[SCRIPT] Satalite Early Warning Network : V1.22 : 03/06/2009

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Maahes
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Post by Maahes »

Sandalpocalypse wrote:A laudable goal, but just an FYI: The price of repairing a boarding-damaged Hyperion is incredible. I picked up a second Hyperion myself, but decided that selling it was a better use of my money...
Tell me about it, mine got damage by 12% whilst capping a Brigantine 5Mill to repair!, but that's what the PHQ is for right ;)
northernlights
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Joined: Fri, 19. Dec 08, 18:03

Post by northernlights »

Sandalpocalypse wrote:The price of repairing a boarding-damaged Hyperion is incredible.
Have a look at Graxster's excellent "Mobile Ship Repairs" script:
http://forum.egosoft.com/viewtopic.php?t=221081
It makes repair lasers available for purchase that you can use to rather quickly repair ships. It also adds some commands for a repair laser equipped ship to have it automatically repair all ships in a specific sector (or lets you choose a ship for it to repair).
Vicrry06
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Post by Vicrry06 »

I've used MARS to drop a TON of satellites to light up sectors (around 8 or so per sector) and now there's somewhere between 100 and 400 satellites sitting out there in the surveillance network. It'd be nice to have something like SEWN to keep an eye out for problems, but the issue is that the couple hundred sats running this script make my computer drag along..

Any ideas on solutions to my problem? I rather like being able to see whole sectors, so I'd prefer to keep the sats deployed.
Bandus
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Joined: Wed, 3. Dec 03, 22:04
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Post by Bandus »

I'm having an issue with this script, sorta. The script for the most part appears to be working swell. I got messages in my log or the bottom of my screen. However, the "vocal" setting appears to not work at all. I never receive any audible alerts whatsoever. Anyone else ever encounter this or have any ideas? Thanks!
Desperation
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Joined: Thu, 15. Jan 09, 00:37
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Post by Desperation »

Thank you, thank you, thank you Cycrow!

I was getting annoyed by ships which suddenly had been shot down without any notice. This script seems to fix that :)

Sorry if some of these suggestion are stupid, but I'm new in the X-Universe and don't know if it's possible or not ;)

First of all it could be nice if you could tell the satellite to only warn you if you have any ships and/or stations in the area.

Second it'd be nice if the satelitte list is sorted with all the red at the top. Faster to see where the problems are in that way ;)

Another thing that would be nice would be a fast way to jump to the sector like a button in message you get which gives your ship a jump commando to that sector. Is that possible?

Is it also possible to implement . and , in the SEWN list for quick acces to the sector? And maybe a button in the warning message called View sector? In that way I could view the sector to see how many enemies there are and then go back and click jump in case I think they have to be killed.

Coordinates for claimable ships would be nice as you don't have to target all ships in the sector to find the one not moving. Or even better a way to make that ship your target, assuming you're in the sector.

The last thing might be out of scope for SEWN. But the UT's seem to jump into sectors even though there are enemies there. Would be nice if they didn't jump to those sectors by consulting the SEWN first.

And again I'd like to thank you for a great script. Keep up the good work! :)

Edit: One last thing. I'd like to be able to assign some wings to engage capital ship, and other wings to only engage M3 and below. I hate to loose ships ;) And I second the suggestion about some kind of battle report telling if the wing was damaged during the combat.

Edit 2: Forget about that battle report! What we really need is some options in the configuration to tell at which shipyard the wing should auto repair and which equipment dock it should visit to buy new shields, fighter drones etc. That'd be awsome!
Last edited by Desperation on Thu, 15. Jan 09, 12:51, edited 1 time in total.
Desperation
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Post by Desperation »

Hi again :)

Last night I fooled around with the wings and I noticed the wings never get refueled if there's a lot of activity. So if you're unlucky they'll be told to guard a sector far away with no fuel for a jump. Maybe they should be forced to return home after every job to stock up on energy cells? I think it could be done in the script where you check for the wings current command to find a free wing. It looks like you just have to ignore those returning home as well.

Furthermore I noticed the wings didn't attack the enemy unless the enemy was attacking my property. I looked in the script and changed the wing command from defendpos to attackall. I liked what I saw. The wing moved in and wiped out all enemy forces. Defendpos isn't that good if you use slow M7s in your wing, because the attacked TS will be toasted before the M7s reach it. With the more aggressive wing command you have e better chance of intercepting the enemy before they get to your vulnerable ships in the area. And if you're unlucky your wing will be stock in the sector for a long time if the enemy stays there and they don't attack your proporties. So I suggest the wings in later versions use a more aggressive approach ;) The MARS script helped a little btw. Those fast Goblins seemed to make the enemy forget about their current target and focus on the wing instead which made the ships' speed less important.

While looking at the scripts I also noticed (if I understood the script correctly) that the wing moves half the way into the satelitte's range before looking for enemies. That could be a problem if the satelitte is in the middle of the sector and the enemy is at the gate you jump to. The wing will be pretty damaged before looking for enemies, unless the game engine cancels the movetopos command in case the wing gets attacked. But a noob like me doesn't now if that will happen. Please enlighten me ;)

With a satelitte in almost every sector this script really is bad for this 3 year old PC. Better get a new PC soon because I can't live without this script now that I've tried it. :)
Bandus
Posts: 86
Joined: Wed, 3. Dec 03, 22:04
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Post by Bandus »

I'm still unable to get any vocal warnings in my use of this script. I've tried everything I can think of to make it work, but no dice. Any ideas would be very much appreciated. Thanks!
Desperation
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Joined: Thu, 15. Jan 09, 00:37
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Post by Desperation »

I use vocal + log and have no problems.
taigen
Posts: 32
Joined: Sun, 8. Jul 07, 19:50

Post by taigen »

I have Sewn working on a couple sectors to help defend my traders, but I noticed something odd in the behavior of my SEWN wing. I have them homebased in a HQ with tons of energy cells, and when they get a warning, they promptly jump there, blast it to pieces, and then jump to their homebase and dock. This is absolutely perfect.

However, the next thing they do is what is odd. They then undock, jump BACK to the sector they just sortied to (which is now empty) and continue to protect that satilite until they get a new warning.

This just wastes E-cells, and probably will end up getting them stranded as they basically now have to jump twice to get to any warning, then a third time to get back to base.

If this is a bug I hope it can get fixed. If this is the intended behaviour, then can we get an option to change it?

-Taigen
groznij
Posts: 2
Joined: Wed, 4. Feb 09, 19:35

Post by groznij »

taigen wrote:[...]
I have them homebased in a HQ with tons of energy cells, and when they get a warning, they promptly jump there, blast it to pieces, and then jump to their homebase and dock. This is absolutely perfect.

However, the next thing they do is what is odd. They then undock, jump BACK to the sector they just sortied to (which is now empty) and continue to protect that satilite until they get a new warning.
[...]
-Taigen
I have the exact same problem.
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klaatu
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Joined: Fri, 21. Nov 03, 17:23
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Post by klaatu »

So, is Cycrow dead?

I don't mean dead dead. I mean dead as far as X3TC goes. He hasn't posted since Jan 8, 4 weeks ago. I don't think there's ever been (well in all the years there's been an X3, anyway) a stretch where Cycrow hasn't posted like this last stretch. No updates to any of his scripts, and no updates for the script installer either. Basically no activity at all from Cycrow since Jan 8.

Anybody know?

Just curious. :o
Lord Morpheus
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Joined: Thu, 15. Dec 05, 21:27
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Post by Lord Morpheus »

I really like this script. Finally satellites are useful. But I found a bug. The satellites are reporting enemy ships even if there is no ship in scanner range.
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Reisser
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Post by Reisser »

klaatu wrote:So, is Cycrow dead?

I don't mean dead dead. I mean dead as far as X3TC goes. He hasn't posted since Jan 8, 4 weeks ago. I don't think there's ever been (well in all the years there's been an X3, anyway) a stretch where Cycrow hasn't posted like this last stretch. No updates to any of his scripts, and no updates for the script installer either. Basically no activity at all from Cycrow since Jan 8.

Anybody know?

Just curious. :o
I don't now too - but I'm wrote him a pn 1 1/2 weeks ago and he don't even opened it :(

And 2 month is a long time for holidays :roll:
pelador
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Post by pelador »

He's still alive or someone else is using his MSN. Of course that may not indicate his readiness to address X3 issues.
Lord Morpheus
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Post by Lord Morpheus »

Well and I found another bug. If you enable the satellite network the overall game performance is going down to an unplayable level. In some sectors you have 0.2 frames per second^^

So please fix that!
pelador
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Post by pelador »

Lord Morpheus wrote:Well and I found another bug. If you enable the satellite network the overall game performance is going down to an unplayable level. In some sectors you have 0.2 frames per second^^

So please fix that!
I imagine that might be something to do with your set-up as I dont get the same performance issue with it, in fact havent noticed any ill effects with its use. Possibly conflicting script?
notim
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Joined: Fri, 27. Mar 09, 17:08

Post by notim »

Well and I found another bug. If you enable the satellite network the overall game performance is going down to an unplayable level. In some sectors you have 0.2 frames per second^^
I have noticed the same problem...
sigsegv
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Joined: Thu, 9. Mar 06, 13:00
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Post by sigsegv »

I can confirm the slowdown issue - using one of the "add satellite to every sector" scripts around. The game slows to a crawl when enabling SEWN; disabling it removes the problem. The computer I use for playing is a Core 2 Duo 2.4 GHz/4 GB RAM/Vista x86 SP1/Quadro FX1600. I didn't use any other scripts on top of it (at least none that runs in the task stack of the ships). Game version is 2.0a.
KyoZed
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Joined: Wed, 1. Nov 06, 03:03

Post by KyoZed »

Im going to confirm the slowdown bug as well, Running Core i7 with 6GB of ram. However I have a feeling its due to the number of sats I have, 197. If you enable ALL of those then well, Yea slowdown to a crawl. But if I enable a few, then no difference. So I guess if I use it, will have to be for specific area's not EVERY sector.
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Sesk
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Post by Sesk »

I have the same setup and im planning on using "Add Satellites to all sectors" then plugging them in the SEWN and having a Capital Warning Network to help me hunt some down... Guess not ?

Also anyone know of a mod or a field you could edit in TShips to make them invisible/not attackable by NPCs ? Like cloaked satellites.

EDIT: changed wait 100ms to wait 2000ms and there is no noticable slowdown :)
Last edited by Sesk on Thu, 28. May 09, 05:58, edited 1 time in total.

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