[SCRIPT] Race Military + Patrol Missions V1.10 : Updated 15/08/2006

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Cycrow
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Post by Cycrow »

mirror links are alternative download links if the main one doesn't work.

u only need to download from one place, as they all have the same file.

however, the current mirrors are down, so u can only use the primary one
viptir
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Post by viptir »

Just joined the Pirate Military yesterday. Am now running a parallel savegame till I can find a BBS mission to run with them. Ought to be interesting.
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Jathor
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Post by Jathor »

Cycrow wrote:[...] 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.
I am using version 1.10 of the Race Military script. This bug is still present. Until a fix is released is there a script way of letting know the patrol leader that the mission is over?

Doing a patrol mission that takes 15 min and having it end in a bugged way is frustrating. If I could have access to a cheat that I whould use only to circumvent this bug I'd be happy.
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dragonsblade71uk
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Post by dragonsblade71uk »

Not sure if it has been mentioned, but i`m low rep with most of the races (XTM Terran Flight leader custom start), and at the border sectors i`m getting offered too join the military. As I can`t go in the core sectors yet, kinda silly.
Is there no race noteriety check?
onewheeldoin200
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Post by onewheeldoin200 »

Hrmm, on a few patrol missions now I've encountered a seemingly invincible "Xenon LX". It's speed is about 300+, and it's loaded with HEPTs and only seems interested in attacking me. I tried dodging it for a long time in my little Buster but it eventually killed my entire flight and I just left the system. Is this an intentional part of the scripts? It's....kind of frustrating.

Edit: Otherwise I absolutely love the military script :)
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Sandalpocalypse
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Post by Sandalpocalypse »

invicible like bugged, or invicible like just one tough SOB?

LXs are pretty tough to start with and very hard to fight in light fighters...

The high speed though..heh. must be supertuned.
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Post by onewheeldoin200 »

Sandalpocalypse wrote:invicible like bugged, or invicible like just one tough SOB?

LXs are pretty tough to start with and very hard to fight in light fighters...

The high speed though..heh. must be supertuned.
Well, my whole patrol was beating on it pretty hard (including a nova with AHEPTs) and I didn't see the shields go down even one notch. It's either actually invincible or it has like 5GJ shields.

edit: to clarify, I'd already killed off all the other Xenon ships that attacked us, so there were 4 M4s and the Nova plus myself attacking the one LX, and the shields never budged.

edit2: Also, I've had my flight leader as an "Eclipse", where the ship is invisible. It sucks because the other ships don't follow him very well and the enemies don't attack him, just me :(
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Post by onewheeldoin200 »

Errr.....any news on this? I just ran into a flight of THREE Xenon LX's, all with completely invincible shields. I found that mass drivers do a little damage, but nobody else in my patrol ever has them so there's no way I can take down 3 LX's by myself with never-ending shields....if one shows up I just have to quit the mission by heading to the nearest jump gate :(
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Sandalpocalypse
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Post by Sandalpocalypse »

if you highlight them in the sector map unit list there should be a numeric listing of hull/laser/shield strength up top. What does it say? Also, if you scan the LX, what shield generators does it have?
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Post by onewheeldoin200 »

Sandalpocalypse wrote:if you highlight them in the sector map unit list there should be a numeric listing of hull/laser/shield strength up top. What does it say? Also, if you scan the LX, what shield generators does it have?
Actually, after looking at these screenshots it looks like they DO take some shield damage afterall...the last one is after beating on one of them for a few minutes with BPACs and MDs. Maybe my wingmen just aren't scoring many hits because...OH HEY THERE'S NO SHIP THERE :p (look at the screens)

There were three of them clearing out everything in Power Circle. Looks like these ones don't even have models (look at the screens...there's nothing there). Maybe that's the problem...the hits just aren't registering for shields or something? I don't know. I took one of them out with mass drivers (it was attacking a station by itself) but I can't handle the other two by myself in my little M4. One volley of those hepts and my shields are gone, and with no models there I can't tell what direction they're pointing

These things are going to make this entire sector a barren wasteland here :(

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Sandalpocalypse
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Post by Sandalpocalypse »

OK, the problem is either a patch that didnt quite work correctly or graphical overload or a perverse, uncaring universe. :]
onewheeldoin200
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Post by onewheeldoin200 »

Sandalpocalypse wrote:OK, the problem is either a patch that didnt quite work correctly or graphical overload or a perverse, uncaring universe. :]
Doesn't three of these things seem a little excessive for a "cadet" level mission though? Gah. It's killin me here. I'll get one of them down to maybe 5% health and then BAM they get lucky with a shot or two of BHEPT from their turret and I'm dead. :evil:

edit:
Ah, found a cheat script, they're destroyed now....not before taking out a trading station and every ship in the sector though.

And I just looked at the ship stats....the LX is some supercharged, overpowered addon ship that didn't come with the game? That's really lame...an M3 with 125MJ shields, 160+ speed, *two* BHEPT turrets and a bunch of AHEPTs out the front? Is there any way to remove this ship from my game without getting rid of the military script? It's a ridiculous adversary (not to mention an invisible one :p).
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Sandalpocalypse
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Post by Sandalpocalypse »

The LX is an M3+... it was added by egosoft. M3+s are significantly stronger than M3s but cost out da nose. You arn't really likely to take them out with an M4...

Thing is, its still called a M3 in game, so scripts that call up a random m3 will bring one up, which is your situation.

If I had to take one out with a buster, i would fire a group of missiles at long range and then keep salvoing wasps at him to distract the turrets until the missiles hit. Of course, that's expensive, soooo...
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dragonsblade71uk
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Post by dragonsblade71uk »

Having an odd problem with the leader shippdisappearing after it says "Form up on me".
I`m running XTM mod plus most of your scripts and XAI corp`s, plus some others.
Not sure what could be causing this odd one!
Anyone else having this problem?
onewheeldoin200
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Post by onewheeldoin200 »

dragonsblade71uk wrote:Having an odd problem with the leader shippdisappearing after it says "Form up on me".
I`m running XTM mod plus most of your scripts and XAI corp`s, plus some others.
Not sure what could be causing this odd one!
Anyone else having this problem?
Oh really, I thought the military script added it :(

And I did kill one of them with my buster...but I tried for about half an hour to get another one and I couldn't.
Cycrow
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Post by Cycrow »

dragonsblade71uk wrote:Having an odd problem with the leader shippdisappearing after it says "Form up on me".
I`m running XTM mod plus most of your scripts and XAI corp`s, plus some others.
Not sure what could be causing this odd one!
Anyone else having this problem?
i've not seen this happen before, will have to try and test it.

onewheeldoin200, if you realyl dont want the m3+ ships, you can edit the lib.cycrow.random2.m3 and remove them from there, and they will not be selected in the patrols. As the script was built before bala gi, they never took the m3+ into account
onewheeldoin200
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Post by onewheeldoin200 »

Cycrow wrote:
dragonsblade71uk wrote:Having an odd problem with the leader shippdisappearing after it says "Form up on me".
I`m running XTM mod plus most of your scripts and XAI corp`s, plus some others.
Not sure what could be causing this odd one!
Anyone else having this problem?
i've not seen this happen before, will have to try and test it.

onewheeldoin200, if you realyl dont want the m3+ ships, you can edit the lib.cycrow.random2.m3 and remove them from there, and they will not be selected in the patrols. As the script was built before bala gi, they never took the m3+ into account
Thanks Cycrow, I'll do that.

Only reason I'm whining at all is that otherwise I'm having a great time using the script. So....thanks for making it :D
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dude03
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Post by dude03 »

Gonna sound stupid but wheres is BBS?
Cycrow
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Post by Cycrow »

its the bulletin board system found when you dock at stations
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Post by matches »

I'm also having a problem with the leader ship stoping in middle of the sector, with no mission end. I understand your working on it, I just thought to post so you know.......... Is there a part of the script pack I can run to force the mission to end?

Thanks in advance, Cycrow!
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