[ALP] Imperial Laboratories: Automated Carrier Software 1.1 14/3/10

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

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

Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

Post by Ragemaster9999 »

Troubleshooter11 wrote:
Gazz wrote:I still think it should be renamed to something like
"Automated Carrier Software".

Carriers become something like wind-up toys. Keep 'em supplied and they do all the annoying and messy bits themselves.

"Drone software" really sounds too small-scale and weak.

Actually, a carrier could also produce/stock a small number of real drones™.
It's the same system so *shrug*.
That would make the MARS users happy and these can be launched to cover the retreat of the real fighters (or the carrier) when trying to disengage from a fight.
If you ask me, carriers should have the ability to build fully functional fighters if supplied by raw materials (energy, ore, silicon).

To keep it balanced, they should be stripped of their anti-capital ship weapons. Right now carriers are already fulfilling a hybrid role because of their weapon selection and lack of fighter compliment (especially AI carriers often seem to have but a small token wing of fighters).

Just my 2 cents.


Thank you for summing it up better than I could at 8:30 am after being up all night. However, a quick question, what do you mean by anti capital ship weapons? When I say figthers I mean M3-M5, the bomber class is in a different class of its own, unless I am mistaken. I like to use novas, blastclaws, ect for my figthers, so perhaps I am just doing it wrong. but unless I send 30 nova or so on one unescorted (very rare occurance) frigate or above capship, the odds of my fighter swarm killing a lone cap become slimmer and slimmer with each fighter that is killed. And to be honest, its not worth using fighters in situation where it would cost more to replace them then the damage they would inflict due to their survivability or lack there of.

If you ment bombers, than yes, I agree. A steady stream of hammerhead at 20% fire chanch at 40+ km over the course of a big battle is much more effecient and dangerous to an opposing force (ai or human) than a lot of fighters that die in 1 hit from a stray/hammer/collision/ion disruptor.

8 eclipses closing on my player operated blastclaw? I can kill a few or kite/evade them long enough for my frigs and corvettes to get in range and rip them to pieces.

8 peregins fireing a torpedo every 3-4 seconds? Even with mars running I cannot evade missile spam forever, sooner or later huge streaks of missiles will be closing in on me from every angle, like a giant vice, and one slight mistake or wrong direction strafe will result in game over, and every missile volly becomes increasingly harder to outmeanuver, the only hope... my jumpdrive, not counting whatever other laser fire ships that are in range to me..


So at the end of the day, it boils down to cost effectiveness and micro management, as the real killers of fighters in late game. If anyone knows a way or is willing to address this, I would be most grateful. I would love to help in any way I can, but I am not a programmer, though I do have a fundemental if somewhat basic understanding and knack for 3dsmax. But if I could solve this imbalance with art , and art alone, I would have done so already =D

Diggz
Posts: 38
Joined: Fri, 2. Apr 10, 21:57
x4

Post by Diggz »

Just wondering, is there a way to set the specific ships made for the drones? I want to keep my terran carriers, well, terran, even if its protecting my ass in the commonwealth, or anything else i can think of using my big toy for. I personally think this addon is what CVs need as its terribly expensive to do carriers the manual way, so expensive that its too, well, costly to do anything but have it patrol.

tl;dr can I set what ship it makes and what loadout it gets?

p.s. does this work with CODEA?
I have yet to figure out the non-terran equivalent of a Point Singularity Projector...
mrscribbler
Posts: 172
Joined: Thu, 13. Sep 07, 15:30
x3tc

Post by mrscribbler »

Here's a question: would it be possible to convert large swaths of the current M4s and M5s (if not all of them) into drones while still letting the player buy and own but not board them?
darthsiddious
Posts: 32
Joined: Tue, 2. Nov 10, 03:37

Post by darthsiddious »

how do you make it so it spawns one fighter type instead of class? i want to spawn novas only with wares that i choose. thanks
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

i would need to slighlty re-write a script in the plugin, as it's been asked a few times i'll take a look over the weekend

edit: i've added the code but broke something else in it :x

if i don't upload a new build within the next week feel free to poke me with a stick
Borssssss
Posts: 3
Joined: Mon, 29. Nov 10, 01:38

Post by Borssssss »

Just a small question, where do you get the drone ai interface and drone docking net? It says on the first post that they are available at pirate bases but I can't seem to find them at most of the bases
Shuraalex
Posts: 36
Joined: Fri, 10. Dec 10, 11:04
xr

Post by Shuraalex »

Uhm an amazing Mod but i have a small trouble :

It seems that even though i have the wares needed the drone manufacturing command is abit buggy
http://i297.photobucket.com/albums/mm21 ... n00029.jpg
As you can see on this picture i have 5 Freighters with all neccesery Wares to creat a small fleet ( each has a certain Ware : Quantum, Silicon, ECells, Microchips, Hulls )
Also i have like 100 of each type of a Ware (With Ecells beeing at 3000)
Yet i still cant creat Ships.

The First time i decided to try out the Script I went for a resourse hunt
Gathered : 100 hulls , 50 silicon , 100 microchips , 3000 energy and 80 Quantum Tubes

To creat 10 M3's
all went well for one thing, THey created them selfs instantly and not over time, well thats not a problem with me, but now i cant creat anything else

Anyway back to the Pic When i order it to creat 30 m3/m4/m5 ( or any ships for that matter ) It says that i dont have "6" hull's on board.. huh?
As the thread said that the carrier can use the resources from the nearby freighters using the Docking Net System or A Transporter/Beam i dont know actually since my game doesnt show me the name and just the Ware Id... Well it doesnt work

Neither can i creat 1 SHIP.. of any kind, when i try so it says that the production has finished :evil: Instantly..
And even if i wait (just incase) nothing happens

Edit:

Alright i reinstalled the Plugin completly, hacked myself a mammonth, added all the wares in large quantities, added the EMP Wares aswell
Orderd Production of 40 M3's
35 of them got completed afterwards there were no more enery cells on the TL
I added another 20k and ordered another 15 m4's to be constructed aswell
Nothing happens

It says : Command Accepted, in a second Production Complete on your blah blah blah in sector blah blah..
But no more ships are added
It seems that the script is ok with creating a first bunch of fighters, but it refuses to add any more
Before i hacked the Mamonth i tried to creat 5 m5, it worked
When i tried to add more it refused.
I scrapped them, added a mamonth ,added wares and managed to creat properly 35 M3's..


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
X-Logic
Posts: 41
Joined: Sat, 12. Nov 05, 13:00
x3tc

Post by X-Logic »

Thanks for a great script LV. This thread is quite old now so this response may be futile but I thought i'd give it a shot :lol:

After trying the Drone Carrier Command Software version 2, I think I prefer this script. The main reason is I like the variety due to the randomness.

I have a request/wishlist for another version which is a bit more like the DCS software, this version would be exactly the same except:

- Drone production just needs credits
- Drones are owned by you so you can use things like Anarkis Defense System

Also not as important but maybe:

- Option to produce ships only for certain race

I get that the reason they're not currently player owned is because you could sell them :D or things off them so I know it'd be a bit cheaty to own them but I'd quite like the fun of it. Perhaps a workaround would be to just make them much more expensive :?

Also i got this working in the X Rebalanced mod for Albion Prelude, but after getting the Drone AI Interface and Drone Docking Net I had to also cheat to get some ReadText files it said it required. Once I added them though it worked fine :)
Phier
Posts: 254
Joined: Sat, 23. Feb 08, 22:23
x3tc

Post by Phier »

I wish I had the skill to make this XRM AP compatible and for that matter let you set the race for the fighters for RP reasons.

This would be amazing, being the biggest PITA for carriers as the player is getting the fighters set up.
X-Logic
Posts: 41
Joined: Sat, 12. Nov 05, 13:00
x3tc

Post by X-Logic »

Phier wrote:I wish I had the skill to make this XRM AP compatible and for that matter let you set the race for the fighters for RP reasons.
Well it works with XRM :D but I'm not sure if the Drone AI Interface or Drone Docking Net are being sold.

I just tested equipping a Boreas and instead of asking for the wares with the correct names instead it asked for:

Drone AI Interface -> ZA_EMP_BLANK_WARE_CUSTOM16_5
Drone Docking Net -> ZA_EMP_BLANK_WARE_CUSTOM10_9

When I originally tried the names were different but I can't remember exactly what, I think they were ReadText17 something.

After you install the incorrectly named wares though it works as intended it seems.

I really hope we can get a marriage between this script and DCS2, to me, they're both fantastic in their own ways. Just combine the random element of this one with the way DCS2 produces and it'll be perfect! (to me) :lol:
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

well any changes to this script will be needed to be done by someone else, i've retired now

(apart from the fully functional player shipyard with many other options your all getting soon for ap)
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

LV wrote:i've retired now

(apart from the fully functional player shipyard with many other options your all getting soon for ap)
:o

I keep hearing that winter is coming, but with Litcube's universe and now this apparition from the crypt too, I guess Christmas is coming aswell. :D
X-Logic
Posts: 41
Joined: Sat, 12. Nov 05, 13:00
x3tc

Post by X-Logic »

LV wrote:well any changes to this script will be needed to be done by someone else, i've retired now
Nooooooooooooooo
LV wrote:(apart from the fully functional player shipyard with many other options your all getting soon for ap)
Yes! Yes!

Your script is actually more sophisticated than my request. I mean being able to process resources and teleport them from nearby sources is actually quite cool. Personally I am just being lazy, I am grateful for what you have given us . You and the other modders are what make these games so much more fun to play :D

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”