[SCR] MARS Fire Control (v5.25 - 16.02.13)

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Do you have lasers on board?
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Ranged66
Posts: 21
Joined: Mon, 18. Feb 13, 13:10
x4

Post by Ranged66 »

I do, i have 2 PAC"s aboard. I am going to buy more
soon.
Perfect way to make money for new players:
Buy: Magnetar, 2/3 M3/4's with fitting equipment.
GoTo: Pirate Sectors
Attack: Goner Rangers until they bail
Make: 2 million credits profit per Ranger
spacepimp
Posts: 8
Joined: Thu, 21. Mar 13, 01:28

Post by spacepimp »

hello, I cant find the MARS system anywhere to buy. I read the FAQ and I dont have any text error in the game either. I checked a lot of equipement docks / stations. I play AP, downloaded with Steam in the X3 pack, nothing modded.

I installed it in steamapps/common/X3, so what is going wrong here ?
spacepimp
Posts: 8
Joined: Thu, 21. Mar 13, 01:28

Post by spacepimp »

uh, anyone ?

I READ THE MANUAL, YES.
Last edited by spacepimp on Thu, 21. Mar 13, 17:39, edited 1 time in total.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

If MARS is installed properly then the ware should be in Equipment docks. It should be easy to find.
Last edited by DrBullwinkle on Thu, 21. Mar 13, 17:56, edited 1 time in total.
spacepimp
Posts: 8
Joined: Thu, 21. Mar 13, 01:28

Post by spacepimp »

The French manual says that you have to buy the MARS system in any equipement dock. Like the combat command MkI, etc.

I can read the english manual and obviously the french traduction is not very accurate.

What do I have to do to activate MARS ?


edit : it is also in the English manual, I quote :
"Required equipment:
Motion Analysis Relay System (sold in nearly all equipment docks) "

I'm lost.
spacepimp
Posts: 8
Joined: Thu, 21. Mar 13, 01:28

Post by spacepimp »

I must be incredibly stupid then. I installed it properly, did this 2 times, and nothing.

I saved/loaded my game to 'activate' the script. I followed all instructions, and still nothing.

Well, f** me I guess.

I quote again the 'manual' :
'MARS Menu / Configuration
• This should be set to a hotkey.
It controls practically all aspects of MARS, on your ship as well as on others.'


This 'should' be set to a hotkey ? How ? Where ? This is seriously over complicated.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Yeah, you're right. I just tried it: if MARS is installed correctly then you should find the ware at most equipment docks.

Do you see an Artificial Life plugin for MARS (controls use of MARS on NPC ships)? If not, then your installation is probably not complete.
spacepimp
Posts: 8
Joined: Thu, 21. Mar 13, 01:28

Post by spacepimp »

The installation is only a .zip to extract in the root directory of the game !!!

I dont understand what could go wrong, and what is going wrong.


edit : to make sure, I installed it in 'C:\Program Files (x86)\Steam\SteamApps\common\X3 Terran Conflict'

I'm playing Albion Prelude.

I see there is another 'addon' folder in the X3 TC folder. Should I extract the zip there instead ?


edit 2 : When trying to find the MARS system, I was flying a Sciron ( M6 ). I visited like half of the equipement docks in the universe, at least. There is definitely not any MARS system to buy anywhere.
Last edited by spacepimp on Thu, 21. Mar 13, 18:12, edited 1 time in total.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

spacepimp wrote:I'm playing Albion Prelude.

I see there is another 'addon' folder in the X3 TC folder. Should I extract the zip there instead ?
Yes, that should do it. AP's "home" is in the addon folder, so scripts and mods should be added there (unless specific instructions say otherwise).

Enjoy!
spacepimp
Posts: 8
Joined: Thu, 21. Mar 13, 01:28

Post by spacepimp »

DrBullwinkle wrote:
spacepimp wrote:I'm playing Albion Prelude.

I see there is another 'addon' folder in the X3 TC folder. Should I extract the zip there instead ?
Yes, that should do it. AP's "home" is in the addon folder, so scripts and mods should be added there (unless specific instructions say otherwise).

Enjoy!
Finally ! I should have try this before ! The Peace shall be delivered ! :D

Thank you !

protip : maybe add this in the manual :) ?
Binesi
Posts: 43
Joined: Mon, 15. Mar 10, 14:50
x3ap

Post by Binesi »

I tried this script a long time ago and I decided it balanced things too far in favor of capital ships to the point that fighters where a waste of money. Not fun when I'm such a carrier and missiles fan. However now I've tweaked things a bit with multiple scripts and it seems everything is working pretty well except when I go to collect crates. It seems having MARS active turns my turrets into 10km transporters that slurp up a whole zone of flying wares in seconds (when running the stock special command software).

I know this is an unresolved bug in the Smart Turrets script, but does MARS also have this problem? Or is it just something odd in my huge collection of running scripts? I'm not running Smart btw.. just remember uninstalling it because of that bug.

BTW: If you make a version for Rebirth I would love to see some of the turret target priority options like exist in AP. It is great to setup certain turrets to do something like missiles first, attack my target 2nd, attack fighters 3rd, etc. MARS is a bit too automatic for the control freak in me ;)
Abraxis86
Posts: 265
Joined: Fri, 11. Feb 11, 04:03
x3tc

Post by Abraxis86 »

Stupid question and sorry if it's been asked a million times before but...

if I want to use this for Albion Prelude, do i still just extract it to the Terran Conflict Folder like the installation instructions state or do I have to put it in the /Terran Conflict/addon folder instead?

Edit: After some research it would seem the answer is yes for the addon folder, but still unsure.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

The addon folder is AP's home folder.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Koritnaciino
Posts: 319
Joined: Sun, 26. Feb 06, 10:57
x4

Post by Koritnaciino »

Hi Gazz, just questions about feautures.

Can we expect that MARS commands will be available also in global commands, fleet commands, wing commands?
Can we expect new command "attack shields" or capture ..? Yes I know that smart turrets have something like this but you know less numbers of scripts better.
Can we expect stop launching drones when start jump sequence?
Drusek
Posts: 9
Joined: Tue, 8. Jan 13, 23:58
x3ap

Post by Drusek »

WHY WHY this stops shooting when target starts loosing its hull... :evil:
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Drusek wrote:WHY WHY this stops shooting when target starts loosing its hull... [?]
Page 5 of the manual?
Drusek
Posts: 9
Joined: Tue, 8. Jan 13, 23:58
x3ap

Post by Drusek »

DrBullwinkle wrote:
Drusek wrote:WHY WHY this stops shooting when target starts loosing its hull... [?]
Page 5 of the manual?
Nope. I always have it on "destroy target". I never touch this anyway.
I have to use "set priority target" all the times.
What my turrets do:
1. Shoot at target(s).
2. When target's shield are down they wait a bit or engage other targets if there are any.
3. They shoot some more at the target until its down to less then 50% of hull.
4. They wait again or engage other targets.
5. Finally if I'm still alive they try to finish the target...
Raaaak
Posts: 82
Joined: Fri, 29. Mar 13, 11:16
x3tc

Post by Raaaak »

I have the same problem, my guess is that MARS fires a salvo, bringing down the shields.
then starts looking for targets again, the enemy ship is now running away and is thus ignored in favour of something more interesting.

solution?

A) Get stronger weapons and one shot kill them.
B) Modify the script to prioritize targets where hull damage is likely. Even if hit probabilities are lower due to target evasive maneuvers.

I'd do B personally if I was any good at scripting.
Drusek
Posts: 9
Joined: Tue, 8. Jan 13, 23:58
x3ap

Post by Drusek »

MARS is just ignoring targets now that lost their shields...
Look at the screenshot, after the Xenon I lost their shields my turrets started shooting other things... like M3 fighter!? I have circled my 'bullets'. Before that all 3 turrets (front, left and right) were shooting at Xenon I.
http://i.imgur.com/gXOZrNa.jpg
settings:
http://i.imgur.com/JiRLfbP.jpg

Edit: in 7054 file I have changed

Code: Select all

<t id="20230"> Priority bonus for being able to do hull damage. </t>
<t id="20230"> Stripping the shields off 6 ships does... a whole lotta nothing. </t>
<t id="20230"> Default = 50  </t>
<t id="20231">1000</t>
<- set this from 50 to 1000 and it seems to work - turrets keep shooting at targets after they lost shields


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversized images now linked - Terre}

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”