[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06
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I've been using this script for a few days now, I have 3 ensigns training away doing tours of duty around Argon Prime. I have a few questions
1. Am I doing the correct thing, or do I have to use the special script to speed up the promotion on one of my pilots so he can train the others?
2. Will they gain experience and eventually get promoted?
3. How many tours will they need to do before they get promoted
4. Do they have to be in combat to gain experience?
I really like the idea of this script. I can't wait to really see it in action with experienced pilots.
1. Am I doing the correct thing, or do I have to use the special script to speed up the promotion on one of my pilots so he can train the others?
2. Will they gain experience and eventually get promoted?
3. How many tours will they need to do before they get promoted
4. Do they have to be in combat to gain experience?
I really like the idea of this script. I can't wait to really see it in action with experienced pilots.
Oh look, I seem to at the bottom of a deep dark hole. That seems a familiar concept. What does it remind me of? Oh yes, now I remember, Life!
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Sadly this doesn't work...Myros wrote: re: moving pilots to ships with a pilot already in it ..... just buy an empty M5 or something and use the regular 'move pilot' command to move the pilot whos in the ship you want to use into the empty M5, that should clear the pilot data and allow you to move the combat pilot in.
Cheers,
Myros
I am trying to move a captain from a nova into a Albatross, but it doesn't work. The Albatros had a pilot from the game itself in it. Moving the pilot into a discoverer doesn't work, it remains in the TL.
Any ideas?
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That would be great! I'll PM you my e-maildwgh wrote:Million to one chance, but have you tried renaming him to Julian (or which ever the "proper" player name is for your startup)?
If you dont fancy trying to do a script for it (should be easy enough), give me a yell and I'll send you one.
Neither the new name nor the new ship works. The Ship simply flies to the station specified and does nothing.

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I hope Myros hasn't stopped developement on this wonderful script.
I'd like to see it have a few more options, like having assault carriers under the command of an admiral. Like having a few TLs with their own commander and full compliment of fighters in the fleet of an admiral in a M1. If the admiral detects a minor threat with his scouts he will dispatch the assault carrier to deal with it, while if he detects a massive force he will dispatch the entire fleet to deal with it.
I'd also like to see the ability to hire pilots with the rank of captain and under on the BBS. These should be very expensive, perhaps even requireing a salary. This way you could fill up your ranks a little faster.
Well hopefully Myros is around and doing well.
Spacey
I'd like to see it have a few more options, like having assault carriers under the command of an admiral. Like having a few TLs with their own commander and full compliment of fighters in the fleet of an admiral in a M1. If the admiral detects a minor threat with his scouts he will dispatch the assault carrier to deal with it, while if he detects a massive force he will dispatch the entire fleet to deal with it.
I'd also like to see the ability to hire pilots with the rank of captain and under on the BBS. These should be very expensive, perhaps even requireing a salary. This way you could fill up your ranks a little faster.
Well hopefully Myros is around and doing well.
Spacey
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I'd like to Echo what SpaceMonkey1119 just said:
Thanks very much for this script, Myros - using the terracorp pilot training program has added a lot of 'life' to my game. I currently have 9 task forces guarding the borders of the 'safe' part of my universe (the argon/boron home sector areas), comprising probably 150 or so Terracorp pilots at various stages of promotion. I have 2 Admirals, probably 1/2 a dozen vice-admirals and many captains, and the names and 'personality traits' really help to add a little colour to my fleet. I find the mod is also very nicely balanced; sector patrols using Terracorp pilots are significantly better than 'regular' patrols (in terms of ship stats) but this requires a lot of time/work from the player, which is great.
Here's how I use the terracorp pilots in my game:
I buy Jaguar Vanguards from the split for training up my pilots from noob-commander. Usually I'll buy 10 at a time, dock them into one of my Split Elephants, jump it over to Home of Light, and hire combat pilots in 2 batches of 5. After hiring 5 new combat pilots, I immediately get each of them to send me a report, so I can work out which are the pilots with bonuses. Those with a useful bonus get a * (asterisk) appended to their ship name (eg. 'Acorp M5*' - most of my M5s being called 'Acorp M5') so that I can tell in future which guys are the potential leaders without having to get a report generated each time. At the sime time, I immediately disband any pilots who happen to have the 'total loser' trait
To actually train these rookies up, I have 2 task forces in the 'safe' sectors, one covering the northern half of argon space, and one covering the southern half. Each of these consists of 1 Split elephant with a Vice Admiral as the task force flagship, 3 Novas and 1 M6 Centaur to deal with Khaak incursions and the occasional pirate, and 15 or so rookie pilots. There are occasional losses, but it's a dangerous universe. I guess that at least 80% of my rookies survive to become commanders, at which point they make a quick trip to Home Of Light to transfer themselves into a Nova ready to join one of my 'border patrol' task forces.
My largest and busiest task-force is based in Siezewell and the surrounding sectors. I have my 'first' Admiral here commanding his fleet from an Argon Colossus (The Argon are the only race with which I have enough rep. to buy the M1/M2 capships), 3 M6 centaurs and 12 or so Novas. Nova losses do happen occasionally (*wince* there goes 3-4 million) but generally my recruitment/training outstrips losses.
Other, smaller, taskforces are keeping the nearby pirate sectors firmly under control, and pacifying sectors in which I plan to expand my trading empire (currently the area around Ministry of Finance).
It's got to the stage where my trading empire (150 or so factories and 12 UTs) is mainly working to support the upkeep/growth/supply of my Terracorp-based fleet, which in turn is making safe new areas of the universe for my trading interests to move into. Nice.
Observations/Suggestions/Requests:
I really like SpaceMonkey's idea about recruiting advanced-level pilots from the BBS! I wouldn't worry about making them require a regular salery, myself, but do make them expensive initially! (e.g a at least a million for a full admiral, 1/2 million for vice-admiral, 250K for a captain). Once you have hired the guy he could be placed in a M5 docked in Terracorp HQ, ready for transfer to a more suitable vessel.
I would like the option of running regular 'combat patrols' (i.e standalone without a task force) in 'non-enemy' sectors. At present M3 pilots (commander and above) refuse to patrol in 'non-enemy' sectors, but my experience of the game is that the teladi sectors are at least as dangerous as the pirate sectors, and patrolling the Xenon sectors is clearly out of the question
Obviously you can use the task-force approach to have your M3s running in non-enemy sectors, but I've found that pilots promote quickest when you 'manually' train them in combat patrols, because they have no 'down time' (although the downside is the additional micromanagement).
M5s - occasionally I find that one of my M5s which has been emptied (when the pilot was granted a shiny Nova upon reaching Commander) will not allow me to hire another combat pilot when parked in Terracorp HQ. This seems to happen about one time in 5. Not a big problem, as M5s are dirt cheap and I always have 10 or so 'spares' as described above, just a minor buglet you may want to look at.
Leadership: the biggest problem I find is not getting my guys promoted, it's getting them enough leadership points. I have many pilots who are now at Captain or even Vice Admiral, but do not have enough leadership to get in an M6/TL. Obviously I understand the reasons for this; pilots only gain Leadership points when in an Leadership role (e.g, they are the lead pilot in a combat patrol) but I feel it might be nice if pilots accrued leadership (at a much reduced rate) even when not leading anything. Perhaps this should work only up to leadership 25, after which they need to get some 'real life' leadership experience to qualify for the 'big guys' (M1/M2).
Anyway, thanks again Myros for these excellent scripts. I've tried most of the non-cheaty scripts listed on the S&M forum, and of all of them this one is my favourite (although I would not like to do without Cycrow or LV's scripts either, thanks guys if you're reading
).
Andy N
Thanks very much for this script, Myros - using the terracorp pilot training program has added a lot of 'life' to my game. I currently have 9 task forces guarding the borders of the 'safe' part of my universe (the argon/boron home sector areas), comprising probably 150 or so Terracorp pilots at various stages of promotion. I have 2 Admirals, probably 1/2 a dozen vice-admirals and many captains, and the names and 'personality traits' really help to add a little colour to my fleet. I find the mod is also very nicely balanced; sector patrols using Terracorp pilots are significantly better than 'regular' patrols (in terms of ship stats) but this requires a lot of time/work from the player, which is great.
Here's how I use the terracorp pilots in my game:
I buy Jaguar Vanguards from the split for training up my pilots from noob-commander. Usually I'll buy 10 at a time, dock them into one of my Split Elephants, jump it over to Home of Light, and hire combat pilots in 2 batches of 5. After hiring 5 new combat pilots, I immediately get each of them to send me a report, so I can work out which are the pilots with bonuses. Those with a useful bonus get a * (asterisk) appended to their ship name (eg. 'Acorp M5*' - most of my M5s being called 'Acorp M5') so that I can tell in future which guys are the potential leaders without having to get a report generated each time. At the sime time, I immediately disband any pilots who happen to have the 'total loser' trait

To actually train these rookies up, I have 2 task forces in the 'safe' sectors, one covering the northern half of argon space, and one covering the southern half. Each of these consists of 1 Split elephant with a Vice Admiral as the task force flagship, 3 Novas and 1 M6 Centaur to deal with Khaak incursions and the occasional pirate, and 15 or so rookie pilots. There are occasional losses, but it's a dangerous universe. I guess that at least 80% of my rookies survive to become commanders, at which point they make a quick trip to Home Of Light to transfer themselves into a Nova ready to join one of my 'border patrol' task forces.
My largest and busiest task-force is based in Siezewell and the surrounding sectors. I have my 'first' Admiral here commanding his fleet from an Argon Colossus (The Argon are the only race with which I have enough rep. to buy the M1/M2 capships), 3 M6 centaurs and 12 or so Novas. Nova losses do happen occasionally (*wince* there goes 3-4 million) but generally my recruitment/training outstrips losses.
Other, smaller, taskforces are keeping the nearby pirate sectors firmly under control, and pacifying sectors in which I plan to expand my trading empire (currently the area around Ministry of Finance).
It's got to the stage where my trading empire (150 or so factories and 12 UTs) is mainly working to support the upkeep/growth/supply of my Terracorp-based fleet, which in turn is making safe new areas of the universe for my trading interests to move into. Nice.
Observations/Suggestions/Requests:
I really like SpaceMonkey's idea about recruiting advanced-level pilots from the BBS! I wouldn't worry about making them require a regular salery, myself, but do make them expensive initially! (e.g a at least a million for a full admiral, 1/2 million for vice-admiral, 250K for a captain). Once you have hired the guy he could be placed in a M5 docked in Terracorp HQ, ready for transfer to a more suitable vessel.
I would like the option of running regular 'combat patrols' (i.e standalone without a task force) in 'non-enemy' sectors. At present M3 pilots (commander and above) refuse to patrol in 'non-enemy' sectors, but my experience of the game is that the teladi sectors are at least as dangerous as the pirate sectors, and patrolling the Xenon sectors is clearly out of the question

M5s - occasionally I find that one of my M5s which has been emptied (when the pilot was granted a shiny Nova upon reaching Commander) will not allow me to hire another combat pilot when parked in Terracorp HQ. This seems to happen about one time in 5. Not a big problem, as M5s are dirt cheap and I always have 10 or so 'spares' as described above, just a minor buglet you may want to look at.
Leadership: the biggest problem I find is not getting my guys promoted, it's getting them enough leadership points. I have many pilots who are now at Captain or even Vice Admiral, but do not have enough leadership to get in an M6/TL. Obviously I understand the reasons for this; pilots only gain Leadership points when in an Leadership role (e.g, they are the lead pilot in a combat patrol) but I feel it might be nice if pilots accrued leadership (at a much reduced rate) even when not leading anything. Perhaps this should work only up to leadership 25, after which they need to get some 'real life' leadership experience to qualify for the 'big guys' (M1/M2).
Anyway, thanks again Myros for these excellent scripts. I've tried most of the non-cheaty scripts listed on the S&M forum, and of all of them this one is my favourite (although I would not like to do without Cycrow or LV's scripts either, thanks guys if you're reading

Andy N
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PS. Here's some info for those trying to get their terracorp pilots promoted to the highest ranks:
I believe that pilots reach Vice Admiral at 120 combat experience and Full Admiral at 240 combat experience (this takes some time
).
As stated previously you need a pilot to have 25% leadership (and Captain or above rank) in order for them to be able to use a M6/TL.
I don't know what the minimum leadership requirements are for M1/M2 ships - the docs/website tells us that the pilot needs to be V.Admiral for M2 and Admiral for M1, but not how many leadership points (it's quite possible to have a full admiral with 0 leadership). Only one of my guys is piloting one of these at the moment (An M1 Colossus, "Gilgamesh") and his leadership was 100% by the time he reached full admiral, so no problems there. If anyone knows what leadership percentages are required for M1/M2, please share!
Andy N
I believe that pilots reach Vice Admiral at 120 combat experience and Full Admiral at 240 combat experience (this takes some time

As stated previously you need a pilot to have 25% leadership (and Captain or above rank) in order for them to be able to use a M6/TL.
I don't know what the minimum leadership requirements are for M1/M2 ships - the docs/website tells us that the pilot needs to be V.Admiral for M2 and Admiral for M1, but not how many leadership points (it's quite possible to have a full admiral with 0 leadership). Only one of my guys is piloting one of these at the moment (An M1 Colossus, "Gilgamesh") and his leadership was 100% by the time he reached full admiral, so no problems there. If anyone knows what leadership percentages are required for M1/M2, please share!
Andy N
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Hey Myros, good script, but there is one thing that I cannot fathom. Why do pilots of rank Commander or higher refuse to patrol friendly sectors? I know this is a deliberate decision you made, but I feel it is not really the correct decision.
If I can make a suggestion, wouldn't it be better if pilots of commander rank or over can patrol friendly areas but not get promoted unless they make a significant number of kills? or even they have to patrol enamy sectors to get promoted, but can still patrol friendly sectors.
I only suggest this because some friendly sectors can be quite dangerous.
If I can make a suggestion, wouldn't it be better if pilots of commander rank or over can patrol friendly areas but not get promoted unless they make a significant number of kills? or even they have to patrol enamy sectors to get promoted, but can still patrol friendly sectors.
I only suggest this because some friendly sectors can be quite dangerous.
Oh look, I seem to at the bottom of a deep dark hole. That seems a familiar concept. What does it remind me of? Oh yes, now I remember, Life!
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I think that is far to cheap, considering how much work it takes to train them. 1 million for a captain, 2 million for a vice admiral and 4 million for an admiral is a bit more resonable.Lurker wrote:I really like SpaceMonkey's idea about recruiting advanced-level pilots from the BBS! I wouldn't worry about making them require a regular salery, myself, but do make them expensive initially! (e.g a at least a million for a full admiral, 1/2 million for vice-admiral, 250K for a captain). Once you have hired the guy he could be placed in a M5 docked in Terracorp HQ, ready for transfer to a more suitable vessel.
Use the Task Force addon in friendly sectors...Jackshyt wrote:Hey Myros, good script, but there is one thing that I cannot fathom. Why do pilots of rank Commander or higher refuse to patrol friendly sectors? I know this is a deliberate decision you made, but I feel it is not really the correct decision.
If I can make a suggestion, wouldn't it be better if pilots of commander rank or over can patrol friendly areas but not get promoted unless they make a significant number of kills? or even they have to patrol enamy sectors to get promoted, but can still patrol friendly sectors.
I only suggest this because some friendly sectors can be quite dangerous.
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The Fighter Base Commander script package includes a script called
a.reset.pilot
Run that manually on your ship and it will delete the pilot (go into the script editor, find the script, press r, select the ship and hopefully hey presto).
Alternatively, if you can do simple scripts, just rename the pilot to the default.
a.reset.pilot
Run that manually on your ship and it will delete the pilot (go into the script editor, find the script, press r, select the ship and hopefully hey presto).
Alternatively, if you can do simple scripts, just rename the pilot to the default.