[SCRIPT] Race Military + Patrol Missions V1.10 : Updated 15/08/2006
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Sounds good!
Some others idea:
1) A carrier is under siege by enemy forces. You're asked to fly there and try to rescue it. (this could be in single one version [I mean, you're alone] although this is a bit unrealistic] or with different patrols you've not to rendevouz with. Under some way, this misssion is similar to defend a station from yaki assault.
1a) The carrier is being being sabotated and until a short period of time can't launch its own fighter (it was one of the missione in Wc2 and Wc5). You've to destroy more enemy wave until the carrier can launch its own ship again.
1b) Of course, even an Mk2 could be fine.
1c) About the offenisve forces -> any type from m3 till m1
1d) Of course your job could be either to destroy the ship instad than protect it
2) Follow a ship (similar to one of the plot mission and under some way inspired at Star war V ) in different sector until she rendevouz with other (enemy) ship. Than an ambush with the spawn of military ship of your own side to kill the traitor.
The traitor has stolen, f.e., some military equipment.
3) Teladi or argon (and so on) are tired about the presence of enemy ships in their sector. They've decided to make a deep strike in one of Khaak - Xenon sector. (It is similar to mission invasion execpt you are the invader)
4) defend a trasport frme enemy assault. I think it's not necessary rendevouz with him.
Oh by the way: Thanks again for your scripts!
Some others idea:
1) A carrier is under siege by enemy forces. You're asked to fly there and try to rescue it. (this could be in single one version [I mean, you're alone] although this is a bit unrealistic] or with different patrols you've not to rendevouz with. Under some way, this misssion is similar to defend a station from yaki assault.
1a) The carrier is being being sabotated and until a short period of time can't launch its own fighter (it was one of the missione in Wc2 and Wc5). You've to destroy more enemy wave until the carrier can launch its own ship again.
1b) Of course, even an Mk2 could be fine.
1c) About the offenisve forces -> any type from m3 till m1
1d) Of course your job could be either to destroy the ship instad than protect it
2) Follow a ship (similar to one of the plot mission and under some way inspired at Star war V ) in different sector until she rendevouz with other (enemy) ship. Than an ambush with the spawn of military ship of your own side to kill the traitor.
The traitor has stolen, f.e., some military equipment.
3) Teladi or argon (and so on) are tired about the presence of enemy ships in their sector. They've decided to make a deep strike in one of Khaak - Xenon sector. (It is similar to mission invasion execpt you are the invader)
4) defend a trasport frme enemy assault. I think it's not necessary rendevouz with him.
Oh by the way: Thanks again for your scripts!

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fun mod...err script?...anyways i like it so far...im just hopein it wont mess with my startrek ships (kinda interesting to see 6 or so excellsior class ships in formation around other various sized argon cap ships)...i love this one...thanks cy
:D:D:D:D:D
mod/script creation +6, you now have the ability to creat even better kick @$$ mods/scripts! (LOL) anyways keep it up and im likin this thing....my universe is now so active i barly have time to get borde...hehe

mod/script creation +6, you now have the ability to creat even better kick @$$ mods/scripts! (LOL) anyways keep it up and im likin this thing....my universe is now so active i barly have time to get borde...hehe
Teladi Next Minute Shipping®
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Hello, I've tried everything I can think of before posting here. I'm having a bit of trouble with the script, which is doubly annoying from reading this thread as it sounds great!
I've installed it (using Cycrow's excellent script manager), but I can't take part in any missions. I find a message on a BBS saying that a new military shipyard has been created and I can find and dock at it fine. But then I go into the BBS of the military shipyard and there are no messages there that say anything about missions, or about joining up. I've had a similar problem with the assassins guild missions, which I suspect isn't a coincidence as they work in much the same way.
I'm running the latest version of X3 (2.0.02), and have tried disabling all other scripts I have (except the community extended mod pack). Sorry if this is something really simple I'm missing.
Any help would be appreciated, thanks!
I've installed it (using Cycrow's excellent script manager), but I can't take part in any missions. I find a message on a BBS saying that a new military shipyard has been created and I can find and dock at it fine. But then I go into the BBS of the military shipyard and there are no messages there that say anything about missions, or about joining up. I've had a similar problem with the assassins guild missions, which I suspect isn't a coincidence as they work in much the same way.
I'm running the latest version of X3 (2.0.02), and have tried disabling all other scripts I have (except the community extended mod pack). Sorry if this is something really simple I'm missing.
Any help would be appreciated, thanks!
"In the beginning there was nothing... which exploded." - Abridged 'Big Bang' theory
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Cycrow, I've a question.
How many Military stations get spawned PER Race? Just one, or more?
The reason I ask is this:
I'm running XFP, and as I'm I'm sure you're aware, it uses a custom map. now, on that map, some of those sectors have no name. This means that, since the Military script(s) spawn stations in random locations, you CAN end up with them being spawned in sectors that have no name. What then happens is that the BBS message tells you the race has built a new station in sector "null", and that makes it incredibly difficult to find...
Could be almost anywhere! Lol.
What I've done(on my own personal version), is modify the spawning script and given it a set location for each race - a sector owned by said race, and a sector with a definite name.
But that's why I need to know if it'll spawn more than one. Can you tell me?
Also, I had an interesting development just yesterday. I was invited to join the Yaki military, which I didn't expect. I went along with it, but this posed two problems.
1) You can't view your Yaki military status in the list. Yaki don't show up.
2) I accepted a Patrol mission, joined up with a leader, and off we went... but the patrol never seemed to end. After about half an hour, I got fed up and flew off, only to be told I'd strayed too far and the mission had failed. But in all honesty, the Yaki sector hadn't been attacked by any Kha'ak or other enemies for at least twenty minutes(and THAT was only 'cos I'd summoned some Kha'ak with a script I'd written, after 10 mins of nothing to kill), and so there was no enemy to shoot at. We were just milling around doing nothing. How long should the mission last before it's declared a success and you are credited with that success?
How many Military stations get spawned PER Race? Just one, or more?
The reason I ask is this:
I'm running XFP, and as I'm I'm sure you're aware, it uses a custom map. now, on that map, some of those sectors have no name. This means that, since the Military script(s) spawn stations in random locations, you CAN end up with them being spawned in sectors that have no name. What then happens is that the BBS message tells you the race has built a new station in sector "null", and that makes it incredibly difficult to find...
Could be almost anywhere! Lol.
What I've done(on my own personal version), is modify the spawning script and given it a set location for each race - a sector owned by said race, and a sector with a definite name.
But that's why I need to know if it'll spawn more than one. Can you tell me?
Also, I had an interesting development just yesterday. I was invited to join the Yaki military, which I didn't expect. I went along with it, but this posed two problems.
1) You can't view your Yaki military status in the list. Yaki don't show up.
2) I accepted a Patrol mission, joined up with a leader, and off we went... but the patrol never seemed to end. After about half an hour, I got fed up and flew off, only to be told I'd strayed too far and the mission had failed. But in all honesty, the Yaki sector hadn't been attacked by any Kha'ak or other enemies for at least twenty minutes(and THAT was only 'cos I'd summoned some Kha'ak with a script I'd written, after 10 mins of nothing to kill), and so there was no enemy to shoot at. We were just milling around doing nothing. How long should the mission last before it's declared a success and you are credited with that success?
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there are more than 1 station for each race created, i cant remember the exact number however, but im planning on creating an option so you can set the number of stations created, its a new feature in the plugin manager.
also, the patrol missions is a know problem where sometimes the leader gets stuck at the center of the system, which i've not been able to solve yet, im planning on creating a timeout so at least the missions will end fine. The fact it was a yaki mission was most likly just a coincidence.
however, the yaki miltary isn't complety finalised yet which is y theres no status, ill be working on specific pirate missions for the yaki miltary at some point
also, the patrol missions is a know problem where sometimes the leader gets stuck at the center of the system, which i've not been able to solve yet, im planning on creating a timeout so at least the missions will end fine. The fact it was a yaki mission was most likly just a coincidence.
however, the yaki miltary isn't complety finalised yet which is y theres no status, ill be working on specific pirate missions for the yaki miltary at some point
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That all sounds good, Cycrow. I look forward to the next installment, but may I make a suggestion?
In the interests of compatibility with mods that use custom maps(XFP for instance, and no doubt X-tended very soon), could you make it so that the military stations are always created in standard ES sectors? Pref. those owned by the correct race. That way, we should eliminate the risk of them being spawned in sectors that have no name, and get termed "sector null"(which, as I say, could be anywhere) in the BBS messages.
For instance, suppose there are to be 3 per race:
Argon[1] could be Argon Prime
Argon[2] could be Omicron Lyrae
Argon[3] could be Montelaar
Just for example, though those particular sectors needn't be the precise ones ultimately. They're just examples... but you get me drift, yeah?
Also, I've noticed that the Military Stations(and also the Guild ones) don't sell anything. Seems a shame. Might you consider putting some products in?
For the Military, I wondered about having them sell Weapons Forges and Missile Factories; for the Mercenaries' and Assassins' Guilds, combat vessels, and for the Merchants' Guild, TS, TP and TL vessels. The idea being that, since the Guild stations aren't affiliated to any particular Race, they might perhaps sell ships of the appropriate Classes, but of DIFFERENT Races. That would make them unique, and set them apart for the standard Racial SYs.
Just a suggestion for you. Hope you don't mind?
In the interests of compatibility with mods that use custom maps(XFP for instance, and no doubt X-tended very soon), could you make it so that the military stations are always created in standard ES sectors? Pref. those owned by the correct race. That way, we should eliminate the risk of them being spawned in sectors that have no name, and get termed "sector null"(which, as I say, could be anywhere) in the BBS messages.
For instance, suppose there are to be 3 per race:
Argon[1] could be Argon Prime
Argon[2] could be Omicron Lyrae
Argon[3] could be Montelaar
Just for example, though those particular sectors needn't be the precise ones ultimately. They're just examples... but you get me drift, yeah?
Also, I've noticed that the Military Stations(and also the Guild ones) don't sell anything. Seems a shame. Might you consider putting some products in?
For the Military, I wondered about having them sell Weapons Forges and Missile Factories; for the Mercenaries' and Assassins' Guilds, combat vessels, and for the Merchants' Guild, TS, TP and TL vessels. The idea being that, since the Guild stations aren't affiliated to any particular Race, they might perhaps sell ships of the appropriate Classes, but of DIFFERENT Races. That would make them unique, and set them apart for the standard Racial SYs.
Just a suggestion for you. Hope you don't mind?
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well, some of the guild and miltary stations will sell stuff but only when u level up, when your a low rank they wont have anything for sale at them.
i will be adding some custom miltary ships at some point that you can install seperatly as XSP files, basically they will be like normal ships but slightly more tuned miltary versions
i will be adding some custom miltary ships at some point that you can install seperatly as XSP files, basically they will be like normal ships but slightly more tuned miltary versions
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