[SCRIPT] Auto explore v1.2 + Deploy Satellite Network replacement v1.1 [2009-07-19]

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Tanjitsu
Posts: 31
Joined: Fri, 5. Dec 08, 01:41

Post by Tanjitsu »

Lovin the script, helps alot with openin the mapup as u get on with your tasks in hand :)

If i could add some notes or suggestions,

It would be nice to have maybe 2 Auto explore options.

1. bein as is, let it auto find new systems or explore the system u set it to.
2. U list sectors to explore that have maybe been previously found but need to be explored full to find rest of the gates ect.

Second option would mean u can still set him to work explorin, but in areas u already have to recheck or ones u entered but never explored, with out the need to reasighn sectors all the time.

Also as a side note, my explorers dont avoid Xenon sectors if they want to explore beyond them, they have Xenon set as foe but still attempt to cross and mostly get killed. :(
ThisIsHarsh
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Post by ThisIsHarsh »

@Tanjitsu: You can already use the stock Map Sector command to explore individual sector that weren't mapped properly before. Alternatively, you can start your explorer in the sector you think isn't fully explored and it will map that sector before moving on. I see what you are saying and it is a good idea, but for now at least I have too many other things to do.

As for the explorers not avoiding Xenon sectors, that is because they are using the stock 'move to sector' scripts to get to the next gate to explore. Until/unless someone writes an A* pathfinding script, this will be a problem for everyone.
Cycrow
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Post by Cycrow »

ThisIsHarsh wrote:As for the explorers not avoiding Xenon sectors, that is because they are using the stock 'move to sector' scripts to get to the next gate to explore. Until/unless someone writes an A* pathfinding script, this will be a problem for everyone.
funny u should mention that, as i have one working atm, just need to get some time so i can finish it and release it ;)
Tanjitsu
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Joined: Fri, 5. Dec 08, 01:41

Post by Tanjitsu »

Woot on both accounts :)
simtech1976
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Joined: Fri, 19. Dec 08, 09:51

Post by simtech1976 »

Hi, mod looks like a awsome idea :) - a noob question, do I need to download both the main file and the patch or is the patch for earlier releases ?

Thanks
simtech1976
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Post by simtech1976 »

no one know >>?? :)
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TSM
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Post by TSM »

simtech1976 wrote:no one know >>?? :)
Download the first one it works on mine :wink:
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Galaga
Posts: 79
Joined: Tue, 23. Dec 08, 07:36
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Re: [SCRIPT] Explorer Command Extension v1.2.1 (+ fixes) [2008-11-28]

Post by Galaga »

ThisIsHarsh wrote:This script adds two new commands under the Navigation menu: [Auto explore] and [Scan asteroids]. It is available in spk format[/code]
I'm sorry, I've never really messed with scripts in games before but what is a SPK file format? Nothing I've got will read/decompress it and googling only turn up some company called southlogic whose over-fancy flash sight was useless.
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Krewzur
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Post by Krewzur »

It's a package to make installing scripts easier, use it with Cycrows Plugin Manager:

http://forum.egosoft.com/viewtopic.php?t=218121
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Galaga
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Post by Galaga »

Oh, I see, I've only looked at a couple scripts so far and I just manually installed them, so I hadn't looked at the plugin manager.

Thanks for the help, and sorry for the silly question.
roqhart
Posts: 1
Joined: Thu, 1. Jan 09, 21:37

Post by roqhart »

Odd, this script doesnt work at all for me.

I don't see any of the new commands in navigation command. Yes i got the navigation command software installed in the ship, got pretty much em all incl mineral scanner. (wich is the one i want to use the most)

I got other scripts running and working perfectly. None that should conflict with yours tho, since none of them adds commands in the navigation menu.

Edit: except i got some Grax remove rocks (aaaa.remove.rocks.xml) - it's just the small rocks it removes, not atreroids. Could it be that?
DaWilko
Posts: 68
Joined: Thu, 27. Dec 07, 22:35
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Post by DaWilko »

Guys i've checked the usual haunts (EQ Docs, TC HQ) and can't find Exploration Command System for sale ingame, I have the script editor inplace and the SPK file up and runing in my plugins manager.
ookie007
Posts: 3
Joined: Mon, 19. Jan 09, 07:43

Post by ookie007 »

DaWilko wrote:Guys i've checked the usual haunts (EQ Docs, TC HQ) and can't find Exploration Command System for sale ingame, I have the script editor inplace and the SPK file up and runing in my plugins manager.

I'm having this problem as well, halp plz.
madpainter
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Joined: Sat, 6. Dec 08, 04:13
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Post by madpainter »

Try the equipment dock and NNMC at PTNI headquarters, I'm sure its at one of those.
Loner87
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Re: [SCRIPT] Explorer Command Extension v1.2.1 (+ fixes) [2008-11-28]

Post by Loner87 »

ThisIsHarsh wrote: I have also created a (temporary) fix for the issues reported in the stock Explorer implementation. Namely this attempts to fix:

[...]

:arrow: [Map Sector] bug, where jumpgates are not discovered. I'm not entirely sure about this one. It seems to perform better now, but there are still instances where jumpgates (and stations) are not discovered.

Is it fiexed in the current X3T version or the the fix is still needed ?
CaptObvious
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Joined: Sun, 1. Mar 09, 19:53
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Post by CaptObvious »

Download link is broken? Anyone have this file so I can grab it?
CaptObvious
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Post by CaptObvious »

Bump? Anyone have this script?
Atrocious
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Post by Atrocious »

(Link works (again))

Interesting script! I was thinking about the exact same thing. Currently my universe is explored (manually) but next time I start a game, I will definitely use this.

When I was thinking about about that script, I had some more ideas for it. So if you are still scripting, you could take them for your script, if you like them:

- I thought about giving a certain direction (NE, SW and so on) so the ship will go through northern sectors first, then if there are no more northern sectors, it will take an east sector and so on. That way, you could send multiple ships with different direction settings. But your version is probably just fine.

- I thought it would be cool to have the ships buying and deploying satellites automatically, when they find abandoned ships. Of course it would be good if they (additionally) send you a message with the location and status of the found ship.
ThisIsHarsh
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Post by ThisIsHarsh »

Update v1.2.2 + Deploy Satellite Network replacement

:arrow: Removed "Scan asteroids" command, since there is now a stock version.

:arrow: Added a somewhat more intelligent replacement for the "Deploy Satellite Network" command. No script files are replaced, the command is simply remapped. This version takes much the same input as the stock version, but searches for target sectors and places to buy Adv. Satellites more intelligently. It also, most importantly (IMO), uses the jumpdrive, refuelling as necessary, based on the ship's autojump and refuel settings. Basically a 'fire and forget' satellite deployment solution (until the ship gets destroyed by roving baddies).

:arrow: The two commands ("Auto explore" and "Deploy Satellite Network") have been split into two separate plugins - check the OP.
ThisIsHarsh
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Post by ThisIsHarsh »

Update: Deploy Satellite Network v1.1

:arrow: Added a preload menu allowing you to blacklist individual sectors. I got tired of my satellite deployment Mako getting killed by Split military in Argon Sector M148 ( :? ). Check the screenshot in the OP to see the new interface.

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