[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Not bad, but different. That script only works when you have enemys in the sector (if no enemys why will you call them and pay for nothing?
). I like more Myros's Script. The other script is for emergencys, Myro's script is for all time, for patrols, for scorts, for sector attacks... without the need for the player constantly managing his fleet.

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Great work, Myros. Looking forward to release, although I'll probably not have any high enough ranking officers to use as commanders for a few weeks (or money to get ships for them).
A few questions.
1. Does it make a difference how we set the weapons for these combat ships, like 'HUD marker', 'laser auto-aim' etc, or do they use the best option themselves?
2. Do they use missiles? I lost my oldest leader today.
Now I've fitted all M5s with 15 Wasps each and set missile fire probability to 100%. And if they use them, do we have to install them using the menus like for normal ships, or will they be smart enough to use them and maybe even select suitable missiles themselves if they carry different types?
3. When a Tour of Duty is over, the leader is listed with command 'None', while the two wingmen are still listed with 'Attack target of [leader]' or whatever the format is. Is this the way it should be?
4. You mention that they will gain rank quicker when they do Tour of Duties (or other missions). Does that mean that they'll still increase in rank if they do other things, or nothing at all? For example, could I keep some of them as personal wingmen or simply docked in my carrier to do various tasks (like collect wares or buy equipment), and they'll increase in rank?
5. Related to number 4: If we enter the ship with a pilot and fly it ourselves to do something, will the pilot then be lost?
Finally a little mission idea: I know there are already a few satellite deployment scripts, but this could perhaps be a suitable task for these pilots? Either one in each sector or 8, and each 'mission' required them to place satellites in 5 sectors or something.
Or maybe at least to have them deploy new satellites in their area of influence if the old satellites are destroyed?
Thanks again for your great work on this.
A few questions.
1. Does it make a difference how we set the weapons for these combat ships, like 'HUD marker', 'laser auto-aim' etc, or do they use the best option themselves?
2. Do they use missiles? I lost my oldest leader today.

3. When a Tour of Duty is over, the leader is listed with command 'None', while the two wingmen are still listed with 'Attack target of [leader]' or whatever the format is. Is this the way it should be?
4. You mention that they will gain rank quicker when they do Tour of Duties (or other missions). Does that mean that they'll still increase in rank if they do other things, or nothing at all? For example, could I keep some of them as personal wingmen or simply docked in my carrier to do various tasks (like collect wares or buy equipment), and they'll increase in rank?
5. Related to number 4: If we enter the ship with a pilot and fly it ourselves to do something, will the pilot then be lost?
Finally a little mission idea: I know there are already a few satellite deployment scripts, but this could perhaps be a suitable task for these pilots? Either one in each sector or 8, and each 'mission' required them to place satellites in 5 sectors or something.
Or maybe at least to have them deploy new satellites in their area of influence if the old satellites are destroyed?
Thanks again for your great work on this.
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X-it wrote:
A few questions.
1. Does it make a difference how we set the weapons for these combat ships, like 'HUD marker', 'laser auto-aim' etc, or do they use the best option themselves?
I dont think any AI ships use these things, just the players ship. The AI have their own ways of judging aim, hits etc afaik
2. Do they use missiles? I lost my oldest leader today.Now I've fitted all M5s with 15 Wasps each and set missile fire probability to 100%. And if they use them, do we have to install them using the menus like for normal ships, or will they be smart enough to use them and maybe even select suitable missiles themselves if they carry different types?
They use whatever weapons they have yes ... though Im not sure about OOS (out of sector) combat. When your not in the sector I think the game just gives a general value for laser strengths and ignores missiles.
3. When a Tour of Duty is over, the leader is listed with command 'None', while the two wingmen are still listed with 'Attack target of [leader]' or whatever the format is. Is this the way it should be?
Yes, without the TF command addon, you yourself are the TF leader really so they wait for you to tell them what to do next. With the addon the TF leader will do all that for you.
4. You mention that they will gain rank quicker when they do Tour of Duties (or other missions). Does that mean that they'll still increase in rank if they do other things, or nothing at all? For example, could I keep some of them as personal wingmen or simply docked in my carrier to do various tasks (like collect wares or buy equipment), and they'll increase in rank?
They gain exp slowly over time even doing nothing. A great way to build some pilots up is to have a bunch escort/follow you. Then when you get to a sector that has enemies put all your combat pilots into 'tours' for that sector, and then you help out (maybe blasting ships but not quite killing them). Your pilots will get credit for any kills they make and increase their exp lvl. Then once all enemies are dead just put them all back into follow mode on you.
5. Related to number 4: If we enter the ship with a pilot and fly it ourselves to do something, will the pilot then be lost?
No. Although doing this when a ship is in a TaskForce could have some pretty odd results Im sureWill have to try that out and see if the TF commander freaks out hehe
Finally a little mission idea: I know there are already a few satellite deployment scripts, but this could perhaps be a suitable task for these pilots? Either one in each sector or 8, and each 'mission' required them to place satellites in 5 sectors or something.
Im pretty much not going to add anything thats already done well by another script, better off spending time working on new things I think.
Or maybe at least to have them deploy new satellites in their area of influence if the old satellites are destroyed?
Thanks again for your great work on this.

Myros
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Myros,
Thank you very much for taking the time to answer all this.
Regarding number 3, I meant that the wingmen list their previous leader after they finish the Tour of Duty, not me (Julian) or the ship I'm flying. The text remains the same as it was when they did the tour (for example 'Attacking targets of Jaguar Raider Trainer 01 Leader' (which is my current name format)). The leader itself stops dead in space, and his/her task menu simply says 'None'. Does this mean that the three ships are still connected somehow after they've done the tour?
But like you say none of this will matter when your add-on is released anyway, and when I have a qualified commander.
Very nice that you don't loose the pilot if you pilot the ship yourself for a while!
And regarding the missiles, I can confirm that NPC ships do fire missiles OOS. I make it a habit of always equipping traders and OOS defenders with missiles (normally only Wasps), and they decrease in number over time. I set missile fire probability to 90% always (but set them to 100% now for these poor M5s
)
Thanks again for making this. I'm getting 'butterflies in my stomach' like we say in Norway when I think about how my game will be after a while with all these new pilots. I see great potential!

Thank you very much for taking the time to answer all this.
Regarding number 3, I meant that the wingmen list their previous leader after they finish the Tour of Duty, not me (Julian) or the ship I'm flying. The text remains the same as it was when they did the tour (for example 'Attacking targets of Jaguar Raider Trainer 01 Leader' (which is my current name format)). The leader itself stops dead in space, and his/her task menu simply says 'None'. Does this mean that the three ships are still connected somehow after they've done the tour?
But like you say none of this will matter when your add-on is released anyway, and when I have a qualified commander.
Very nice that you don't loose the pilot if you pilot the ship yourself for a while!
And regarding the missiles, I can confirm that NPC ships do fire missiles OOS. I make it a habit of always equipping traders and OOS defenders with missiles (normally only Wasps), and they decrease in number over time. I set missile fire probability to 90% always (but set them to 100% now for these poor M5s

Thanks again for making this. I'm getting 'butterflies in my stomach' like we say in Norway when I think about how my game will be after a while with all these new pilots. I see great potential!



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Ah yes the 3 ships ares still in formation and the wingmen are still protecting the leader. The leader just doesnt have any current orders which is why it will say 'none'.
For those worried about not being able to use the addon I have included a little cheat script that you can run twice. It will give a pilot a boost so that within 20 minutes or so they will become the rank of Captain, allowing them to command a Task Force. You can only use it 2 times so pick a couple of your favorite pilots and run it on them. It doesnt do anything else, it doesnt add money or give them a better ship or anything .... you still have to do all that yourself
Instructions for using it will be in the readme.
Made a couple last minute minor changes so running a final test now for an hour then I'll get it uploaded.
Myros
For those worried about not being able to use the addon I have included a little cheat script that you can run twice. It will give a pilot a boost so that within 20 minutes or so they will become the rank of Captain, allowing them to command a Task Force. You can only use it 2 times so pick a couple of your favorite pilots and run it on them. It doesnt do anything else, it doesnt add money or give them a better ship or anything .... you still have to do all that yourself

Made a couple last minute minor changes so running a final test now for an hour then I'll get it uploaded.
Myros
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Hello
Here are some additional Ideas for this great mod.
1. Emergency jump: Squat is using the hyperjump to escape when hull is below 90 %
2. Automatic resupply of rockets and energy cells.
3. Eject command : when Hull is below 20%
4. Alertness: jumping to any position if enemys are detected (navigation points.
5. buying/selling high ranked pilots
6. Regrouping. If sqad suffers losses it will attach new ships ( ships on standby)
7. Police duty. Ships are scanning other ships for illegal stuff.
8. Save squadleader. When the squadleader is in danger, he will flee wingman will distract enemys.
9 upgrade service. Automatic upgrade of shields and weapons by console
10. recon duty. following enemy units with distance.
11. auto recovering ships: squad recovers empty ships
to be continued....
What do you think ??
I know some of the Ideas are faar beyond he possible and some are alredy discussed but just for summit
Here are some additional Ideas for this great mod.
1. Emergency jump: Squat is using the hyperjump to escape when hull is below 90 %
2. Automatic resupply of rockets and energy cells.
3. Eject command : when Hull is below 20%
4. Alertness: jumping to any position if enemys are detected (navigation points.
5. buying/selling high ranked pilots
6. Regrouping. If sqad suffers losses it will attach new ships ( ships on standby)
7. Police duty. Ships are scanning other ships for illegal stuff.
8. Save squadleader. When the squadleader is in danger, he will flee wingman will distract enemys.
9 upgrade service. Automatic upgrade of shields and weapons by console
10. recon duty. following enemy units with distance.
11. auto recovering ships: squad recovers empty ships
to be continued....
What do you think ??
I know some of the Ideas are faar beyond he possible and some are alredy discussed but just for summit
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Thanks again, and thanks for providing us with the 'cheat'-script! Have spent most of the evening downloading and running the X3 rolling demo with different graphics settings, so not much training for my pilots yet.
Edit: Blinki, didn't notice your list until now. Some good ideas there! I particularly like the police duty (scanning ships). Maybe they could scan and give a message when they find a ship carrying illegal goods, so that we can jump in and take care of business?
Edit: Blinki, didn't notice your list until now. Some good ideas there! I particularly like the police duty (scanning ships). Maybe they could scan and give a message when they find a ship carrying illegal goods, so that we can jump in and take care of business?

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Rubs hands together in anticipation while wearing out the refresh button on Myros's web page



Myros wrote:Made a couple last minute minor changes so running a final test now for an hour then I'll get it uploaded.
Myros
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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Anyway, while we are waiting with great anticipation, I have finally worked out a good naming scheme for myself (thanks to the other guys for their ideas)
Same setup as before, Squadrons of 12 ships split into 4 wings of 3 ships...
1st Squadron
Fed Alpha A1 M4ABV
Fed Alpha A2 M5THV
Fed Alpha A3 M5THV
upto
Fed Alpha D1 M4ABV
Fed Alpha D2 M5THV
Fed Alpha D3 M5THV
2nd Squadron
Fed Beta A1 M4TBV
Fed Beta A2 M4TBS
Fed Beta A3 M4TBS
upto
Fed Beta D1 M4TBV
Fed Beta D2 M4TBV
Fed Beta D3 M4TBV
and so on and so on..
Fed = Federation
Alpha, Beta, Delta etc = Squadron Identification
A1, A2, A3, B1, B2, B3, C1, C2, C3, C4, D1, D2, D3, D4 = Ship Identification of each wing
M4TBV, M5THV, M4TBS etc = Ship Class and Type..
So anyway, that's what I decided on
I choose this way due to the way that X3 displays the names of the ships etc in the lists.. - Leaving the ship type till last ensures that the ships will always be in order..
Same setup as before, Squadrons of 12 ships split into 4 wings of 3 ships...
1st Squadron
Fed Alpha A1 M4ABV
Fed Alpha A2 M5THV
Fed Alpha A3 M5THV
upto
Fed Alpha D1 M4ABV
Fed Alpha D2 M5THV
Fed Alpha D3 M5THV
2nd Squadron
Fed Beta A1 M4TBV
Fed Beta A2 M4TBS
Fed Beta A3 M4TBS
upto
Fed Beta D1 M4TBV
Fed Beta D2 M4TBV
Fed Beta D3 M4TBV
and so on and so on..
Fed = Federation
Alpha, Beta, Delta etc = Squadron Identification
A1, A2, A3, B1, B2, B3, C1, C2, C3, C4, D1, D2, D3, D4 = Ship Identification of each wing
M4TBV, M5THV, M4TBS etc = Ship Class and Type..
So anyway, that's what I decided on

I choose this way due to the way that X3 displays the names of the ships etc in the lists.. - Leaving the ship type till last ensures that the ships will always be in order..

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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Jumps up and down...
I got the script....
Now I'm off to play...
Thank you very very much Myros
I got the script....



Now I'm off to play...

Thank you very very much Myros
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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Ok guys,
Download is ready:
http://www.neuralstudios.com/work/cpilo ... force.html
You need to download and install the latest version of the mai nscript at the SAME time: (1.31):
http://www.neuralstudios.com/work/cpilots/
Both need to be added together so they update each other.
(For the official version I release on monday I'll change this so its automatic but for now grab both)
Cheat script is in the taskforce zip, just run it like the disco fix on 2 pilot ships of your choice and they will be captains in abotu 15 20 minutes (depending on their current rank).
This will still be considered a beta version so I advise you not to save over your main games save .... save a seperate game from now on. Im the only one who has tested everythng so far so just be safe in case anything major crops up.
On monday I'll post a new topic for it and release it 'officialy' and submit it to the main script database.
Let me know if you have any problems getting it going.
Cheers,
Myros
[EDIT or if you beat me to it and grabbed the TF script already
you can install 1.31 after the TF addon, that will work the same]
Download is ready:
http://www.neuralstudios.com/work/cpilo ... force.html
You need to download and install the latest version of the mai nscript at the SAME time: (1.31):
http://www.neuralstudios.com/work/cpilots/
Both need to be added together so they update each other.
(For the official version I release on monday I'll change this so its automatic but for now grab both)
Cheat script is in the taskforce zip, just run it like the disco fix on 2 pilot ships of your choice and they will be captains in abotu 15 20 minutes (depending on their current rank).
This will still be considered a beta version so I advise you not to save over your main games save .... save a seperate game from now on. Im the only one who has tested everythng so far so just be safe in case anything major crops up.
On monday I'll post a new topic for it and release it 'officialy' and submit it to the main script database.
Let me know if you have any problems getting it going.
Cheers,
Myros
[EDIT or if you beat me to it and grabbed the TF script already

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Good job again Myros, you are making one (well, two really
) of the best scripts out there.
I have seen your tip about the M4 in the Task Force. Can't you make that the M4 can only do patrols and scorts, and not attacks runs and sector attacks? or maybe the attacks runs and sector attacks only when the attack force have M3 and M6?. That way the losts of M4 will be less.

I have seen your tip about the M4 in the Task Force. Can't you make that the M4 can only do patrols and scorts, and not attacks runs and sector attacks? or maybe the attacks runs and sector attacks only when the attack force have M3 and M6?. That way the losts of M4 will be less.
Last edited by Anoik on Sat, 7. Jan 06, 04:18, edited 1 time in total.
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-{outgoing message..}-
All Hail, the Mighty Myros.. ...fritttzzz ...doiiiingg
- have just installed 3 ensigns into Jaguars.. ....pooooott whhheeeet
- two male, one female.. ...woip ...meeeble
- will commence full test run tomorrow.. ...zzziiiiikkkk ...freeeetwppp
- will report back asap.. ....quoipmm ...kkkshaang ...meeep
- sorry, bad line... ...zzzziiinng ...wheeepggg ...oioioioioippphhh
-{message ends..}-
It looks brilliant, so far...!!

All Hail, the Mighty Myros.. ...fritttzzz ...doiiiingg
- have just installed 3 ensigns into Jaguars.. ....pooooott whhheeeet
- two male, one female.. ...woip ...meeeble
- will commence full test run tomorrow.. ...zzziiiiikkkk ...freeeetwppp
- will report back asap.. ....quoipmm ...kkkshaang ...meeep
- sorry, bad line... ...zzzziiinng ...wheeepggg ...oioioioioippphhh
-{message ends..}-
It looks brilliant, so far...!!


- the whole universe is running in BETA mode - we're working on it.. beep..!!


