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DrBullwinkle
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Post by DrBullwinkle »

Language File Update

Improved Boarding

Improved Boarding (DrBullwinkle's Hacked Version)

Versions 1.23.04c and 1.24a:
- Fixed German language file (thanks, TBlues!)
- Added French language file (thanks, mystermask!)




Regarding the Experimental Version 1.24:
65 downloads and not a single report after asking for test reports in huge letters?! *Heavy sigh*.

Can I assume that the Experimental Version is working for everyone? Can I safely remove the link for the older version 1.23.04?
rand__
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Post by rand__ »

Just dled the new version and will test it tomorrow -
had to gain notoriety for the old ware thats why i couldnt test it ingame yet;)

First try wit the old one (1.24) - i wondered when using "Board from all Ships" why they didnt use the Boarding Transporter i had distributed all around...

Can "Board from all" use Telep when all ships have it installed and keep in range (follow me/target directive) ?
Spacewalk never worked well for me; but maybe its way better now;)
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DrBullwinkle
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Post by DrBullwinkle »

rand__ wrote:Just dled the new version
Of what?

will test it tomorrow
OK. Then why post today?


First try wit the old one (1.24)
If you mean Improved Boarding, then 1.24 is the new version. 1.23.x is the old version.


when using "Board from all Ships" why they didn't use the Boarding Transporter
The hotkeys for "Board from..." and "Board from all ships" start normal boarding commands. It does not make sense for ships other than the player ship to use the Boarding Transporter:
  • AI pilots cannot keep their ships within range for the Boarding Transporter.
  • The target ship can only hold n+1 marines, so transporting more than that number of marines makes no sense at all.


Spacewalk never worked well for me; but maybe its way better now
Spacewalk boarding is vastly improved, especially in versions 1.24+. I have only tested with spacewalking from the player ship.
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joelR
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Post by joelR »

DrBullwinkle wrote:
will test it tomorrow
OK. Then why post today?
Hes just being friendly.
rand__
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Post by rand__ »

So,
after testing *Improved Boarding v1.24.a* today using Transporter i had the following issue -
the ship was not handed over to me but remained "abandoned" in space after the marines had hacked the core.
It was not claimable either.
Interestingly the marines on board (?) jumped ship in the end -
at least thats what it looked like, the Atlas had 15 marines on board and i picked up about 10 hostile marines with home Atlas...

Additionally there was an additional "Boarding Craft" flying around which was under my control but it didnt do anything.

Spacewalking didnt do much, the marines usually flew around with 28m/s waiting for pickup instead of going after the target ship with the jetpacks.
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DrBullwinkle
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Post by DrBullwinkle »

Hmmm... sounds as if nothing worked at all. Perhaps due to XRM?

Try 1.23.x.
rand__
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Post by rand__ »

Well it transported ok;)

And i noticed that the "hostile" marines actually landed in my marines list after i teleported them in - but i've no idea whether that's the usual behavior or whether they should have ended up in Passengers instead ... There i've got two "Unknown Objects" instead;)
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DrBullwinkle
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Post by DrBullwinkle »

The marines are normal. Unknown Objects in your passenger list are unusual... but not caused by Improved Boarding.
rand__
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Post by rand__ »

Some more tests with Improved Boarding -
works well now with Boarding Transporter Device, Message is still wrong (effective range 2,5km, message says 1km) but 2,5 is a good value... doable with heavy ships as well:)

Issue - i can start 2 transports right after each other from the same ship to the same target (happenend accidently, 3 sec diif, both run through)...

And i looked at the boarding craft from last time - supertuned scabbard with 726 m/s speed :o
Is that from IB?
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DrBullwinkle
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Post by DrBullwinkle »

That is not an issue; it is a feature. Being able to board with multiple parties is important against some ships.

Yes, the Scabbard is from Improved Boarding 1.24's spacewalk feature. However, it should disappear after the boarding op.
rand__
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Post by rand__ »

Well i agree on multiple parties but i suppose that depends on the amount of marines transferred per boarding operation...

Is that not max # of marines target ship can hold?
So too tight a transport is kinda useless... unless

Or is that "player choice" then? Me personally would have said one transport after the other... prolongs the time to send over 40 marines to that Xenon ship ;)
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DrBullwinkle
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Post by DrBullwinkle »

The Boarding Transporter sends the maximum number of marines that the target can hold.

If you use a proper boarding ship (Sirokos) then you can send two waves of marines.
rand__
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Post by rand__ »

I use an Angel;)
Just need someone to keep the shield down but that works ok.

Btw whats the max shield for Transporter? It didnt complain at 8% for me...

And the german language T file is mixed german/english in the 124a package;)
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Paddyy
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Post by Paddyy »

There is a scene in the new Star Trek Movie that reminded me of "Improved Boarding" while watching. ^^
[ external image ]
Definitely an unique way of boarding a ship, but I liked it alot.

P.S.: Why didn't they teleport them near the ship?
shabitz
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Post by shabitz »

Signal Targeted - early warning?

I've been trying to troubleshoot this one but since you can't predict when a ST or UT gets attacked it's sort of difficult. So, I get an alert that one of my ships is under attack. I go to that system and look and I have no assets in system other than a satellite. However as of recent I've kept an eye on it and about 10 to 30 seconds later a TS will show up in system.

So i'm wondering if a satellite isn't being attacked. How is a ship supposed to be targeted if it's not even in system yet? I don't know if its a good or bad thing. On one hand its nice to have an early warning to react before it happens on the other. On the other hand it's semi unrealistic to be targeted and not be in system yet. It's one of those things I can kinda overlook, tap SETA and then manually remove him if he doesn't jump on his own.

Anyone else have this same behavior? I've looked back through this thread and not seeing anyone report similar behavior.
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DrBullwinkle
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Post by DrBullwinkle »

Which version? If v1.07, then that is intended behavior. Your ship already jumped away from danger. So, of course, there should be no enemies in the system.

The log file may show more details... maybe.

If you do not want the Emergency Jump behavior, then use v1.05.
shabitz
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Post by shabitz »

1.07

I don't think they jumped away as I would of seen a notification of such, Normally I get the alert at the bottom of the screen saying taking up work in such and such sector. I don't get that at first. I'll hear... You're ship is under attack in xxx sector. I go there look, and nothing there except for pirates. Wait 10 to 30 seconds one of my ships shows up and gets attacked soon after. I've even seen this happen in systems I don't have a satellite in. Map will be fogged over, I get the alert. I go check. Wait 10 to 20 seconds or so and boom my UT shows up and pirates right there on the gate now attacking him.

Unless I'm catching a 2nd ship each time entering system which may be the case. I'm going to have to get a video of this to show you, otherwise you're not going to believe it. I've just come to expect it. :P
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DrBullwinkle
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Post by DrBullwinkle »

You're over-thinking it, Shabitz.

They emergency jumped because you installed "Signal Targeted with Emergency Jump". They are *intended* to jump before you can react.
shabitz
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Post by shabitz »

DrBullwinkle wrote:You're over-thinking it, Shabitz.

They emergency jumped because you installed "Signal Targeted with Emergency Jump". They are *intended* to jump before you can react.
I'm not over thinking it. I understand the part about emergency jumping. I expect that to happen. However the whole part about jumping before reacting is BS. I sat down tonight and took 18 minutes of video to find you this 1 min 30 second clip of what I'm seeing.

http://www.youtube.com/watch?v=iCVRvgOPets

Now the ship did jump as expected. I'm saying that you get the alert before the ship even gets into system. So somehow the ship gets predictive targeting, foresees events in the future if you will ...
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DrBullwinkle
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Post by DrBullwinkle »

OK, then you're not thinking it through then. ;)

There should *not* be any enemies in the ship's sector after the alert. Why not? Because the ship already emergency jumped.

Use v1.05 if you want to try to rescue ships being attacked. If it is a TS, though, you'd better better be quick about it. :)

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