[BONUS Plug-In] Gunnery Crew turret plugin - Version 3.02

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Cobraking001
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Post by Cobraking001 »

this is getting better adn better :)
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nuclear_eclipse
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Post by nuclear_eclipse »

Reven wrote:Plan for version 3:

I'm going to change the theory of this script a little bit. So far, it's been just "trained people". Looking at what the script does, I think I may be exceeding in certain cases what a normal ship's hardware should be able to do. So, there are going to be some changes.
  1. The "Gunnery Crews: Attack Enemies", and "Maximize Captures" commands will be available (with limitations) without the purchase of an upgrade, but will have a cost for using it. I consider that this isn't just a person or two per turret. Think that there is an officer in charge of each "turret" (Port weapons officer, etc), a junior officer and a bunch of ratings in each turret's gun (gunnery control room) to handle weapon switching, local targeting, firing, etc. Sensory, tactical, missile control... on and on. Think upwards of a couple hundred people by the time all the inrastructure, support personel, and maintennance is factored in. The costs will be:
    • 500,000 credits per hour of game play that one or more gunnery crew commands are used on your ship.
    • Prize money given to the crew for each ship captured, based on the class of the ship and its hull damage (a captured ship will be considered to be a ship that remains "green" for 30 seconds).
    • Extra costs when the ship takes hull damage (people die when things like that happen)
  2. The rest of the gunnery crew commands will be greyed out unless you purchase an "Aegis Weapon System" upgrade for your ship, which will be around the 30 mil mark and will only be available for M1/M2/TL ships. It will give the following benefits:
    • Rapid weapon switching (without it, switching weapons in the middle of an engagement will take 2 seconds)
    • Target prioritization (M2/M1/M6/TL/M3/M4/M5 in that order).
    • Missile targeting in the middle of an engagement (without the upgrade, missiles targeting will only occur each time a new target is sought).
    • The extra "Missile Defense", and "M5 Wasp Assault" commands.
    • More stuff I haven't thought of yet, but which will be infathomably clever, devastatingly cool, and make your ship not just the baddest ship on the block, but a sexy chick magnet too.

500,000 per hour in use might be a little too much. Especially for those of us who don't see combat the entire time, we would be wasting all of our money on our turrets. Maybe either lower the amount, or base it upon how much action the gunners see. Eg. if they go for an hour without seeing a single bogey, only charge 50k or so, but if they are fighting non-stop for that hour (like invading Khaak territory), then charge the full price around 500k or mroe...
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ThalonMook
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Post by ThalonMook »

Hi to everyone,

Thanks to reven for the good script.... I use it to make my Flagship(Raptor form the Heimat Mod) better fighting. I hope now the Xeon K's get killed better....

if one question about the Script....

If I start the script in the turretmenue there is no entry that the script is running... Is this normal ????

CU

Thalon
khabal
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Post by khabal »

It doesn't work, man. I followed the instalation to tha letter and the "gunnery crew" item does NOT apear in the ED in Argon Prime. The version before this one worked.
ticaki
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Post by ticaki »

You can buy it from the Trade Dock in Argon Prime.

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Pinger
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Post by Pinger »

No version auto started on mine I had to load the script manually in game, load the editor / highlight the script editor option and press return / then scroll down to the bottom of the list for the gunnery setup plugin and again highlight and press return then ESC out and it should be active, dont forget to save.
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the old one
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Version 2.10

Post by the old one »

I down loaded it but there was no way i could get it to run,i then installed the beta version and it runs no problem at all,is there any knoon problems with the latest release,thanks Dennis
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Reven
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Post by Reven »

The current release (2.10) is not sold in the Equipment Docks any more. It is sold in the Free Argon Trading Stations in Argon Prime and Omicron Lyrae.

If you have downloaded and installed 2.10 and the ware is not showing up in those two trading stations, then you may have a conflicting script. The gunnery crews upgrade ware is incompatible with the Hull Repair System - it uses the same ware. If you are using the Hull Repair System, this will not work. This will be changed in version 3.

If it's still not working for you, then please pm me. I will be happy to work with you to fix it, up to and including going over a save game of yours along with your script directory to debug it. My goal is to make sure anyone who wants to use this can use it.

I may be a little sluggish answering for the next day or two - a bad IDE connector corrupted my XP partition, so I had to reinstall. I'm getting my system back up to snuff.
thalonMook wrote:If I start the script in the turretmenue there is no entry that the script is running
If you start the script, you aren't being shown that the script is running if you start it on a turret? The text "Gunnery Crews: Attack Enemies" doesn't show up on that turret after?
nuclear_eclipse wrote:500,000 per hour in use might be a little too much. Especially for those of us who don't see combat the entire time, we would be wasting all of our money on our turrets.
Well, you could turn off the script when you're not using it. It's only going to charge for the time it's actually in use. I'm actually thinking the cost will be 100k per turret per game hour in use.
Last edited by Reven on Fri, 15. Oct 04, 23:35, edited 1 time in total.
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khabal
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Post by khabal »

Oooooohh, now I see. So it's not in the EDs anymore. Yeah, it works fine now.
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Nemomuc
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Post by Nemomuc »

"thalonMook hat folgendes geschrieben:
If I start the script in the turretmenue there is no entry that the script is running

REVEN:

If you start the script, you aren't being shown that the script is running if you start it on a turret? The text "Gunnery Crews: Attack Enemies" doesn't show up on that turret after? "


Same Problem here , NONE of the commands are showing up at the Turret command slots and same for the ships scondary command slots after usinmg the missile commands .

PLEASE iron out this Bug in version 2.10 first before you `ll start programming Vers 3.0.
Vaylon
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Post by Vaylon »

Yep I had the same prob with each version but it cleared up each time. In 2.10 I got the message that I must restart each turret. So I did but it still showed none, none for each command slot. I then saved game and restarted x2 which worked for the 2.0betas but it did not work this time. I then went to the sector where the test ships are based PE and they started to work fine, I jumped out of the sector and they were all still working fine and the commands were all still there. Guess they will not start running if the player is not in the same sector?

-NJ
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Reven
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Post by Reven »

Vaylon wrote:Guess they will not start running if the player is not in the same sector?
Correct - no turret script will run when the ship is out-of-sector.

@ALL - good news. Burianek (and through him, ticaki) and I have come to an agreement on getting this script signed. This is going to delay version 3 a little, but there is an exciting development for it that I think you'll all love.

I'll get a bug fix, 2.11 out right away to fix the issue with the missile defense script running when the ship is out-of-sector and depleting the mosquito missile inventory. I knew about this before I released 2.1, and just plain forgot to do the fix. Sorry.

If there are any other issues that need addressing before I rip things apart for version 3, please let me know.
You were warned... pirates will be hunted down like vermin.

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khabal
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Post by khabal »

Just a thought here. Shouldn't you work on the version 3 and get THAT signed instead of a version which is not final ?
Vaylon
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Post by Vaylon »

Could be a while before it gets signed so I would love to see a quick fix till then.

I have a few ideas i'll run past you later today Reven, too busy right now :(

-NJ
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Reven
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Post by Reven »

All right, 2.11 is now available. A pretty minor release, just fixing a few things before I rip everything apart to get ready for version 3. From the readme:

2.11 Version 2.11 bug fix release
Note, the file "plugin.guncrews.engagemissile.xml" was deprecated in version 2.10. From this release on, it is no longer included in the distribution. You are free to delete it from your X²/script directory.
  • The "Missile Defense" command will now no longer fire missiles during out-of-sector combat. It's highly doubtful that anti-missiles are even effective while OoS.
  • Turrets will now engage all incoming missiles if they are not currently busy engaging a ship. They continue only to engage missiles that are deemed a threat to the ship when they are already engaging a ship.

I forgot to add to the readme that the Wasp Missile Assault now has a slightly tighter spacing to the missiles it launched.
Nemomuc wrote:None of the new commands and none of the old ones appear on the comand console after beeing selected. Engine says command accepted...But nothing happened.
I can't think of what might be causing this, but if you create a zip file with your save game, and your script and t directories, I'll figure out what's going on. Email it to me at kfitzner@excelcia.org. Downgrading is not an acceptable option to me. :) As soon as I get a zip file from someone that I can autopsy, I'll put this as top priority.
khabal wrote:Just a thought here. Shouldn't you work on the version 3 and get THAT signed instead of a version which is not final ?
That's what I meant. Version 3 is going to take a little longer than expected because I have more changes in it now than I had originally planned. That, and fixing the issue with commands not working for folk in some recent versions.

Essentially there's a feature freeze on version 2. Bug fixes only.
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ticaki
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Post by ticaki »

Nemomuc wrote:None of the new commands and none of the old ones appear on the comand console after beeing selected. Engine says command accepted...But nothing happened.
same here... but only oos.

Greets ticaki
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Reven
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Post by Reven »

If it's out-of-sector, then that will be the case. A turret command CAN'T run out-of-sector. It has to be started in-sector. I'll write up some scripts that will disable the turret commands when the target ship is OoS.
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Cobraking001
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Post by Cobraking001 »

are the prices staying the same that you have suggested for version 3?

Thanks

Damien
Rathgar
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Post by Rathgar »

Reven...

Any way to get the prices changed by ship type? M2's should be most expensive. M1's and TL's less so. M6's even less. The M3 turret gunner (who should be just a lone man), should get a very low pay rate.

Also, how about having the Aegis shield available WITHOUT the crew. Have it just give you access to the automated missile defense system command at no running cost (other than the missiles and the upgrade). Maybe allow it to give you the Missile Strike Command (the one that unloads a lot of wasps), but have it target EVERY enemy ship in "x radius" rather than just the M5's. Makes more sense that you would flush your racks at every target in range if you are going to do so.

Having BOTH a crew and the system gives you access to the more advanced turret features (the AEGIS would be useful on fighters and such, and is the required C3 component for helping your hired crews fight more effectively).
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Burianek
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Post by Burianek »

Rathgar wrote: Also, how about having the Aegis shield available WITHOUT the crew. Have it just give you access to the automated missile defense system command at no running cost (other than the missiles and the upgrade).
:o who would push the button to turn it on? ;)
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