[Script][AP] Advanced Patrol [v1.1.2 01/09/2012]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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rusky
Posts: 458
Joined: Sun, 4. Jan 09, 17:17
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Post by rusky »

Found an issue with my TTK formula, where ships that had no firepower (recon drones) would cause a division by 0 which caused the patrols to consider them horrible death star level threats.

For next week's release I'm looking into the auto-repair functionality I've been talking about, though I don't know if I can actually have the ships repair themselves / add themselves to the HQ repair queue via script. I will at least have them go there, inform you and have one of the escort ships take over patrol temporarily.

Another thing I thought about is the common concern that your patrol ships sometimes chase after some crazy fast target (like a single M5 :D ) and possibly ignore more beefy, and more importantly, more reachable, targets.

A quick fix I considered was adding an option to the patrol menu that allows you to select whether your patrol ships should engage enemies that are faster than themselves. (with perhaps a few more things being considered such as current distance to target).
Of course that option would suck for any big slow ships since they'd not bother engaging almost anything.
Still thinking of other alternatives here, if anyone has any, feel free to share :)
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
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Post by Cronos988 »

What exactly "Formation" Patrol ships need to be in? Should I assign them to a wing or just to protect each other?

My freighters need some protection against those pesky Pirate groups, and I want to try a couple of M3+.

And I have a request: Would it be possible to use your existing damage formula and enemy checking to create a lightweight carrier/group battle Software? Something that allows Fighter groups to be effective without large management requirements.
rusky
Posts: 458
Joined: Sun, 4. Jan 09, 17:17
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Post by rusky »

Ships flying in "formation" with another ship are any ships that are following or protecting that ship (I think "attack target of.." commands work too).

I have considered adding more support for carrier/fighter groups, and may do so in the future.
greypanther
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Joined: Wed, 24. Nov 10, 20:54
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Post by greypanther »

Thank you this looks great, I will download this evening! :)

Sorry but I will ask the inevitable question now, just to get it out of the way... will it be ok with XRM? :roll:

I would suggest you put the answer in the OP, otherwise you will get asked it over and over again; cos I can see this being a very popular mod!

Well done you Rusky! :D
rusky
Posts: 458
Joined: Sun, 4. Jan 09, 17:17
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Post by rusky »

It should be compatible with any mod really, I have not used any hardcoded vanilla data.
I play XRM myself, it's part of the reason I needed this, because normal patrol scripts just got my ships killed.

I'll add a note in the OP when I get home about mod compatibility.
greypanther
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Post by greypanther »

:D

A suggestion: would there be a way to tie the patrols in with a reinforcement group? I.E. Rather than just runaway if things get too hot, could you, assuming one was available, get the patrol to automatically call in back up?
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
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Post by Cronos988 »

I have a possible script freeze when a patrol leader gets killed.

I have a patrol engaged with a Terran battle group and am suddenly getting script freezes.

It could be one of my own scripts, but it seems to coincide with the patrol leader getiing killed.
greypanther
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Post by greypanther »

Are you still supporting this mod of your rusky or not? :)
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DrBullwinkle
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Post by DrBullwinkle »

greypanther wrote:Are you still supporting this mod of your rusky or not? :)
It is less than a month old! :)
greypanther
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Joined: Wed, 24. Nov 10, 20:54
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Post by greypanther »

I know, I am expecting too much perhaps, just that I am eager to try it out, but only if it is supported as I have No modding ability whatsoever. :P

I really must make time to learn. < sighs >
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
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Post by Cronos988 »

A function I would like to see is the formation leader wating for it's follower ships after passing a gate. I currently use a Cutlass leader with Scimitar followers, and even though the scimitars are faster, they still lag behind a fair bit, which endangers the leader.
raiman
Posts: 42
Joined: Sat, 30. Jun 07, 00:54
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Post by raiman »

hello,
is our mod playeronly or does it effect AI behavior too? I'm just curios because I have spend quiet some time(around 2 1/2 h) in the great trench(boron system) and as it was invaded by a xenon J escorted by an c and an p plus fighters, the boron light destroyer(playing xrm) which was patrolling those systems with an M7 didn't not attack the xenon fleet although it came as closes as 10 km to the carrier. for testing i turned the mod of and the destroyer and the m7 attacked and were killed rather quick. it might be that this was just a coincidence but i wanted to ask you this question anyway. thanks in advance.

greetings,
raiman
captainbinary
Posts: 1
Joined: Thu, 14. Mar 13, 23:42
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Post by captainbinary »

I don't mean to bring alive a dead topic, however i am wondering if this mod is being worked on currently? It has great potential and already is a good mod.
rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
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Post by rmazurek »

Actually for carriers and repairs there is good script already: http://forum.egosoft.com/viewtopic.php?t=246767

I think both could be easly combined.

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