[MOD] UFO - Ultimate Fleet Overhaul (V0.6.1 Beta, 3rd February 2015)

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dblade
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Post by dblade »

Also regarding

Future Plans, item
- have fleets report the real-time state to player (e.g. "Enemy found, engaging...")

are you considering using the comm screen in the same fashion as, I believe, Improved Fleets does? or something else?
Hornet108
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Post by Hornet108 »

Is there any way to get your scripts to run on the ships that are escorting ME? IE; unassigned to a fleet per se, but part of my squad?
Mad_Joker
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Post by Mad_Joker »

Joleoo wrote:
Mad_Joker wrote:Ladies and Gents,

I have just released UFO V0.2.0. It features the possibility to assign orders to your fleet, controlling how they will behave in case of enemy contact.

Hafe vun!

Nice to see updates rolling out so quickly. :)

I'm still having trouble getting this mod to work though. When I assign my ships to a fleet, the guns stay blue and the ship refuses to attack anything. The broadcast orders don't seem to do anything at all.

I feel like I've done something wrong, any tips?
Do you get any messages on the even monitor, like "Order Acknowledged"? To which ship are you trying to assign ships? Also, remember that currently the commander of the fleet doesn't do anything, you have to command him to do something via MCE.
Anubitus wrote:hey,

is this mod compattible with Combat System Extention found here; http://forum.egosoft.com/viewtopic.php?t=353715 ?
No, it overwrites CSE's changes (which doesn't really do that much except making the correct stock script run on defence officers; UFO is a complete rewrite of that script).
dblade wrote:Ok if I understand correctly with this mod the potential (read: eventually) exists to avoid adding ships in your squad in order to use the MCE commands on them?

Or more precisely; tell a one ship fleet to patrol a zone without adding him to squad.
Exactly. The idea is that you assign lots of ships to a single commander. Then you tell the commander to patrol a zone via MCE, and all of it's subordinates will follow it in the "stance" (in V0.3.0 I have changed the wording from "order" to "stance" to make it more clear what it does) you have chosen for your fleet. This means by giving a single ship that is in your squad some order, you are affecting your whole fleet. This should cut down drastically on the amount of micromanagement you have to do.
dblade wrote:Also regarding

Future Plans, item
- have fleets report the real-time state to player (e.g. "Enemy found, engaging...")

are you considering using the comm screen in the same fashion as, I believe, Improved Fleets does? or something else?
Yes, I'd like to do it in the same fashion as Improved Fleets does.
Hornet108 wrote:Is there any way to get your scripts to run on the ships that are escorting ME? IE; unassigned to a fleet per se, but part of my squad?
Well, that's the most basic functionality of this mod. Just assign a ship to the Skunk (the Skunk is an Class S ship) and it will follow you and engage enemies based on the selected "stance". It will then not be part of your squad in terms of that game mechanic (since that simply screws with the AI), so you won't see "In my squad" on the property monitor. But it will still behave correctly.

One example how I test UFO is that I spawn some capital ships and fighters for me and assign all of them to the Skunk. Then I spawn some enemy capitals and fighters near me, and done. The rest happens on its own.
G3n0c1de
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Post by G3n0c1de »

Hi, this mod seems like a great improvement.

I assigned a bunch of ships to follow me as their commander, but they won't go through any super highways. I also tried having them follow an npc ship, and having the npc commander go through the super highway, but they didn't follow them either. So I have to re add everyone into my squad, wait for them to go through the super highway, and then reassign everyone to follow me.
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pilakin
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Post by pilakin »

very cool. I'm wondering, though. when you talk about fighters, where do you even get them? did you go on a bailing trip or is there a way to spawn them as player owned?
spartanheyho
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Post by spartanheyho »

How do you "spawn" anything in this game? Do elaborate! :)
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Fumblesneeze
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Post by Fumblesneeze »

spartanheyho wrote:How do you "spawn" anything in this game? Do elaborate! :)
Check out the "Showcase.xml". You can simply activate a cue from there to get pretty slick stuff.
Kuugen
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Post by Kuugen »

I'm assigning my Arawn to me and it still won't attack targets. The targets I'm spawning are the mission related targets in faction 'Enemy.' I've tried getting hit by them near the ship, having them to hull damage to me and my capital ship but my ship still won't retaliate. I've also tried all the different 'stances' as well.

I use core shields, hull engineer complete, ignore fuel, improved missiles, MCE, and UFO.
spartanheyho
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Post by spartanheyho »

where is this Showcase.xml?
Mad_Joker
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Post by Mad_Joker »

G3n0c1de wrote:Hi, this mod seems like a great improvement.

I assigned a bunch of ships to follow me as their commander, but they won't go through any super highways. I also tried having them follow an npc ship, and having the npc commander go through the super highway, but they didn't follow them either. So I have to re add everyone into my squad, wait for them to go through the super highway, and then reassign everyone to follow me.
Well, capital ships will jump to the jump beacon in the other sector, and then boost to you. Fighters however, will not use the super-highways per-se. They should wait for you to exit the highway, and then a couple of seconds after you arrived (depending on pilot skill) they should appear just where you exited the highway. This is a small hack which I use to make the follower AI work with highways.
pilakin wrote:very cool. I'm wondering, though. when you talk about fighters, where do you even get them? did you go on a bailing trip or is there a way to spawn them as player owned?
Yes, currently the only way to get fighters in the game is to have them bail.
spartanheyho wrote:How do you "spawn" anything in this game? Do elaborate! :)
I wrote a custom debug script for that.
Kuugen wrote:I'm assigning my Arawn to me and it still won't attack targets. The targets I'm spawning are the mission related targets in faction 'Enemy.' I've tried getting hit by them near the ship, having them to hull damage to me and my capital ship but my ship still won't retaliate. I've also tried all the different 'stances' as well.

I use core shields, hull engineer complete, ignore fuel, improved missiles, MCE, and UFO.
I just realized that I have the combat check set to only ships that have relation "kill" or "nemesis" to the commander, but not "enemy". This is clearly a bug and will be fixed in the next version of the mod. For those brave among you who already want to fix it yourself, just use a program like Notepad++ and do a mass text replacement of the string

Code: Select all

relation="kill" comparison="le"
with

Code: Select all

relation="enemy" comparison="le"
I am also currently uploading a short demo video which should maybe better explain what UFO does and how it works.
spartanheyho
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Post by spartanheyho »

Thanks for that bug update. I went ahead and did the changes to the files. Much appreciated.
Mad_Joker
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Post by Mad_Joker »

I have uploaded a short demo video to Youtube. You can find it here.
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pilakin
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Post by pilakin »

Fumblesneeze wrote:
spartanheyho wrote:How do you "spawn" anything in this game? Do elaborate! :)
Check out the "Showcase.xml". You can simply activate a cue from there to get pretty slick stuff.
can I signal these cues with the built in command line in the game or would I need to make menues first?
PREDATOR490
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Post by PREDATOR490 »

I flew a Taranis and Balor into the Xenon hub with this mod - I tried every command and the turrets are stuck on blue.

The Balor was subordinate to the Taranis, the Taranis was subordinate to me.
I gave all the orders to myself - No reaction
As evidenced by:

http://s2.photobucket.com/user/PREDATOR ... d.jpg.html

Mods I have installed:
Combat System Extension
Improved Fleets
Manual Command Extension
Premium Ship Trader
Ignore Fuel
Hull Engineer
Core_Shields
5K Scan Range
Debug Mode
NESA
RS_Booster
RS_No Lanes
Smart Miner
UFO
Warning System Extension


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hkks
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Post by hkks »

nice video, but the ship just follow me
maybe something conflict, i try again
good job guys, my list is too long...
http://www.fotopu.com/img/1/479859.jpg


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spartanheyho
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Post by spartanheyho »

Hey joker! For testing purposes, could you post or send me your debug script to spawn ships (im a noob) but im tired of having to start a new free-play each time, go to shipyard, create ships, etc. etc. etc. Too time consuming. If not I understand.
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darthmoll
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Post by darthmoll »

spartanheyho wrote:Hey joker! For testing purposes, could you post or send me your debug script to spawn ships (im a noob) but im tired of having to start a new free-play each time, go to shipyard, create ships, etc. etc. etc. Too time consuming. If not I understand.

i would like that to. i tried to search but didnt find it. please can you share?

EDIT: after looking in tech nexus. i found Showcase.
http://xrebirth.nexusmods.com/mods/280//?
spartanheyho
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Post by spartanheyho »

That was posted on nexus about 5 mins ago ... what luck!! HAHA!! OFF TO TEST!!!

EDIT: Kind of what I was hoping for but not quite. No specific spawn ships function like I saw in jokers video. Joker, if you read this and if you don't mind, I would like to use the debug setup you created for insta-spawning ships for testing.
Last edited by spartanheyho on Fri, 29. Nov 13, 11:58, edited 1 time in total.
G3n0c1de
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Post by G3n0c1de »

Well, capital ships will jump to the jump beacon in the other sector, and then boost to you. Fighters however, will not use the super-highways per-se. They should wait for you to exit the highway, and then a couple of seconds after you arrived (depending on pilot skill) they should appear just where you exited the highway. This is a small hack which I use to make the follower AI work with highways.
My capships haven't been jumping. They just sit there. Only after I add them to my squad do they jump.
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darthmoll
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Post by darthmoll »

spartanheyho wrote:That was posted on nexus about 5 mins ago ... what luck!! HAHA!! OFF TO TEST!!!

EDIT: Kind of what I was hoping for but not quite. No specific spawn ships function like I saw in jokers video. Joker, if you read this and if you don't mind, I would like to use the debug setup you created for insta-spawning ships for testing.

indeed no ship spawning option. i would like to make sure things work and how it works before i assign fleets. please share the script to spawn ships. :)

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