MARS Fire Control . . . Terran Conflict v1.2.1 or higher required
MARS v5.20+ is compatible with Albion Prelude.
MARS Videos ! ! ! . . . Look here.
Turret Scripts are stupid.
They gleefully fire a 30 sec salvo on an M5 when the proverbial snowball in hell would have a higher chance of hitting.
This was too depressing to watch so I set forth on my personal crusade to create the perfect turret script. (YMMV =)
One that only fires on those targets that it can hit.
MARS consists of 5 systems:
- Fire Control (Turrets)
- Goblins (your obedient minions)
- Automatic cargo collection
- Satellite deployment
- AL Plugin, that makes MARS available for AI capital enemy ships (optional =)
- Launch goblin (Fighter Drone)
- Launch goblin Mk2 (Keris, Fighter Drone Mk2)
- Deploy Satellites (Advanced Satellites)
- Cease fire / Ignore target
- Set priority target
- Fighter drones: Attack Shields
- Fighter drones: Shutdown
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! ! ! The MARS FAQ. ! ! ! For those who don't read manuals. I know who you are!
Installation: extract the ZIP into the Terran Conflict folder. The correct folder structure is already included.
Usually, this will be enough. In case of installation problems, see the manual.
Download: MARS 5.24 packed by DrBullwinkle for the Plugin Manager.
Installation: No idea. I don't use the Plugin Manager myself. =)
[SCR] Missile Defense Mk2 is included in the download
This fixes critical bugs in the Egosoft Missile Defense script without noticeably increasing it's system load.
Running MARS on a freighter with a single-barrel PAC turret is just silly.
Note: an optional mod is included in the download. It is compatible to TC v2.7.
See the manual for how to install it.
Methel wrote:I'm just starting to use the script now on my Dragon, its just one turret with pretty limited weapon choices, but still working wonders. I especially love the goblins!
These little buggers keep the enemy busy for ages!
tatakau wrote:Gazz... you are my hero. This script is crazy-sexy!
wraith303 wrote:The scariest thing I've seen from MARS so far has been during one of the Final Fury escort missions...
I was cruising alongside the TSs in my Boreas when a group of about 7 or 8 Khaak clusters jumped in right on top of us. The nearest was probably 1.5 km from me, and the furthest was about 2.5 km. I heard the MARS klaxon, immediately followed by the roar of 24 FAAs firing at once. Of course, the clusters all split apart, and very quickly the sky was filled with 70 or 80 enemy scouts and fighters.
In the middle of all the near constant FAA blasts I could hear the occasional PRG chatter, and even some PBE shots. The visuals of the encounter were just insane - I'd say that at least 1/3 of my view off the starboard side was filled with flak explosions at any one time.
Within about 15 seconds the whole episode was over.
strikor wrote:Bloodthirsty is putting it lightly. I recently ran over a Strong Arms TM in a Paranid sector while emerging from a gate. Before I knew what was happening MARS had destroyed the SA escorts and several Paranid fighters that had turned hostile in response. It was beautiful.
Ymarsakar wrote:MARS is a really fun mod. The nice little touches with the "Goblin" overlord/treasure setup combined with the excellence convenience and dynamic responses (not to mention the missile defenses) make the game much more interesting in fights or just cruising between gates.
Other scripts do salvage functions and crate searches, but this one is actually fun to use and doesn't require any real micromanagement on my part.
tontonfred wrote:When I say MARS unbalances the game, it is not because MARS itself is a bad thing. It's just so much better than the other scripts involved in combat that it steals all the action :twisted:
I truly hope that your initiative will inspire others to create alternative scripts for the rest of the "fight" part, like Lucike's been doing with the "trade" part.
Jambro wrote:Amazing script... I am very impressed with what this does. You take combat to a whole nother level and those goblins are a blast to tinker with. Well done!
However I have decided to uninstall MARS. I feel that this script is so fantastic at what it does that it basically obsoletes alot of other gameplay elements in the process... Its like throwing a blood thirsty MMA cage fighter into a helpless gradeschool playground.
Hieronymos wrote:The MARS turret script has broken new ground in the X-universe, with its amazing ability to prioritize targets, and to totally negate the XTC AI's latest tactic of intensive missle-spamming. MARS has thus effectively made the Capital Ship the supreme combat arm of the (modded) XTC galaxy, relegating Fighters to almost obsolescent status.
X3:Reunion original development thread
To detect if MARS is currently installed in the game...
Code: Select all
001 if read text: page id=7046, id=6422101 exists 002 |if read text: page id=7047, id=6422101 exists 003 * MARS installed and it's setup scrip is working. 004 |end 005 end
Roger's EES / Changeling.
Only Missile Defense Mk2 and Goblin Missile Defense are affected.
Textfile: 7047 (Laser data for mod-adaption)
Textfile: 7048 (Laser data - XTM version)
Textfile: 7049 (Laser data - CMOD4 version)
Textfile: 7051 (Laser data - Multi Galaxy Mod - MGM)
Textfile: 7052 (Laser data - OOSR v2 Mod)
Textfile: 7053 (Laser data - Time of the Truth / ToT / TotT Mod)
Textfile: 7054 (Laser data - X3 Rebalance Mod / XRM by paulwheeler)
Task IDs: all task IDs end with ...7046
Command slot: COMMAND_TYPE_TURRET_46 (Defense)
Command slot: COMMAND_TYPE_TURRET_47 (Standby)
Command slot: COMMAND_TYPE_TURRET_48 (Offense)
Command slot: COMMAND_TYPE_SHIP_51 (Collect cargo)