but is that normal:
A pilot dies and generate a Navsat.
And when a enemy kill the Navsat, he generate
a Navsat again and again and again....??

Ps: I love XaiCorp. Software

Moderators: Scripting / Modding Moderators, Moderators for English X Forum
I have seen this, too. Also I do not get a new command to pick up the pilot. I have both Marks Fight MkIII and the Xai corp AI. I love both.Jens4all wrote:..sorry for my perfect english im german...
but is that normal:
A pilot dies and generate a Navsat.
And when a enemy kill the Navsat, he generate
a Navsat again and again and again....??![]()
Ps: I love XaiCorp. Software
I also get this same problem.Carl Sumner wrote:I have seen this, too. Also I do not get a new command to pick up the pilot. I have both Marks Fight MkIII and the Xai corp AI. I love both.Jens4all wrote:..sorry for my perfect english im german...
but is that normal:
A pilot dies and generate a Navsat.
And when a enemy kill the Navsat, he generate
a Navsat again and again and again....??![]()
Ps: I love XaiCorp. Software
P.S., And the Tuning Kit booster.
Answer to first question is you should be just fine.Kadaas wrote:I'm was running the 3.0 beta,Then I went to 3.0b and just overwrote the files upon install,Initiated the script.Did I miss the 3.0a beta somewhere or is my configuration fine?
Also I'm running the combined Russ mod with the Xai AI loaded in.may be a possible bug or I'm just thinking wrong on it. The ship I (the player ) am flying has a Xai rookie name and the level [0] at the ship description.Shouldnt it say Julin or what ever the players name is when your personaly flying it????
MajorYoshi wrote:Hey Xai,
It wasn't just the K's. I know the fighter drones did it and if I remember correctly there was a Pirate TS as well (not positive on that one though).
My game wasalso a touch frazzled at that point. I had a few UTs that would sit inside a fully stocked SPP (next to another almost fully stocked SPP) and say 'i can't find any jumpdrive fuel anywhere'...
Now, two things:
One, I hadn't noticed the behaviour of either of the above scenarios until installing the Advanced AI mod.
Two, One doesn't necessarily mean that your script did it.
As far as the UT issue is concerned, after uninstalling your script and reiniting the scripts, the UTs still were still doing the same flaky behaviour.
I've started my game over and will play for a bit to get some UTs back in action to see if the problem can be reproducable. I'm also going to do another install in a week or so (busy week ahead) and run your script with no others (even signed) to see if I see any issues. From there I'll install things one at a time to see if there is a conflict.
See what years of QA have done to me! *sigh*
Hope this helps some in the meantime.
Be well,
ShoSa Yoshi
NO this is not normal behavior and will be fixed!!Jens4all wrote:..sorry for my perfect english im german...
but is that normal:
A pilot dies and generate a Navsat.
And when a enemy kill the Navsat, he generate
a Navsat again and again and again....??![]()
Ps: I love XaiCorp. Software
Lost is the number of your ships the Xai pilot has lost in combat, kills is the numer of ships he/she was responsible for killing.InvrSmall wrote: At the bottom of the Pilot record, there are some stats named. Lost: 0 Kills: 0
When are they used ?
I will have a look see over the weekend. I have not fully tested Fight Commands MK3 just yet but will do so!Bléral wrote:Can you explain what are the possible conflicts with the FightCommands MK3 exactly? I'm trying to modify this to adapt it into french, but I'd prefer be sure it would stay usable with the Xai ACP...
Thanks, Kailric. Great stuff!Kailric wrote:Here is the latest update, this fixes the Nav. Sats respawning bug and the Collect AI command not appearing bug. Just copy scrits to your script folder!
When is it ready for signing? If there are only little issues plz send it to scripts@egosoft.com we will find themKailric wrote:Hey gang,
Just letting you know that my life isr really hecktic right now and will be for the next month or so. So I don't have as much time to work on this. But I check the PMs and Post nearly everyday so keep me informed of any bugs and I will work them out as soon as I can.
So far I believe there is a conflict with the FIght Commands mrkIII that causes your ships to stop in midspace...I will be looking into this
~Cheers!!
Hey there ticaki,ticaki wrote:When is it ready for signing? If there are only little issues plz send it to scripts@egosoft.com we will find themKailric wrote:Hey gang,
Just letting you know that my life isr really hecktic right now and will be for the next month or so. So I don't have as much time to work on this. But I check the PMs and Post nearly everyday so keep me informed of any bugs and I will work them out as soon as I can.
So far I believe there is a conflict with the FIght Commands mrkIII that causes your ships to stop in midspace...I will be looking into this
~Cheers!!
Greets ticaki
P.S. I need more ready for signing scripts from english scripters...
P.P.S. i have the version 3.0a but i need the current version
Thanks Kailric, good work. Looking forward to it!Kailric wrote:Found a bug that was causeing the advanced AI ships to not be as good as they could be. This was causeing the more skilled ships not to function as they should. As before when I was testing, in certain situations a high level ship against the default AI was on a 50/50 chance to win. Now they win nearly 100% of the time. Or at least I haven't seen them loose yet
Look forward to the next update!!! Comeing soon!!