[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06

The place to discuss scripting and game modifications for X³: Reunion.

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

X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it »

Thanks for the update, Myros.

The task force fleet attacks sounds very cool, but I'm not sure I can see a 'proper' use for it in X3 as it is. Is it perhaps intented for when you want to attack a Xenon sector or something, or when you decide to cut reputations with one of the races and wipe them out? :twisted:

I can see some great uses for it when combined with some of the other scripts, though, like Cycrow's mercenary missions where you get Khaak invasions. You can send in your task force and fight side by side with them.

Also it's good for the defualt Xenon invasion missions.

But perhaps it could also be an option to have some BBS-missions, maybe only in the TerraCorp HQ in Home of Light? Could be all sorts of missions specifically 'designed' for a task force, and only available if you have at least one task force operational.

Anyway I'm really looking forward to having the X-Universe bustling with my Elite forces!

Ooh, another thing that would be great was if there were certain ships that were only available to TerraCorp pilots. Ok I'll go away now...
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

Well, for me it is a good script, i will use it a lot. With a Task Force i don't have to micromanage (sp?) my ships to defend sectors where i have stations or traders running. I put the ships and the Task Leader will manage all the fleet and make decissions without me. They will patrol, they will scort my traders, they will attack any enemy force... and i can send they to attack enemys in any sector when i need that. But they are autonomus, they will do their work and save me a lot of time.

About the problem with the jumpdrives, ecells, etc, what the fleet need is a TS (for example) with the ability to buy the ecells the fleet needs, and give the ecells to the carrier and/or M2/M6 in the fleet. The best option is to allow only to make jumpdrives when the carrier and all M2/M6 in the fleet have jumpdrives. Then, you only have to command the fighters to dock in the carrier and make the jumpdrive. If you don't have a carrier (M1 or TL), then they will not make any jumpdrive operations.

Another interesting option will be to make that when a ship docks in the carrier, it will take all the items it needs to operate. For example x number of x type of missiles, ot take a shield if it have lost one in the last battle. That feature will be a great adition to the fleet, and with only one TS or maybe some M3 you will have your carrier always with all what the fleet needs.
User avatar
BugMeister
Posts: 13647
Joined: Thu, 15. Jul 04, 04:41
x4

Post by BugMeister »

- I've kitted myself out with a couple of Jaguars ( lovely ships..!!) - do I have to take them to Terracorp HQ to install a pilot in the other - I keep getting a (violet?) warning message?

- is there a handy manual-type thing for this mod, it looks complex?
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

Again about the operations with jumpdrives. It's all about the ships in the attack force. If you use the Xai Fleet Support you only need to asign a ship/ships to supply all M1, M2, TL and M6 in the fleet with energy cells. Then...

If the attack force is a mix of M5, M4 or M3, no attacks with jumpdrive.

If the attack force is a mix of M5, M4, M3 and/or M6/M2, no attacks with jumpdrive. Or maybe only the M6/M2 will jump.

If the attack force have a TL or M1, then the small fighters will dock in the carrier, and the force will use the jumpdrive only if the M1/TL and/or M6/M2 have jumpdrives and energy for the jump.

That way you only have to check if the large ships have jumpdrives and energy cells for the jump, and it is easy to have that ships with ecells using the Xai Fleet Support, because the large ships are the smaller part of your fleet.

Now, it will be nice if someone make a script that supply all the fighters docked in a carrier (M1 or TL) with missiles or shields when needed, based in the class of the ship (M5, M4, M3). So, when a wing of fighters return from a mission, the script will check if they need missiles (and what type of missiles) or if they have lost a shield, and the fighter will take what it needs.

The use of the Task Force Addon, the Xai Fleet Support and a script that supply the docked fighters with missiles or shields will be very very nice.
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

You have to have 3 M5's to start (as well as whatever you are flying)
Have the 3 ships dock at terracorp and get your pilots using the "special" command.

If you goto http://www.neuralstudios.com/work/cpilots/ and print out that web page you will find it tells you what to do :) :)
BugMeister wrote:- I've kitted myself out with a couple of Jaguars ( lovely ships..!!) - do I have to take them to Terracorp HQ to install a pilot in the other - I keep getting a (violet?) warning message?
- is there a handy manual-type thing for this mod, it looks complex?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

What have people been naming their ships??

I'm having a nightmare doing mine especially when it comes to transferring pilots to new ships..

I have my ships "split" into wings of 12 ships, 4 groups of 3 in each wing, eg:

Wing 1
Federation T Buzzard Sentinel AA001
Federation T Buzzard Sentinel AA002
Federation T Buzzard Vanguard AA003

Federation T Buzzard Vanguard AB001
Federation T Buzzard Vanguard AB002
Federation T Buzzard Vanguard AB003

Federation T Buzzard Vanguard AC001
Federation T Harrier Vanguard AC002
Federation T Harrier Vanguard AC003

Federation T Buzzard Vanguard AD001
Federation T Harrier Vanguard AD002
Federation T Harrier Vanguard AD003

and so on upto

Wing 4
Federation T Buzzard Vanguard DA001
Federation T Harrier Vanguard DA002
Federation T Harrier Vanguard DA003

Federation T Buzzard Vanguard DB001
Federation T Harrier Vanguard DB002
Federation T Harrier Vanguard DB003

Federation T Buzzard Vanguard DC001
Federation T Harrier Vanguard DC002
Federation T Harrier Vanguard DC003

Federation T Buzzard Vanguard DD001
Federation T Harrier Vanguard DD002
Federation T Harrier Vanguard DD003

As you can see it is becoming a naming nightmare when I have to rename ships etc after transferring pilots over to newer/better ships. I am using a spreadsheet on my other computer just to try to keep track of everyone.
So anyway, was wondering how others solve this problem..
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 »

There is already a mod for X2 called "Sector defence MK1"

Within the zip file is a readme that describes the features more closely.

Maby you can implant something of it

- Multi sector defence
- Selfrecharging of all part taking ships with EZ and Rockets (M5-M1)
- Selforganisation of carriers
- up to 25 military ranks with gaining console controls and skills
- Pilot training also throug player and so on....

www.egosoft.com/x2/forum/viewtopic.php?t=628899
X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it »

LOL Wanderer, I haven't stumbled upon the naming problem yet, as I have a vast fleet of 3 M5s so far:

Jaguar Raider Trainer I
Jaguar Raider Trainer II
Jaguar Raider Trainer III

:D

And BugMeister, I agree those are some cool looking ships! :)

By the way just as I understand correctly:

There are no commands other than 'Tour of Duty' so far until the add-on script comes out, right? So the only thing we can do at this point is to train pilots to prepare for the more interesting stuff?
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

NZ-Wanderer wrote:What have people been naming their ships??
My idea is similar. I will use squadrons of 12 ships, with 4 wings of 3 fighters each. I will name the squadrons (for example Rhino Squad) and the wings with Alpha, Beta , Gamma and Delta.

M5VA [Rhino Squad] Alpha 1
M5VA [Rhino Squad] Alpha 2
M5VA [Rhino Squad] Alpha 3

M5VA [Rhino Squad] Beta 1
M5VA [Rhino Squad] Beta 2
M5VA [Rhino Squad] Beta 3

Where M5VA is M5 Vanguard Argon (M5A), or M5 Sentinel Boron (M5SB). The last of course is the name of the wing and the number of the ship in that wing. I will use insect names for the M5, small animals names for the M4 and big animals names (like Rhino) for the M3.

I will use unique names for M6 and bigger ships, but i allways use the M5VA or M1A in the name. For example M2A Mjolnir.

It's simply and nice. First you read the class of the ship (M5, M4), then the model, Vanguard (V), Sentinel (S), then the name of the Squad (in the fighters) or the (unique) name of the ship if it is a M6 or larger ship. The last is the name of the wing and the number of the ship in that wing for the figthers.

If you want you can add a number to know how many ships of that class you have. For example M3AV001 [Rhino Squad] Alpha 1. And you can name new pilots in training with a [Training Squad].
Last edited by Anoik on Fri, 6. Jan 06, 00:42, edited 1 time in total.
EidolonsFury
Posts: 459
Joined: Mon, 7. Nov 05, 03:35
x4

Post by EidolonsFury »

On the subject of naming, you can always try real ship names. It wouldn't make much sense on the M5's and M4's, but when you start getting into the larger ships. Plus, it will allow you to for a more human relationship with the actual ship, hoping that it survives, rather than just a statistical number.

Here's a couple good links to use, when all else fails.
http://en.wikipedia.org/wiki/List_of_sh ... tates_Navy

http://en.wikipedia.org/wiki/Category:R ... ship_names
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Thanks for the ideas guys, will definetly have a look at those ideas, they sound a lot better than mine :) :)
Anoik wrote:My idea is similar. I will use squadrons of 12 ships, with 4 wings of 3 fighters each. I will name the squadrons (for example Rhino Squad) and the wings with Alpha, Beta , Gamma and Delta.
EidolonsFury wrote:On the subject of naming, you can always try real ship names.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

Version updated to 1.3. Some fixes and tweeks and gets things ready for the addon that will be released this weekend.

Shield transfer when moving ship is now need based.
A bit better keep-up rate for wingmen when leader is in M5.
Critical fix to the repair routines (requires stopping all current tours, you only need to do this if you have had any system freezes when a tour gets into combat ...otherwise just let the current ones run out before starting any new ones)
And a few other things.

http://www.neuralstudios.com/work/cpilots/

Im hard at work gettign the Task Force addon polished up .... ran into what I thought was a bug because the TF commanders kept sending out large groups of M5s instead of M3s, M4s ..... spent like 4 hours trying to figure out why, then remembered there is that bug in the game that thinks the Argon Disco is an M4 ..lol, dam game.

Anyway, should be sunday at latest for addon release.

Myros
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

Nice Myros, you are making a great job with that script :thumb_up: . I can't wait to test your next addon.
EidolonsFury
Posts: 459
Joined: Mon, 7. Nov 05, 03:35
x4

Post by EidolonsFury »

Thanks for the script, I'm about to try it out. I had just installed it today, and was ready to test, and then swinging by here I see you've got v1.3 out, so update and then test for me.
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Many thanks for 1.3... - Have downloaded it and will start trying it our shortly...

The shields on a Need only basis will be a godsend, I was getting sick of having to get my ships to come to me so I could transfer one shield out and return it to the M5 :) :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
unfunfofmpc
Posts: 300
Joined: Sat, 12. Nov 05, 19:37
x3

Post by unfunfofmpc »

About Ship Naming: A script that takes a standardized name as input, and the ship type (not just class, but also race type: Elephant, Albatross, etc.) and goes through each ship that matches the criteria and changes the name to: input + i, where i is incremented each time a new ship is found. Thus, you would have the following result:

input = Destroyer
type = Titan
sector = Scale Plate Green
3 Titan M2s found belong to player race, renamed accordingly...
Destroyer 1
Destroyer 2
Destroyer 3

Of course, this would only work if integers are automatically converted into strings by the script engine. Otherwise, a conversion method is needed first.
X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it »

Thanks for the update, Myros! Great job. It'll probably be a weekend spent in front of the PC...

Bought 9 additional M5s last night, and now have 4 trainer squadrons in Argon Prime.

Tip for those who plan on using Split Jaguar Vanguards:

There is a glitch in the game, so that when you buy the L versions, there isn't enough room for 4 APACs, so you'll only get 3 installed by default. After the purchase you have to increase cargo space by one, and then install an additional APAC afterwards.

I recommend using the Jaguar Raiders found in Cho's Defeat. They come with a triplex scanner integrated when you buy them. As you may know, M5s can't normally fit triplex scanners (size M), so this is a nice thing to have for those scout ships. Discos can have them, but they can't fit APACs.

Regarding naming, I've also included the pilot traits in the name, just so that I know where they are. It doesn't look very tidy, but it'll do for now, like

Jaguar Vanguard Trainer 06 [Born Leader] (or Insightful, Very tough, etc.). I'll rename the ships I move them to of course.

Myros, would it be possible to create a system that displays the traits of the pilot somewhere without generating a report? Also the various levels (exp., leadership etc)? Maybe after the pilot's name, like the ranks for UTs? Like "Ensign Steve Hess (Born Leader, 10, 0, 1, 17) for trait, leadership, experience, combat rank, age (or whatever the order is).

Really starting to enjoy this. I feel that this script will make X3 into a 'you're not alone'-game more than any other scripts I've seen so far, and that my game has reached a new level of depth. Thank you once again for creating this.
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros »

On naming -

Pilots: have to be careful there, the pilots name can already be pretty long when you add in the rank, first and last name. At first I tried adding in some other elements like combat exp but it ended up looking kinda ugly. And the pilotname is the only place where we can put info where it is always visible other than the ship name. I figured just leaving that to the report function was cleanest and least cluttered.

Ships: When a ship joins a task force it is tagged with the fleet Id number. So say you have a ship called Alpha 1, when you assign this to a task force it will then look something like Alpha 1 (TF-5). It will save the old name and reset it back to the original if the ship leaves TF-5. I normaly wouldnt add anything to a name but quickly saw that it can be a nightmare trying to remember which TF you assigned a ship too. And having to use the report button just to find out was a pain. So figured in this case it needed done. Now when you look at the ship list its easy to spot all ships belonging to any particular TF, and the leader can be spotted too because his tag says (TF-5 Ldr), which was criticial for knowing where your TF leaders are in case you need them.

For my own ship naming I tend to stick with batches in simple names.
My first group of M5s will be Alpha 1, Alpha 2, Alpha 3 up to however many I buy in the batch. Then say I buy a new batch a few hours later they become Beta 1, Beta 2 etc

That way I always can tell my earliest (and hopefully highest ranked ships) at a glance, and likewise can see the newest additions too. I dont change the names until they get an M6 or higher then I personalize it ... and name them sonething cool. If your going to rename a ship after it has joined a TF, best to have it leave a TF , change the name then rejoin, that will reset the name/old name.

Testing went well last night, used a test TF of 3 M6s - 12 M3 - 12 M4s and 12 M5s (no discos ;p)

The TF lost half its M5s during recons and all its M4s ... in a sector attack (think mini-assault) looks like they got hit by 2 clusters, the M4 is a problem ship not quite tough enough for front line but to slow for good recon. The M3s proved their value 100%.

Only lost one M3 to what I think was an asteroid ;p And the M6s were launched to attack 3 times, each a good victory.

I think this babies ready :) It will likely need some tweeking later based on feedback but I think its ready to handle it. Will double check my used command slots #s are free today and add the last of the reports/feedback and it should be uploaded tonight.

Myros
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Hmmm, My wings are still stuck at Lieutenant and I still broke :( - so unless you can give me a fix to promote 1 or 2 real quick I won't be able to try out the addon....
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik »

Myros wrote:The TF lost half its M5s during recons and all its M4s ... in a sector attack (think mini-assault) looks like they got hit by 2 clusters, the M4 is a problem ship not quite tough enough for front line but to slow for good recon. The M3s proved their value 100%.
Maybe you should assign M4 only for trader scorts/patrols and only for sector attacks or attacks runs when there are more powerfulls ships (M3, M6...) to help them. And use the M3 like the standard basic force for sector attacks. That way maybe you will lose less M4.

Return to “X³: Reunion - Scripts and Modding”