NEWS: Update in the download section AEGIS Gunnery Crews

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The_T
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Post by The_T »

if you open up a sector map, they're called 'military transport' or something like that, the actual name eludes me, and its possible its dependant on race. you'll recognize it though, the names are definitly unique from anything previously in the game.
frymaster
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Post by frymaster »

they will only be Argon TPs, and their name is quite obvious. They launch from Argon shipyards and wharfs and do NOT return when done.

realistically you need to get to their destination before them - probably the most useful thing about owning a trading dock is ordering the report, but it will become expensive
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]
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fuzzywuzzy
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Post by fuzzywuzzy »

I have an idea! What if there was an AI-Controlled "Gunner School" that used slaves, meatsteaks, and E-Cells as the main resources, had Slave Gunners as the product? It would need 40 slaves at once (A "class") and would also need 1000 meatsteaks (food), and 15000 E-Cells. It would then produce 40 gunners after a seven day production cycle, costing 4 million each. Since this was a rushed process, the gunners would not be as good as normal gunners with a salary, but would work for free (After all, they are slaves!) I think it's an interesting idea....
frymaster
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Post by frymaster »

In the author's note section, reven mentions a similar idea, along with many many others

the potential of using military personnel as the "fuel" for any number of scripts is high :)
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]
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Reven
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Post by Reven »

Now that this thread is moved to the scripting forum, Burianek is going to lock it for me. There has been a another thread here for a long time that has information on the gunnery plugin. Instead of continuing to split questions and answers over both threads, please use the other one now so there is one primary resource for this plugin.

Thanks Burianek.

[EDIT: Ok, no lock. Please, I would ask that this thread only discuss issues regarding the signing and distribution of this plugin. Any technical issues, feature requests, etc - please post in the other thread. Thanks]
Last edited by Reven on Tue, 14. Dec 04, 16:45, edited 1 time in total.
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Burianek
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Post by Burianek »

topic locked

ticaki: override... because this topic is connected with the frontpage

more information about this plugin
"Nature's first green is gold" . . . stay golden.
frymaster
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Post by frymaster »

it's probably a better idea that the signed version gets its own thread anyway... any chance of locking the OTHER one then? :p
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]
Fachtna
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Post by Fachtna »

General question.

The gunnery pack allows a command of "maximise captures"

If i outfit a nice m2 with aegis system and gunners (after i get the minor miracle needed to crew all turrets) and park it in elena's fortune, will it roam the sector and capture ships for me? Would help offset the cost of aegis/gunners wages if it could...
D_Zorro
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Post by D_Zorro »

fachtna wrote:General question.

The gunnery pack allows a command of "maximise captures"

If i outfit a nice m2 with aegis system and gunners (after i get the minor miracle needed to crew all turrets) and park it in elena's fortune, will it roam the sector and capture ships for me? Would help offset the cost of aegis/gunners wages if it could...

I don't think the aeges gunner is suppose to work that way. As far as i can tell this pluggin only works when you the player are the in carrier itself and then tell the turrets to maximize capture. I could be wrong though, but maybe burniak or reven can shed some light on this.


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frymaster
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Post by frymaster »

only a player-piloted ship can capture craft - you could run the "maximise captures" command on another ship if you wished but it would basically be "toying" with the enemy.

note also that turret commands in general only affect a ship when in-sector; OOS combat is handled differently
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]
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Aro
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Post by Aro »

I've had ships other than the current one I was in capture craft while in the same sector.

Have all of the commom questions about this script been compacted in to a FAQ? Would reduce the number of repeats and the moaning about having to read # pages of posts.
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Burianek
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Post by Burianek »

just to let you guys know, there are two threads about this script. The author checks the other one regularly (not this one)
The other thread is linked from the first post in this thread.
The FAQ is linked from the other thread.
Cheers.
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elament33
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Post by elament33 »

I cant rilly tell the diffierence, but its still rilly accurate :wink: But when you have 3 turrents shooting at 1 target...its somewhat hard to miss :x2:
grumman
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Post by grumman »

elament33 wrote:I cant rilly tell the diffierence, but its still rilly accurate :wink: But when you have 3 turrents shooting at 1 target...its somewhat hard to miss :x2:
Why did you bother to bring back a 9 month old dead thread, just to post this?

You got my hopes up: when I saw this news thread appear, I thought there was an updated version.
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