Tactics scripts

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High_Pinger
Posts: 155
Joined: Wed, 4. Feb 04, 10:26
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Tactics scripts

Post by High_Pinger »

Ive been playing the game a few days now and i decided to take a look at the scripting scene to see if there was anything that could help me in a none cheating way. So i found auto trader, jump and patrol scripts that have been fantastic in reducing some of the micromanagement the game can present at times but these still weren't what i really wanted.

What i wanted was a set of tactics scripts, preferably added to the combat menu to allow for more precise control of my small fleet of fighters and corvettes (of course in the end i would want to be able to manage a whole fleet filled with capital ships as well). This would an in-system only thing (mainly because tactics do not appear to affect oos combat).

For example i really wanted to be able to set a bunch of my ion disruptor armed ships to attack capital ships in squadron formation then break off and retreat to a safe distance while a similiar squadron attacks and repeats the same tactic. then i wanted my corvettes to move in and deal some damage once the shields were down. Currently you have no real valid way of doing this in the middle of combat as the interface just takes to long to progress through.

Ok so i tried to script it myself but i got stuck at the first hurdle of learning the script language and functions. (i cant find a good guide anywhere)
But i thought it wouldn't hurt to post my idea and see if its feasible to set such tactics for ships?

Ideas include
-ships armed with psg's moving to a set distance from the rest of your ships and prioritising m4's and m5's as targets
-syncronised attacks with ships/squadrons breaking off and engaging in order
-giving squadrons of ships orders to only attack specific classes of enemy ships
-ships retreating/jumping to shipyards if they get a certain amount of hull damage

among others...
High_Pinger
Posts: 155
Joined: Wed, 4. Feb 04, 10:26
x2

Post by High_Pinger »

52 views and not a single reply... surely some scripting wiz knows if it can be done?
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
x3

Post by Slugworm X »

Hi,

I have a simple prioritised attack structure in my Patrol Pack. You can look at it if you want.

It lives in patrol.scan.attack.

Good luck.

SlugwormX
High_Pinger
Posts: 155
Joined: Wed, 4. Feb 04, 10:26
x2

Post by High_Pinger »

already have it and its very good :)

its one of the things that gave me the idea that it might be possible to give priority commands on the go, only no one has thought about it.

By the way i was watching one of my centaurs follow your patrol script a few days ago and it seemed to be prioritising khaak ships, especially the m3's... or is this just my imagination? Anyway since i started using your script with my m6's i havent lost a single ts or tp.
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Rakeris
Posts: 407
Joined: Wed, 31. Dec 03, 04:25
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Post by Rakeris »

Well I don't know if that is posable. I don't know a lot about Scripts, Mods are my thing.
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
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Post by Slugworm X »

Yep, you would be correct. I deemed the Khaak to be the major threat to the player, as no matter your alliances, they are always your enemy.

Basic Order of Battle is:

Khaak Cluster M3
M3
M4
M5
TS
TP
Pirate Ship

Something like that. It prefers to bust up those clusters first. By the time the M3 is dead, most of the M5's will be gone as well, due to the turrets. With its beam cannons (Kyon Emitters) the Khaak M3 is probably, bar a Nova with Ion/BHEPT mix, the biggest opponent.

I am thinking of adding further prioritisation routines for larger vessels allowing them to attack M6 and above, depending on what exactly they are.

Appreciate the compliment. Glad the script is helping you!

SlugwormX

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