[SCRIPT] TerraCorps Combat Pilot Project - 1.43 released 09/01/06

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik » Tue, 3. Jan 06, 23:12

Nice work Myros, it look incredible.

Only one suggestion (hard to me to explain with my basic english :gruebel: ). Can you make the Task Force Leader, in a TL or M1, for example, resupply the ships in the task force with missiles and ecells (will they use jumpdrives (the mother ships and/or the fighters)?

For example sending M3s or TS to stations for buy what the carrier nees, storage it in the carrier, and then give the ships what they need? (for example giving to all the M3 10 missiles. If a M3 spend 2 missiles in a mission, when it's back in the carrier it will take 2 missiles from the cargo bay). Something like that.

Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros » Tue, 3. Jan 06, 23:45

I didnt add task force supply because there is already an excelent script that does this. Xai's fleet support software. Its forum post is on here, they just upgraded it to work with X3 and it does a great job and can do all the things you mentioned and a lot more. Worth checking out, and blends pefectly with the TF addon Im making.

Myros

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Wed, 4. Jan 06, 02:49

Drools all over the bridge of my M6.... :D :D

So basically I have between now and the weekend to get at least one of my Lieutenants up to captain stage so I can use the new script :) - Somehow I don't think I gonna make it tho..

I got about 15 Lieutentants now (did have 19, but I lost 4 of them along with 12 Ensigns in a Xennon probe into my Unknown sector :(

I got 15 waves of 3 with a Lieutentant (in M4's) in charge of each wave currently undergoing training in my unknown sector with my TL (with 12 M3's in its hanger) at one gate with 2 lasertowers, and me in my M6 at the other gate with another 2 Lastertowers.
If Pirate M5's or M4's come into the sector I let my Waves try to take them out (good training) while I deal with any M3's that poke their heads in.

The only down-side to all the training is that I have spent all my credits on supplying brand new Teladi Buzzards to my new Lieutenants (cause my captured Buster M4's seem to get themselves killed too quickly)

EDIT:
What about the option of having a Commander being in charge of 9 ships for training only or something like that, this way once that commander makes Captain he/she could form his/her own task force with the ships they had been training..
This way a Commander could be "in training" themselves in peparation for them making Captain :) :)

Myros wrote:Testing has been going great, and Im polishing things up now. It should be ready for a trial run this weekend. Watching your task force commanders recon, patrol, escort, engage and assault on their own is almost a whole game in itself :) Not to mention makes its a whole lot easier manage your new combat pilots training.
Myros
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik » Wed, 4. Jan 06, 06:27

Thanks for your reply Myros, i will check that script ;)
NZ-Wanderer wrote:EDIT:
What about the option of having a Commander being in charge of 9 ships for training only or something like that, this way once that commander makes Captain he/she could form his/her own task force with the ships they had been training..
This way a Commander could be "in training" themselves in peparation for them making Captain :) :)
I think that it is a good idea NZ-Wanderer :)

Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros » Wed, 4. Jan 06, 11:27

NZ-Wanderer wrote:
EDIT:
What about the option of having a Commander being in charge of 9 ships for training only or something like that, this way once that commander makes Captain he/she could form his/her own task force with the ships they had been training..
This way a Commander could be "in training" themselves in peparation for them making Captain :) :)
To do that would mean scripting a seperate range of tasks and jobs just for the commanders... and Im hesitant to add much more at the moment as it got pretty big anyway. I know its rough though getting pilots up the ranks and I guess thats the way I intended it ...and the way 1.3 made it ;)
You could always 'cheat' in a bonus for a couple pilots just to get someone ready for TF command. Its just a simple 1 line variable change script and the pilot will get a few promotions, if you want to do that drop me a PM and I'll tell you how.

Myros

X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it » Wed, 4. Jan 06, 12:30

I wish you scripters would be a litte less effective so that we could keep up with all the scripts.

:P

Seriously, this is just incredible. Amazing job, and I'm looking forward to the Task Force addon.

Didn't use any scripts until recently. Looking back now, I could never go back to playing the game without the work of all you wonderful people.

Thanks!

Now off to train me some pilots, and finally make use of those annoying M5s... :wink:

X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it » Wed, 4. Jan 06, 12:58

Since I don't have any experience using M5s, what are your recommendations as training ships?

Most M5s have minimal shields, so will probably be killed if they engage in combat anyway?

- The Split Jaguar is extremely fast (596 m/s), can mount 4xAPACs, but have only 1x1MJ shield

- The Teladi Harrier Sentinel is slow (188 m/s), can also mount 4xAPACS and in addition it has 2x5MJ shields.

Going to use one of those because the other races' M5s can't carry APACS. I guess the 10MJ shields for the Harrier gives it an edge when fighting other M5s and even some M4s.

What are you guys using?

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Wed, 4. Jan 06, 22:34

Well personally I am using Teladi Harrier Vanguard M5 and Teladi Buzzard Vanguard M4's in my fleet as I went for the shield capabilities as well..

What I have found tho is that you are still going to lose a LOT of pilots and ships no matter what you choose unless you can find a sector that you can totally protect.. I thought I would be safe in home of light and Argon Prime, but I soon found out I was wrong, the pirates etc came looking for me, they didn't care where I was and also being in a populated sector there was also the danger of colisions..
I'm now in an unknown sector (the one next to New Income) still losing pilots... had 2 xennon invasion forces (lead by an M6) come in so far as well as the never-ending stream of pirates..
Don't quite know what to do about this problem, was thinking about going over to the other side of the universe, but that would take me too far away from Ministry of Finance which has the shipyard for my Teladi M4's and M5's and Terracorp which is the only place to get my pilots.
X-it wrote:What are you guys using?
Last edited by NZ-Wanderer on Wed, 4. Jan 06, 23:44, edited 1 time in total.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it » Wed, 4. Jan 06, 22:50

Thanks, I was planning on using the Harrier Sentinel myself, but as far as I can see it's one of the 'non-buyable' ships. I've looked in all 5 Teladi shipyards - including Ministry of Finance - but none of them have it. Where do you find it?

And regarding collisions, if you're not in the sector yourself, collision detection is off. Should save some of the ships at least.

I'll have to check the Ministry of Finance shipyard again. Thanks again for the tips.

User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik » Wed, 4. Jan 06, 23:34

Myros, some suggestions. Messages when a pilot is promoted or when he is killed. I don't know if your script have that now because i don't have a lot of time to play this days (i can only check the forums sometimes) and i haven't test your script yet.

And i think that you script put the rank of the pilot in the name of the pilot, no?, i like something like that.

And one more task for the script, scort the leader. I will like to thave one or two wings of fighters scorting the leader all times, or maybe two M6 or a M2.

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Wed, 4. Jan 06, 23:46

My appoligies, I got the varient wrong, it is the Vanguards that I am using (Now altered in original post)...

You are right, the M5 Sentinel is not able to be bought, however the M4 sentinel is able to be bought at the Grand Exchange..
X-it wrote:Thanks, I was planning on using the Harrier Sentinel myself, but as far as I can see it's one of the 'non-buyable' ships. I've looked in all 5 Teladi shipyards - including Ministry of Finance - but none of them have it. Where do you find it?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Wed, 4. Jan 06, 23:48

A message appears in your log when one is killed (My logs are full of them) :(
Anoik wrote:Messages when a pilot is promoted or when he is killed.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik » Thu, 5. Jan 06, 00:05

NZ-Wanderer wrote:A message appears in your log when one is killed (My logs are full of them) :(
Anoik wrote:Messages when a pilot is promoted or when he is killed.
Sorry for that NZ ;) but thank for that information, like i have said i have not time right now for play the game and test this wonderfull script. But, what about the promotions? do you have messages in your log when a pilot is promoted to another rank?.

X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it » Thu, 5. Jan 06, 00:11

Thanks NZ-Wanderer, I suspected you mixed up the names, as I could still not find it. Seems the only one available is
Spoiler
Show
the abandoned one in The Vault.
And I think there are pirate Harrier Sentinels as well, btw. Would be great if someone could perhaps make a script that makes it available in one of the shipyards.

Anyway, I went for the Split Jaguar Raider. Bought 3 L versions in Cho's Defeat and transported them to Home of Light in my Elephant. They came with triplex scanners and fight software 1 & 2 as pre-installed equipment, which was good. Didn't know the Split had triplex scanners. Blistering fast, but with only 1MJ shield they will probably blow up if a pirate decides to even look at them.

So now I have them doing a Tour of Duty in Argon Prime. Will post how they perform tomorrow... :) Using the Race Response Fleet script as well, so the sector is heavily defended.

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Thu, 5. Jan 06, 00:18

Yep, messages appear in the log when your pilots get promoted as well :)
Anoik wrote:But, what about the promotions? do you have messages in your log when a pilot is promoted to another rank?.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros » Thu, 5. Jan 06, 00:29

Hi all,
Thanks for the continued feedback.

re: promotion messages ... aye you get a messege to your logbook when a pilot gets promoted telling you their new rank the ship and sector they are currently in in case you want to go check on them.

For when the TF command is out Id recommend speed for your M5s as they will be used mostly for recon, where running away is the way to go ;p

Though a good mix is good too as the TF commander will mix it up a little as he feels its needed. Especialy when responding to threats.

Im just polishing things up now for the release and I have to remove all my debug text and do the real feedback/messeges to the player.

Ran a TF through the whole night last night on its own and then checked the logs this morning ... working like a charm. They lost half their fleet in battles but the commander quickly adapted to force size and managed to keep things together all night.

Quick question for you guys ...

Say you had 3 M6s and 50 fighters (and the commanders ship) and a full fleet assault is ordered. In this situation the commander will:
1.recal all ships, give them 3-5 mins to get back (or close enough)
2. Make the 3 M6s pointmen (battle group leaders)

Now the choice is do you then assign all fighters and send the the group leaders on to the fight, with your commanders ship following behind a little ...

Or would you rather keep all fighter close by (docked if possible) and have your M6 group leaders just escort the commanders ship until you get to the assault sector then launch and send the groups out ...

The second ways seems better but it can take longer because the M6s are slowed because they are following the command ship till they get there
The first way is quicker but your TF leader will lag behind quite a bit (because hes usualy in the biggest slowest ship).

What yas think? Slower response but more concentrated or bulk of the force in asap and leader follows along?

M

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Thu, 5. Jan 06, 03:10

Hmmm, well I would have to say get them in ASAP,

Reason for this is because any slow responce to say an attack on some of your freighters has to be answered ASAP otherwise your freighter would be no more.. (Hell I find that if I don't jump immediatly I get an attack message now I will lose my freighter and have to go capture another (sometimes I don't even get notified and don't find out it been killed, until I wonder why my station is flashing out of resources))

So yes, definetly IMHO fastest response possible to any immediate threat.. - The only exception I can see is if you are planning a "revenge" type raid, then I would want to gather my entire fleet before going in with them all at once.
Myros wrote:What yas think? Slower response but more concentrated or bulk of the force in asap and leader follows along?
M
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

User avatar
Anoik
Posts: 2237
Joined: Fri, 9. Apr 04, 19:20
x3tc

Post by Anoik » Thu, 5. Jan 06, 06:40

Myros wrote:What yas think? Slower response but more concentrated or bulk of the force in asap and leader follows along?
M
5. Sector Assaults - if the commader judges that the danger level in a sector is at or above his own full fleet strength he may call a "Task Force Assault" just like the player can. The commader will recall all forces, launch all fighters ..organize 1 - 3 battle groups and head into the fray.
Ok, if you are talking about that feature i will say that i like more the second option, the slower and concentrated response. I suppose that the M6 and M1 will use jumpdrives devices to go to the sector where they have to attack, no?. If yes, then i like more that option. Dock all the fighters and have the M6 scorting the capital ship to the battle zone, when they are there the carrier will launch the fighters.

You are talking there about a high danger level, with a enemy force at or above the task foce strength. If you send first the M6 to a sector, to protect fast for example only a TS, if the enemy force is large, you will lost not only the TS, but maybe some M6 too. I prefer to lost one TS and not one TS and a M6 or more. So, i will say slower but concentrated attack in a full fleet attack. If the threat is smaller, then it is ok to use a fast attack, but if you need to send all your fleet... then the union does the force.

X-it
Posts: 1311
Joined: Wed, 6. Nov 02, 20:31
x3

Post by X-it » Thu, 5. Jan 06, 10:32

The 'all-in' idea with the jumpdrive Anoik mentions sounds most appealing to me too. If you can make it so that a TF with jumpdrives would use them, or fighters will dock with the command ship and then it will jump, that would be great.

Otherwise, maybe you could include an option to select either slow, massive attack or quick bulk attack?

Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
x3

Post by Myros » Thu, 5. Jan 06, 14:43

No jump drive actions in the initial release, it just became a pretty large deal when you get the potential of 100s of ships that you then have to check for energy, jump drive, jump distance, supply, what to do if only some have energy etc, got to be like writing a book just for the possible situations ;p

So at least for now it will be a sector -> sector flight model, far easier to control that way for the AI. In a future release I'll add in some seperate routines for jumping ships back to the command ship so that operations can get started quicker but not sure if it will be possible to do entire fleet jumps - maybe except for when the leader is in a M1, then it will just be a matter of getting all the fighters to dock and jump out with the rest of the cap ships you have.

Task force attacks will never be much good for responding to your 'a ship is under attack' notifications where you end up losing a UT if you dont jump in personaly right away. Fleet operations are slow ...as they should be. The TF commander uses his constant patrols to deal with those kind of threats ... by keeping 3 ship patrols going at all times those become his first response teams, they're the ones who will always see action first. The commander will then evaluate the possible threat and either put together a small force or throw everything in to deal with it. But your talking about at least 5 minutes before a fleet gets going.

Myros

Post Reply

Return to “X³: Reunion - Scripts and Modding”