script-XaiCorp Adv.Combat Project Ver. 3.12m update 04-02-05

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Jens4all
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Post by Jens4all »

..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 :D
Rettet die Bäume. Eßt mehr Biber!!
Carl Sumner
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Post by Carl Sumner »

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 :D
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. :D

P.S., And the Tuning Kit booster.
Tinker

"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
Poundra
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Post by Poundra »

Carl Sumner wrote:
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 :D
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. :D

P.S., And the Tuning Kit booster.
I also get this same problem.
I send my new ship to collect AI an other one is create after collection.
I am also running Xai corp AI 3.0b.
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Kailric
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Post by Kailric »

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????
Answer to first question is you should be just fine.

The answer is, the Xai AI stays intacked even if the player comes aboard. I figure the player knows his own name and what ship he is flying. I leave it this way so that when the player hits the autopilot he knows what Xai pilot is gonna be flying his ship and what level it will be.


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

THanks for feed back, let me know how it goes!!

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 :D
NO this is not normal behavior and will be fixed!!
InvrSmall wrote: At the bottom of the Pilot record, there are some stats named. Lost: 0 Kills: 0
When are they used ?
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.

Thanks for all the feed back guys...look for an update soon!!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
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Bléral
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Post by Bléral »

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...
L'hypertrophie de louveteau se palpe.
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Jens4all
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Post by Jens4all »

..I think theres a problem when you use the newest Version of Fight MKIII
and Xai Compat AI.
The Fight-Commandos disapear when you install the new one.
Is this right? :?

Ps: I need a Borg-Cubus to destroy the Universe!!!!!!
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Kailric
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Post by Kailric »

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...
I will have a look see over the weekend. I have not fully tested Fight Commands MK3 just yet but will do so!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
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Kailric
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Post by Kailric »

http://webpages.charter.net/kailric/Xai ... 203.0c.zip

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!

Thanks for the bug reports....
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
Freggel.Doe
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Post by Freggel.Doe »

Kailric wrote:Thanks for the bug reports....
thanks for updating your script...

greetings freggel
Carl Sumner
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Post by Carl Sumner »

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!
Thanks, Kailric. Great stuff! :D
Tinker

"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
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Kailric
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Post by Kailric »

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!!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
ticaki
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Post by ticaki »

Kailric 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!!
When is it ready for signing? If there are only little issues plz send it to scripts@egosoft.com we will find them :)

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
Zur Zeit nicht aktiv
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Kailric
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Post by Kailric »

ticaki wrote:
Kailric 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!!
When is it ready for signing? If there are only little issues plz send it to scripts@egosoft.com we will find them :)

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
Hey there ticaki,

Been with out power a few days because of hurricane Ivan. I will look over 3.0a as best I can this week and have a sumition ready by this weekend!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
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Kailric
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Post by Kailric »

Just an update on the next update :)

Didn't get all done this weekend as I had hoped.

I have worked out a bug or two and added a couple things to log files and such. Like the Xai core AI nav sats will all be named Xai Core Nav Sat automaticly now with its ID code replaceing the coordinates in the log readout.

I have reworked the missile defence scripts somewhat and the AI will do a better job at fireing and killing missiles. With 1.4, I have really shot myself in the foot as the AI is so good it puts the player ships at a disadvantage as they loose speed when hull takes damage and the enemy does not..will have to work this out!

The next big feature with this update will be the AI's use of the new Mrk1 Engine Booster.

Hopefully I will get somethings done this week!!!

Cheers!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
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Kailric
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Post by Kailric »

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!!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
Carl Sumner
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Post by Carl Sumner »

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!!
Thanks Kailric, good work. Looking forward to it! :D
Tinker

"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
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Kailric
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Post by Kailric »

Just another update on progress....

I am determined to get the AI to use missiles judiciously as judicious use of missile can mean the difference between winning and dieing. So far I am well pleased with the results. I have finally open the wrappers to 1.4 and seen what all I can really do now, as far as I can tell anyway.

I will be releaseing two new commands with the update...

Missile Protect command: where you can command a ship to watch your back and the backs of others in your wing from missile attacks. Best used on smaller fast scouts.
Missile Fire Mode: With this command the ship will attempt to tail its leaders victim and stay out of the laser fire area. It will monitor all incomeing missiles to the victim and when no missiles are inc it will fire one best suited for victim. If being fired apon and there is a chance to fire back it will do so. This has two uses..one it keeps the victim on its toes at all times and also more importantly keeps the aggresstion off smaller ships that are set to this command. If a smaller ship takes aggression from a Khaak M3 its toast in a matter of seconds. With this command it will last longer in battle. And the test I have run if you ship is faster than the victim and has a large payload it has a greater chance to survive than before. Just depending on ships involved in the battle.

Edit: in a test of this skill I arranged a battle between a Khaak M3 and some Pirates, an Orinoco, Bayamon, and a Mandy. They where all at max AI level with the Orinoco useing the Ion swap skill and starting at about 3500ms or less. In the first 20 battles they faught head on with no special commands...it was a clear when for the Khaak..as soon as one of the smaller ships attacked it, it would turn and make short work..leaveing the Orinoco all alone. Results in two trys was Khaak winning 10 to 0 and 9 to 1. In the next twenty battles The Mandy was set on missile defence and really saved the orinoco's arce several times. The Bayamon was set to Missile Attack Mode which he did get aggression from time to time but lived longer and helped out more. The results where first battle tie 5 to 5, the second the Pirates got one up on the Khaak as they win 6 to 4.


Cheers!!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
Poundra
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Post by Poundra »

Great work Kailric. Can't wait to try out the new features.
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Kailric
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Post by Kailric »

Another update on progress. I am much pleased with the current combat model and its fun to watch. I am currently testing out of sector combat. Depending on how things go this week wiether I get this uploaded or not. It maybe next weekend before I can get all I want done and the bugs worked out....stay tuned!
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
Asso
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Post by Asso »

Because there aren't many news about Marks Patrol MOD (Fight Commands MK3), i have a proposal. Could you implement the patrol-garison-resupply functions from that mod in yours? It would be nice, so please think about it. keep up the good work Kailric, i'm waiting to see your next update.
TEORIA DELL' IMPASTO: Più si va avanti, più ci si amalgama. Se hai capito é buona cosa.
Xai Corp Advanced Combat Project: http://www.egosoft.com/x2/forum/viewtopic.php?t=57712/
Fight Commands Mk3: http://www.egosoft.com/x2/forum/viewtopic.php?t=47420/

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