[SCRIPT] PiloteAI III.70 (28.09.08)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Sandalpocalypse
- Posts: 4447
- Joined: Tue, 2. Dec 03, 22:28

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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

Mailo :
The passenger number which it is possible to transport depends on the type of vessel :
Additionally, the passenger is considered as a container, it is thus necessary some free space in room
And you were able to realize that is also needed a cargo life support and a transporter...
Sorry, it's not yet in the readme...
Sandalpocalypse :
Currently the used systeme, such as it is noted in the readme, is:
I will take a look to LV's systeme to see if some ideas can be adapted..
The passenger number which it is possible to transport depends on the type of vessel :
- M5 : 0
M4 : 0
M3 : 3
M6 : 10
M7 : 10
M2 : 50
M1 : 50
TS : 5
TP : 50
TL : 10
Additionally, the passenger is considered as a container, it is thus necessary some free space in room
And you were able to realize that is also needed a cargo life support and a transporter...
Sorry, it's not yet in the readme...
Sandalpocalypse :
Currently the used systeme, such as it is noted in the readme, is:
Code: Select all
M5 :5,000
M4 :7,000
M3 :20,000
TS :10,000
Pirate TS :20,000
TL: 90,000
M6 :75,000
M7 :200,000
M2 :500,000
M1 :800,000
Bounties are increasing by using a factor directly related to the AI Pilot rank.
I.e: AI Pilot level 07, bounty for having shot down an M3 enemy will be 20,000 x 1.07 = 21,400 Cr.-
Mailo
- Posts: 1941
- Joined: Wed, 5. May 04, 01:10

Argh, you owe me a million credits, that rear admiral was in command of an M1 
Seriously though, good balance decision ... I just lured an M1 to a lasertower installation, making that much money only in an M4 or M5 could be unbalancing.
At least I now have my first - slightly used - M3, so I can try again.
I would be interested to know though if my much worse combat luck (aka I get fried much more often) is due to the pilot AI ... did you change the reactions of AI pilots against corkscrewing (roll + strafe)?
Seriously though, good balance decision ... I just lured an M1 to a lasertower installation, making that much money only in an M4 or M5 could be unbalancing.
At least I now have my first - slightly used - M3, so I can try again.
I would be interested to know though if my much worse combat luck (aka I get fried much more often) is due to the pilot AI ... did you change the reactions of AI pilots against corkscrewing (roll + strafe)?
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

Hello Mailo
I am afraid that there is a confusion, the prices which I gave higher are bounty for the destruction of a vessel, not for the rescue of a cosmonaut....
For the cosmonauts, the reward is much weaker, as said in the readme:
You must have simply less luck and meet enemis more sturdy, (you can look their skill in fight with the function 'Pilot status')
I am afraid that there is a confusion, the prices which I gave higher are bounty for the destruction of a vessel, not for the rescue of a cosmonaut....
For the cosmonauts, the reward is much weaker, as said in the readme:
PiloteAI don't change the enemy behaviourDrop shipwrecked victims off in your station :
If it is a non-pirate station:
You will gain reputation for every passenger and even more for every very important passenger
You will earn a bounty (10 000cr) for every wanted person.
Sometimes, along the wanted people, you may find a well-known pirate who has a bounty on his head. You will then earn another interesting bounty …
If it is a pirate station:
You will earn cash for every passenger (10,000 cr.) and for every very important passenger (15,000 cr.)
You will gain reputation for every wanted person rescued.
Sometimes, if you sell passengers, your trade may be discovered by a spy, you will then lose reputation with one of the non-pirate races...
You must have simply less luck and meet enemis more sturdy, (you can look their skill in fight with the function 'Pilot status')
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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

sorry for the stupid noobie question
but how do I start this script. one of my traders appears to have done already. Do I have to install an AI into my ships or do they create one in each of my ships by default.
Cheers
KA
Cheers
KA
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

Hello Kilrathi
no you don't have to install an ai in your ships, every ship have an AI by default, whose name is the player name.
You can manually rename your pilotAI by the command 'General/Input PilotAI Name', otherwise the systeme will give them a random name when you will join them in a squadron or the first time wich you will display the pilot status
no you don't have to install an ai in your ships, every ship have an AI by default, whose name is the player name.
You can manually rename your pilotAI by the command 'General/Input PilotAI Name', otherwise the systeme will give them a random name when you will join them in a squadron or the first time wich you will display the pilot status
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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

Hello Kilrathi
What you call ' status ' is in fact the list of the AI pilots I think?
you can already allocate a shortcut to the command ' Pilot status ' (the true one
) which gives the complete board of the characteristics of the pilotAI and the equipment of its ship.
I can add a shortcut also for the 'Pilote AI list', but is it really so usefull ?
What you call ' status ' is in fact the list of the AI pilots I think?
you can already allocate a shortcut to the command ' Pilot status ' (the true one
I can add a shortcut also for the 'Pilote AI list', but is it really so usefull ?
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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

Thanks for that got it now.
Spotted a few possible problems though
1. Only had one ship bail, to allow capture, as they wait until destroyed before ejecting "Escape Pod".
Not sure if PilotAI causing this?
2. I think there is a conflict between this script and LV cheat scripts in that
LV "Create station" and PilotAI "Global AI Setup" share the same slot. With yours being displayed but overridden by LV's resulting in the station creation script being run. I am not able to get access to the Global AI Setup at all.
3. There is no Chapter 7 in the manual but it is referenced later on in the manual.
4. When "ejecting an AI" a dialogue, i think for confirmation, appears in french.
Other than these its a brilliant package thanks for all your efforts
KA
Spotted a few possible problems though
1. Only had one ship bail, to allow capture, as they wait until destroyed before ejecting "Escape Pod".
2. I think there is a conflict between this script and LV cheat scripts in that
LV "Create station" and PilotAI "Global AI Setup" share the same slot. With yours being displayed but overridden by LV's resulting in the station creation script being run. I am not able to get access to the Global AI Setup at all.
3. There is no Chapter 7 in the manual but it is referenced later on in the manual.
4. When "ejecting an AI" a dialogue, i think for confirmation, appears in french.
Other than these its a brilliant package thanks for all your efforts
KA
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

hello Kilrathi
PiloteAI operates only when the vessel was destroyed, to calculate the bounty, the earnings of experience and activate a possible ejection of an IA or a cosmonaut...
by now, you can temporarily deactivate the LV cheat scripts, time to make overall AI adjustments

In fact these references concern the chapter '6 – Additional functionalities' wich describes the functions of extension AI
it will be corrected in the next release

No, PiloteAI does not change that1. Only had one ship bail, to allow capture, as they wait until destroyed before ejecting "Escape Pod". Not sure if PilotAI causing this?
PiloteAI operates only when the vessel was destroyed, to calculate the bounty, the earnings of experience and activate a possible ejection of an IA or a cosmonaut...
I will change this command in a next release...2. I think there is a conflict between this script and LV cheat scripts in that LV "Create station" and PilotAI "Global AI Setup
by now, you can temporarily deactivate the LV cheat scripts, time to make overall AI adjustments
The English version of the documentation is slightly reduced with regard to the French version, and errors of numberings appeared3. There is no Chapter 7 in the manual but it is referenced later on in the manual.
In fact these references concern the chapter '6 – Additional functionalities' wich describes the functions of extension AI
I found it : 'Demande d'éjection Transmise' what means something as : 'Ejection request transmited' (approximately... my english is not very good)4. When "ejecting an AI" a dialogue, i think for confirmation, appears in french.
it will be corrected in the next release
ThanksOther than these its a brilliant package thanks for all your efforts
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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

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Mailo
- Posts: 1941
- Joined: Wed, 5. May 04, 01:10

Hmm ... I tried your suggestion to set up a squadron with the trader ship as it's leader.
The trader was a Caiman Superfreighter with a fully trained EST (alternative to trading software MKIII found here as the squadron leader (AI Rank 17, Cpcte 26 ... whatever that means). Escorting the leader was a Xenon P (Rank 14, Cpcte 19) and a second Caiman Superfreighter (Rank 10, Cpcte 18) set to be a tanker.
After starting the EST, it flew to a solar power plant to refuel, escorted by the other two. Then it jumped out to start buying, and the two escorts keep trying to catch up by flying. They refuse to use the jumpdrive.
Did I do something wrong, or is there some incompatability with EST?
The trader was a Caiman Superfreighter with a fully trained EST (alternative to trading software MKIII found here as the squadron leader (AI Rank 17, Cpcte 26 ... whatever that means). Escorting the leader was a Xenon P (Rank 14, Cpcte 19) and a second Caiman Superfreighter (Rank 10, Cpcte 18) set to be a tanker.
After starting the EST, it flew to a solar power plant to refuel, escorted by the other two. Then it jumped out to start buying, and the two escorts keep trying to catch up by flying. They refuse to use the jumpdrive.
Did I do something wrong, or is there some incompatability with EST?
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

Hello
Firstly, normally the supply ship in energy has to be an ' E cell supplier ' and not a tanker.
As it, it will verify automatically stocks in photocells of the members of its group and will re-feed them permanently.
Then, I don't use EST, but I take a look in the code.
It seems that this script does not manage the followers of the trade vessel when this one jumps.
Normally, in the vanillia version of X3, when a ship jumps, it uses the script '!move.jump'
This script checks the wingers, and automatically triggers a jump for each of them. The trader MK3 uses the standard script of jump (roughly) and thus made jump automatically its wingers.
But it seems that EST uses is proper subroutine and don't take care of the followers.
Sorry, but maybe you could ask lucike for what he thinks of this?
Firstly, normally the supply ship in energy has to be an ' E cell supplier ' and not a tanker.
As it, it will verify automatically stocks in photocells of the members of its group and will re-feed them permanently.
Then, I don't use EST, but I take a look in the code.
It seems that this script does not manage the followers of the trade vessel when this one jumps.
Normally, in the vanillia version of X3, when a ship jumps, it uses the script '!move.jump'
This script checks the wingers, and automatically triggers a jump for each of them. The trader MK3 uses the standard script of jump (roughly) and thus made jump automatically its wingers.
But it seems that EST uses is proper subroutine and don't take care of the followers.
Sorry, but maybe you could ask lucike for what he thinks of this?
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Mailo
- Posts: 1941
- Joined: Wed, 5. May 04, 01:10

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ezra-r
- Posts: 3427
- Joined: Fri, 14. Oct 05, 21:04

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Genoce
- Posts: 28
- Joined: Sun, 9. Jul 06, 02:25

Installed the script
at first, loved it to bits, the whole concept was so innovative
untill i realized something
i sent a hunting party of 15 M3's to deal with the paranid and pirates in Split Fire
They all collected around.....40 or so kills a piece
Not one rank up
Not a single one
I have Xtended mod installed, and its screwed with the ranks of other things before
So it may just be that, i dont know
But its kind of annoying having to buy all my A.I's from Hackers
I would much like to level them up...
at first, loved it to bits, the whole concept was so innovative
untill i realized something
i sent a hunting party of 15 M3's to deal with the paranid and pirates in Split Fire
They all collected around.....40 or so kills a piece
Not one rank up
Not a single one
I have Xtended mod installed, and its screwed with the ranks of other things before
So it may just be that, i dont know
But its kind of annoying having to buy all my A.I's from Hackers
I would much like to level them up...
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Mailo
- Posts: 1941
- Joined: Wed, 5. May 04, 01:10

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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

I have just released my first AI to be upgraded to COMAI and the hacker station said come back in 24 hours. Did that but nothing
QUES: will it inform me went it is ready, and how do i retreive him
Does a drone notice my approach or something. Help please.
QUES: will it inform me went it is ready, and how do i retreive him
Does a drone notice my approach or something. Help please.
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

ezra-r :
In vanilla X3, every ship possesses a value of fight skill.
This value gives advantages in fight (reaction time, escape time, ability to use missiles etc.)
But this value is only calculated once at the creation of the vessel
PilotAI takes charge with developing this value according to the victories of the ships thus your ships become more and more effective instead of remain stuck in a skill randomly chosen, even if it's always the vanillia combat scripts wich run.
It is moreover interesting to note that these new scripts of fights introduced into X3 (!Plugin.acp.fight...) are in fact originally an adaptation from the excellent script of X2 : 'Xai AI project'.
in addition with that, PilotAI bring other advantages :
the rank of the AI give advantage in speed and steering
- more functions and more efficients are available according to the rank : SAM abilities, ECM, damage management, advanced shielding management, special SAM abilities when flying in a squadron... The higher the rank, the better some skills can improve.
Genoce :
Strange, I've tested the script with Xtended, and it works well for me...
I know that xtended use the killed signal for manage some of escorts ships that it generates. The destruction of these vessels will not be detected by PilotIA but I think that it is about a very weak minority... Normally your vessels should progress (they gain at first some experience then rise in rank at the end of 100 exp)...
Kilrathi Avenger :
No, they don't inform you
You have to contact them again them and re-select the choice ' Upgrade an AI to ComAI ', they will say to you then if it is ready and will send back a drone containing your AI...
In vanilla X3, every ship possesses a value of fight skill.
This value gives advantages in fight (reaction time, escape time, ability to use missiles etc.)
But this value is only calculated once at the creation of the vessel
PilotAI takes charge with developing this value according to the victories of the ships thus your ships become more and more effective instead of remain stuck in a skill randomly chosen, even if it's always the vanillia combat scripts wich run.
It is moreover interesting to note that these new scripts of fights introduced into X3 (!Plugin.acp.fight...) are in fact originally an adaptation from the excellent script of X2 : 'Xai AI project'.
in addition with that, PilotAI bring other advantages :
the rank of the AI give advantage in speed and steering
- more functions and more efficients are available according to the rank : SAM abilities, ECM, damage management, advanced shielding management, special SAM abilities when flying in a squadron... The higher the rank, the better some skills can improve.
Genoce :
Strange, I've tested the script with Xtended, and it works well for me...
I know that xtended use the killed signal for manage some of escorts ships that it generates. The destruction of these vessels will not be detected by PilotIA but I think that it is about a very weak minority... Normally your vessels should progress (they gain at first some experience then rise in rank at the end of 100 exp)...
Kilrathi Avenger :
No, they don't inform you
You have to contact them again them and re-select the choice ' Upgrade an AI to ComAI ', they will say to you then if it is ready and will send back a drone containing your AI...
