[BONUS Plug-In] Basic Patrol Commands v1.03 [4-1-05]

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

Version 1.0 does not, it attacks closest enemy.
The next version should include target prioritization logic.
It will be out soon™ ;)
"Nature's first green is gold" . . . stay golden.
Z0diac
Posts: 213
Joined: Fri, 6. Aug 04, 19:43
x3

Post by Z0diac »

Well, get ready for a great, non-technical question:

Where do you buy this thing? Check all EQ docks of all races, but I cant find it! The readme isnt helping either ;)
Signatures are for the wicked.
matthewfarmery
Posts: 4177
Joined: Fri, 9. Apr 04, 17:49
x3

Post by matthewfarmery »

You don’t need to buy it, I think all you need is fight Command 1+2 and an M6 and it will appear, even if I’m wrong about the software that M6 would be useless without it
=
Z0diac
Posts: 213
Joined: Fri, 6. Aug 04, 19:43
x3

Post by Z0diac »

Wuh?

M6? It only works with M6 ships?

*Checks readme*

Gawddamnit... So I need to buy a M6 for EVERY fightergroup I wanna let patrol? :o I dont get it...
Signatures are for the wicked.
User avatar
Duodecimal
Posts: 88
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Duodecimal »

Anything less than an M6 isn't really worth using for sector patrol. You'd be replacing even M3s an awful lot.
matthewfarmery
Posts: 4177
Joined: Fri, 9. Apr 04, 17:49
x3

Post by matthewfarmery »

Duodecimal wrote:Anything less than an M6 isn't really worth using for sector patrol. You'd be replacing even M3s an awful lot.
Indeed

I wouldn’t use M3s, I would recommend also using just sector patrol and don’t bother with multi sector patrol, why? What’s the point of have a M6 patrolling multi-sectors when the khaak pays a visit to another? Outcome? No M6 to fight off the khaak.

Would be nice if M6s that are equipped with jumpdrives automatically jump to the sector in question, defeat the khaak before resuming patrol. Could that be done?
=
Scarecrow
Posts: 5408
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Scarecrow »

Haven't installed this one yet. I'm thinking that a roving patrol to cruise through and help out the resident defenses might be the way to go. This way you don't strip the sector of its defenses.

Might put together a Titan with Centaur escorts as a patrol.
fchopin
Posts: 3625
Joined: Fri, 12. Mar 04, 13:38
x3

Post by fchopin »

Scarecrow wrote:Haven't installed this one yet. I'm thinking that a roving patrol to cruise through and help out the resident defenses might be the way to go. This way you don't strip the sector of its defenses.

Might put together a Titan with Centaur escorts as a patrol.
Even the Hydra and Dragon can be useful now because you can asign them as wingmen to your Titan and they want fall behind when the action starts.
When there are no more games it is time for music.
ticaki
Posts: 4861
Joined: Wed, 6. Nov 02, 20:31
x3

Post by ticaki »

*update*
description look into the first post.

Greets ticaki
Zur Zeit nicht aktiv
APOLLO13
Posts: 67
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by APOLLO13 »

My my someones working late and on a Sunday too. Thats true dedication ticaki :)
Z0diac
Posts: 213
Joined: Fri, 6. Aug 04, 19:43
x3

Post by Z0diac »

Hmm, allright then. But I guess I am long way off then. Cant even afford 1 M6 yet.

Come on, SPPs, daddy needs a new GHEPT...
Signatures are for the wicked.
Spark
Posts: 504
Joined: Sat, 27. Mar 04, 20:47
x2

Post by Spark »

Somebody might wanna update the readme with new date and version number?
Also the latest changes in a seperate section maybe? Just like the big boys do? (Yes, I saw the bold typeface :P )
Argh! How often do you want me to repeat this? :)
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

ack. that's the problem with rushing things out the door.
The code should work at least :p
I don't think fixing the readme warrants re-release, but I'll try to remember for next time, if we do make another code revision.
Thanks. Sorry :)
"Nature's first green is gold" . . . stay golden.
User avatar
Charlie Whiskey
Posts: 1728
Joined: Thu, 11. Mar 04, 10:37
x3tc

Post by Charlie Whiskey »

Got a suggestion - what about having the patroller override its friend-foe setting when one of my assets come under attack? i.e. it will take out the attacker and then resume its original friend-foe setting. Normally I don't bother the pirates because they are good customers, but sometimes they need to be pulled aside and disciplined. :roll:

And a question for the patrol multiple sector command - how well does the game handle traffic through the gates? The last thing I want to happen while driving my Mammoth is a head-on collision with one of my own destroyers! :o
"WhiskeyCorp - The universe's local monopoly" (TM)
Rathgar
Posts: 266
Joined: Tue, 11. May 04, 08:45
x2

Post by Rathgar »

When I used Mark's Fight Command Mk III script in an old game, I never had an issue with head on collisions, so long as I allowed the autopilot to do the final gate docking sequence. Had a few bumps when I didn't do so. :o :shock: :( :evil:

fchopin -
The great thing about this script is that pairs of hydra-dragon teams can now cover multiple sectors... put the Hydra on the lead, and let the Dragon bat clean-up. Do three sector patrols and you will RARELY ever run into a point where they don't get to a fight fast enough (especially if you max their engine tunings). The few times that they didn't, it was due to a cluster spawn that appeared directly over a gate... Even an M6 in system won't help there unless you are really lucky.

ticaki/burianek -
I have one issue with the prices... a thought (or two) really. Why, am I paying my crew for my M6 26,280,000 credits per year? Even if there are 30 crew, that is still nearly a million credits a piece. Huh? That's more than the cost of the ship!

Also, why, if I am having my 12 million credit piece of military hardware (assuming the M6 above) patrol a friendly races sectors, do I not have the ability to negotiate a protection deal with them? I am sure that the locals would be happy to hear that there sector defenses just got a significant boost against any enemy incursions (even if I am only going after Khaak, I'll still be lessening the burden on the local defense forces). At the least, they should be happier with me (small, slow race relations improvement?). At most, I should be making money from the locals after having signed a mercenary defense contract (with penalties for losses to friendly shipping in sector not to exceed the pay I could recieve).

Also, if I have a police licence... shouldn't I at least get a cut of the crews confirmed bounties? They are, after all, using MY hardware. And yes, I know that you get no benefits from kills by your fleet, but if you are talking about REAL live crews, I would assume that they would buy such a license (and that I would be in a position for a cut of the bounties as owner of the ship).

Again, I do think that there should be some recognition that you are doing the locals a favor. Obviously, in pirate or unknown/unowned sectors, I'm on my own and should pay up. Just my thoughts, and no disrespect meant. Still a very fun (and useful) script. :D
- Of all the things I've loved and lost, I miss my mind the most.

- Please do not look into laser with remaining eyeball.
GCU Grey Area
Posts: 8353
Joined: Sat, 14. Feb 04, 23:07
x4

Post by GCU Grey Area »

Rathgar wrote: The great thing about this script is that pairs of hydra-dragon teams can now cover multiple sectors... put the Hydra on the lead, and let the Dragon bat clean-up.
Works well, but DON'T put A-PPC's on the front of the Dragons.

Since the patrol script wingmen use 'attack target of...' rather than 'protect...' it seems that they will open fire as soon as the target comes into range (rather than waiting until the lead ship is attacked, as happens with 'protect...' orders).

Since the Dragon's A-PPC has a longer range than the G-HEPT on the Hydra it means my Dragons keep starting the fights & getting shot at. Rather negates the whole point of pairing them with Hydras...oh well, off now to nerf the guns on my own ships...
xalien
Posts: 2252
Joined: Fri, 12. Mar 04, 01:03
x4

Post by xalien »

Charlie Whiskey wrote:Got a suggestion - what about having the patroller override its friend-foe setting when one of my assets come under attack? i.e. it will take out the attacker and then resume its original friend-foe setting. Normally I don't bother the pirates because they are good customers, but sometimes they need to be pulled aside and disciplined. :roll:
A very good suggestion - I was thinking to post it myself. Alternative way would be option to ignore ships with homebase assigned cuz those usualy never bother you, they are here just buy your booze :) .
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

It's a good suggestion, but would be notoriously difficult to implement.
Sorry.

And the price is pretty low when you think about it.
Yes, your yearly figures seem high but that's not a realistic way of thinking about it.
Are you really going to put 365 days x24 hours = 8,760 hours of game time in? Even if you did, you're likely to own the entire unverse and not bat an eye at 10s of millions of credits. In my game, I owned 22 factories 4 game days in. I'm just stressing that game time does not equal real world time.
A better way of thinking about it is this:
an average SPP, nothing spectacular, will earn roughly 20-30k credits / hour.
So a single SPP can support upwards of 5 m6 patrols.
I don't think that's expensive.
"Nature's first green is gold" . . . stay golden.
KarlHemmings
Posts: 1940
Joined: Sun, 8. Feb 04, 19:04
x4

Post by KarlHemmings »

Been using this script since release - it is the dogs bollo.. sorry it is very good.
I had a patrol (M6 + 3M3 + 4M4 mulit sector) in CBNW under attack - lost two M4s and everything else reduced to arounf 2% hull. Repaired and instructed to patrol multi sector and off they went.


Is this script going to get pilot levels?
1 - sector
2 - multi; 2 sector
3 - multi; as you want
4 - jump drive - trainee; delivered at cost; jumps 1 sector
5 - jump drive - two sector
6 - jump drive anywhere in patrol limits based on risk (at cost) and pilot transfer; special commands software transfer pilot as per SDS.
Cost
As before plus pilot get bounty for each kill
M1/M2 = 5,000,000
M6 = 1,500,000
(Helps stop OOS Bounty Hunter Exploit)
M3 = 1000
M5 = 200

Level = kills * factor

I know how to activate the script editor - however I am not good enough to use it.
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

a german scripter, merlinschmidt, is working on an obscenely complicated patrol script. His script has something like 20 levels of pilot experience. It should get signed eventually, but signing complicated scripts takes some time.

These basic patrol commands are meant to be just that. Basic, relatively inexpensive, and easy to use. No levels, jumpdrives, or any other bells and whistles will get added to this script. Sorry, you'll have to wait for merlinschmidt's.

Suggestions for improvements to core, basic functionality are very welcome however.
"Nature's first green is gold" . . . stay golden.

Return to “X²: The Threat - Scripts and Modding”