, because i will use the autorepair script. It's that possible?

Can you make that the damaged ships in a mission go to the cap ship for repairs without any orders from us?.

Maybe if they are, for example, at +75% hull go to the cap ship for repairs, but if they are bellow 75% go to the nearest shipyard, because the autorepair is slow.
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

The docking part is already in, fighters who are in a TF with a M1 or TL as a leader will dock there when not on duty doing something.

Not sure about the repair aspect .... if I send it back to the mother ship then anybody not running your repair script will have to then manualy send them to a shipyard for repairs, adding an extra step (where now they go straight to a shipyard and wait there for repairs). I cant really define behavior based on another script because I have no way of knowing if that script is installed or not.

M
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

Ok Myros, i understand that you are right in that :)
User avatar
DrunkenPirate
Posts: 831
Joined: Sun, 14. Mar 04, 16:02
x3ap

Post by DrunkenPirate »

"The Earth Fetish Union" lmfao
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

For those wondering what the coming Task Force addon is all about Ive posted the first draft of the info page below. It gives some of the basic info about what the new script will add.

Testing has been going great, and Im polishing things up now. It should be ready for a trial run this weekend. Watching your task force commanders recon, patrol, escort, engage and assault on their own is almost a whole game in itself :) Not to mention makes its a whole lot easier manage your new combat pilots training.

Info here:

http://www.neuralstudios.com/work/cpilo ... force.html

Myros

Return to “X³: Reunion - Scripts and Modding”