[MOD] Manual Command Extension v0.10.2 {Discontinued}

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Petroph
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Post by Petroph »

Squelch wrote:Hello,

Thanks for your work on this. It really does help.

I'd like to report a bug/misfeature concerning this mod and construction ships.

You are using menu option 2 for "New Orders" but when an architect is on board a construction ship, menu option 2 allows orders to be given to them. This appears to overwrite the "New Orders" entry therefore making it unavailable.

The upshot is - The construction craft cannot be told to stay put, so will follow the player needlessly as per vanilla behaviour. The "hold position" order needs to be given before an Architect is on board otherwise.

May I suggest you use menu option 4 instead? I haven't seen this used in the "Comm" context for pilots and captains.
Would recommend that you do not issue orders to the construction ship "WHILE" it is deployed, and "Linked" to a built station. Doing so will most likely cause problems in the future if you want to extend your station.
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Jack08
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Post by Jack08 »

Petroph wrote: Would recommend that you do not issue orders to the construction ship "WHILE" it is deployed, and "Linked" to a built station. Doing so will most likely cause problems in the future if you want to extend your station.
It should reject any orders while deployed anyway... mine is so broken its not funny at the moment - my station manager hijacked it and its now trying to trade, and my station production is stuck lol
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Petroph
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Post by Petroph »

Jack08 wrote:
Petroph wrote: Would recommend that you do not issue orders to the construction ship "WHILE" it is deployed, and "Linked" to a built station. Doing so will most likely cause problems in the future if you want to extend your station.
It should reject any orders while deployed anyway... mine is so broken its not funny at the moment - my station manager hijacked it and its now trying to trade, and my station production is stuck lol
Ya I noticed that the first time I built a station.

The manager pretty much does anything. So i just managed the station on my own, and not use a manager :P

On that not, I noticed a bug that if you issue a move to sector command "WHILE" docked to the ship you are issuing it to, the game will lock up and freeze.
Zakuak
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Post by Zakuak »

Does the "escort me" command fault / cancel out if you dock with the ship you gave the order to?

Sorry wish I was at home to test it out myself but I plan on raising total hell in X-R tonight with CSE and MCE mods.....just want to make sure I don't fall into any loop holes resulting in my cap ships being bungholed by the PMC ( I am going to kill them all).
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Petroph
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Post by Petroph »

Zakuak wrote:Does the "escort me" command fault / cancel out if you dock with the ship you gave the order to?

Sorry wish I was at home to test it out myself but I plan on raising total hell in X-R tonight with CSE and MCE mods.....just want to make sure I don't fall into any loop holes resulting in my cap ships being bungholed by the PMC ( I am going to kill them all).
Im trying to do that right now, however, my Taranis likes to leave and form up in front of me like 10-15 km away from where I want it to attack.


Jack, would it be possible to get something together to "Attack" a specific target? That would make battles so much more appealing.

Edit: Ya, been trying to get my taranis to defend me, because I have a enemy taranis chasing me everywhere I go. And my taranis sits there and escorts me 10-15 km away. Would be great for an attack target command. Its getting frustrating knowing that my capital ship won't help me effectively.
Last edited by Petroph on Tue, 26. Nov 13, 00:09, edited 3 times in total.
Squelch
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Post by Squelch »

I had downloaded the latest, but somehow omitted to apply it. *facepalm*
Jack08 wrote:
Petroph wrote: Would recommend that you do not issue orders to the construction ship "WHILE" it is deployed, and "Linked" to a built station. Doing so will most likely cause problems in the future if you want to extend your station.
It should reject any orders while deployed anyway... mine is so broken its not funny at the moment - my station manager hijacked it and its now trying to trade, and my station production is stuck lol
Thanks for the heads up on that. I was mainly thinking of keeping the constructor in "safe" space before I built, but sadly I've corrupted my save games somehow, so I'll have to retry.
foxtrot76
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Post by foxtrot76 »

Jack08 wrote:i need to point out here that battle-state code doesn't exist, the currently implemented and disabled battle-state commands were a test of a built in command that didn't work as i expected it to, The code does not run by itself.

As for the turrets themselves, i've seen them shoot when they have blue lights before, i dont think they correctly respond to active/inactive. Im not sure what could be causing the passive-aggressive cycling, ill look into it.
Many thanks for clarifying the situation, your work is very much appreciated. Concerning the behavior of the turrets since it doesn't seem to be caused by your script nor command extension script I wouldn't be surprised if the issue is to be found in the vanilla code...
Once again many thanks for your time and effort in looking into this matter.
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Petroph
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Post by Petroph »

Well, I finally had the time to get a good fight with my Taranis. Managed to get my Taranis to go up against a Xenon N class destroyer. Needless to say, it was a VERY close battle, and there is SOO much potential in this game in regards to capital ship combat.

For those more interested in what I did:

In the beginning I went ahead and tried to test out Battlestate Red, which didn't really help. So I used the Escort command, "While" it was being attacked to prompt the engagement.
On that note, Xenon Ns are definitely not meant to be F'd with one on one, as their laser cannons will rip anything lower than Taranis apart withing seconds.

Hopefully we will have more options in the future for this game, to hopefully spice up a variety of capital ships, rather then just a handful to choose from.

Check it Out :D

http://youtu.be/JyNNzpF29CA
PREDATOR490
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Post by PREDATOR490 »

The game is broken beyond belief and Egosoft completely useless when situations like this happen in game:

[ external image ][/img]

1 Taranis
2 Heavy Sul
4 Balors

VS.

1 Xenon Branch 9

Result: They all died except the Taranis which just got stuck in a stalemate. I ended up being the only one doing damage to the Branch 9 which is equally stupid.
The Taranis shot once or twice but spent more time keeping its distance.

I gave them a full compliment of crew all edited to max skills in every field with a compliment of drones.
Tried the Escort Me command - Nothing
Tried the Patrol command - Nothing
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Petroph
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Post by Petroph »

PREDATOR490 wrote:The game is broken beyond belief and Egosoft completely useless when situations like this happen in game:

[ external image ][/img]

1 Taranis
2 Heavy Sul
4 Balors

VS.

1 Xenon Branch 9

Result: They all died except the Taranis which just got stuck in a stalemate. I ended up being the only one doing damage to the Branch 9 which is equally stupid.
The Taranis shot once or twice but spent more time keeping its distance.

I gave them a full compliment of crew all edited to max skills in every field with a compliment of drones.
Tried the Escort Me command - Nothing
Tried the Patrol command - Nothing
Strange. I've been at it all day, seems to work like a charm for me. I tell my ship to move to my position, somewhere that would intersect the enemy ship. Then as the enemy ship starts to open fire I do the escort command, and boom. Full weapons fire.

Here some screens of a battle I just 10 mins ago.

http://i.imgur.com/GEIIe3U.jpg

http://i.imgur.com/4G0355N.jpg

EDIT: Re-sized pics so they didn't mess up these forums.

The edit still didnt make the images fit the forum rules, image tags removed - Ketraar
foxtrot76
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Post by foxtrot76 »

Could this explain the conflicting behavior of turrets? http://forum.egosoft.com/viewtopic.php? ... 34#4253334

The last few post are interesting regarding multiple scripts doing the same things running simulaneosly.
Zervox
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Post by Zervox »

Question about the patrol script, I gathered from move.patrol there is functionality which makes it possible to only orbit station select stations in a zone without having to move throughout the entire zone, I guess this isn't supported in this mod yet? if it will support it that is.

I directly changed my save file adding a move.patrol to one of my taranis ship's commander <entity><script> part and it executed by only moving around my selected station(by not defining start and end zone and identify patrol object by its current in-game script id), which made it very responsive to incoming ship threats and it was able to rip apart a Branch 9 and 4 vanguards attacking from two sides, it was really fun watching.
BlueSabor
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Post by BlueSabor »

Petroph wrote: I noticed a bug that if you issue a move to sector command "WHILE" docked to the ship you are issuing it to, the game will lock up and freeze.
I’m getting the same & all tabs after “call pilot”

Campaign save.
https://www.dropbox.com/s/5rkow1fxg3mnx2y/save_001.xml

ps it could be a conflict with other mods.
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Petroph
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Post by Petroph »

BlueSabor wrote:
Petroph wrote: I noticed a bug that if you issue a move to sector command "WHILE" docked to the ship you are issuing it to, the game will lock up and freeze.
I’m getting the same & all tabs after “call pilot”

Campaign save.
https://www.dropbox.com/s/5rkow1fxg3mnx2y/save_001.xml

ps it could be a conflict with other mods.
Seeing as the only mod i had installed at the time was the MCE I doubt it was a confliction.
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Cyllie
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Post by Cyllie »

Petroph wrote:
BlueSabor wrote:
Petroph wrote: I noticed a bug that if you issue a move to sector command "WHILE" docked to the ship you are issuing it to, the game will lock up and freeze.
I’m getting the same & all tabs after “call pilot”

Campaign save.
https://www.dropbox.com/s/5rkow1fxg3mnx2y/save_001.xml

ps it could be a conflict with other mods.
Seeing as the only mod i had installed at the time was the MCE I doubt it was a confliction.
[No Fog] is nice too, it makes everything "look" better and increases performance if you have issues there

[Better Cockpit] is really well done also, now that it has been updated....I highly recommend it
BlueSabor
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Post by BlueSabor »

Petroph wrote: Seeing as the only mod i had installed at the time was the MCE I doubt it was a confliction.
Just thought, as I have about 10 mods installed. :)
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Jack08
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Post by Jack08 »

Sorry the next release is taking its time guys. im doing a full rewrite for better compatibility and easier extension.
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Cyllie
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Post by Cyllie »

Jack08 wrote:Sorry the next release is taking its time guys. im doing a full rewrite for better compatibility and easier extension.
Take your time and make it great!
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Petroph
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Post by Petroph »

Cyllie wrote:
Jack08 wrote:Sorry the next release is taking its time guys. im doing a full rewrite for better compatibility and easier extension.
Take your time and make it great!
What he said. :D
Scoob
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Post by Scoob »

Jack08 wrote:Sorry the next release is taking its time guys. im doing a full rewrite for better compatibility and easier extension.
Nice. It's amazing how much you learn during the initial development of a mod. I suspect its inevitable that you end up being critical of your own work and pulling it apart! I did that with my own cap ship hull shield mod, then Bobucles went and beat me to it with his own version while I was having a day off from tweaking lol. Ah well, my mods remains just for me now.

I suspect you'll aim to release after you've incorporated any tweaks the upcoming v1.18 patch makes necessary? I don't know if ES will be takling any of the combat issue in this one...

Scoob.

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