[Script] Fighter Base Commander V1.10 (04 Feb 2006)

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dwgh
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Post by dwgh » Sat, 28. Jan 06, 16:51

I did think though. How about Argon Discos... If you want to use them, can you or is there still a problem with them showing as M4 class?
They *do* still show as M4 (bit annoying on the property page), but my script has to use a lookup table to find the ship class from the shipyards tradeable ware list anyway. Discos work fine under this.
Option to select individual ships for each class as an option (M5 Pegasus M4 Buzzard and M3 Nova, etc, or at least perhaps diferent stations for different classes (M5 Paranid Prime, M3, Omicron Ly... can't remember the spelling, etc.).
Yeah, at the moment, it just uses the first ship of the appropriate class sold by that shipyard. It'll be a bit fiddly, but I'll see about a second option which lets you pick a ship type from the list offered by the shipyard for each class (advanced option - so people who dont really care wont have to do this).
For instance, instead of my M5 pilot being called 'Academy Ship 1' it would be Academy Ship 1 - Ensign?
Yeah, it's an idea - although (apart from the disco), assuming the station has enough cash you should be able to tell from the ship class as well. Will bear it in mind.
Does the station generate any cash due to kills?
No. As far as I know the official policy on owned ships and bounties is that only the player-ship can earn them. I can see good reasons why this is the case, so I wont be changing that.

Oh, I forgot to add the "Use Terracorp HQ for pilot installation" option as well. Should be straightforward to include.

Saint-Ashley
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Post by Saint-Ashley » Sun, 29. Jan 06, 01:17

Oh, I forgot to add the "Use Terracorp HQ for pilot installation" option as well. Should be straightforward to include.
I would have to vote against this because, what if someone wanted their base to be in the "unknown sector" between Montalor and New Income? It would cause havoc in the future when you can change areas for sector patrols because people want their base close to their own factorys for easy protection. But haveing Terracorp HQ for pilot installation would force ships bought by the Commander to go half way acrost the galexy and back (probally through enemy sectors unarmed) just to get a pilot.

As for my favourite scripts, well I have loads installed but I particularly jump to using Combat Pilots and Task Force (Terracorp ones) and I also rely heavily on the Station Manager script for stocking stations (automation galore).
Heh I guess I have them all then :P I have over 1200 scripts lolz... Not to mention I have also combined about nine different mods like M6 upgrade, cockpit callback, capitol reballance, EMP (didnt need to but I tossed it in so I wouldnt have to use *false patch*), minimal hud, anyway theres more im sure.

dwgh
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Post by dwgh » Sun, 29. Jan 06, 03:53

I would have to vote against this because, what if someone wanted their base to be in the "unknown sector"
Then they use the script unchanged... it will only be an option for those who want to do it that way, not compulsory.

djssuk
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Post by djssuk » Sun, 29. Jan 06, 17:01

I had a quick go last night.

All seems to be going to plan, but I did notice something.

Although I stocked my Equipment Dock with shields, weapons and everything, the Goods trnsporter ships still went looking for them. Is it suposed to check station stocks first? Sorry, my memory is slipping lately...

1200 scripts.... I have a massive 20 or so... I would like to combine the cockpit callback with one which has less asteroids and enemies. Have you done that one?

Looking forward to my next fix...

dwgh
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Post by dwgh » Sun, 29. Jan 06, 22:12

Although I stocked my Equipment Dock with shields, weapons and everything, the Goods trnsporter ships still went looking for them. Is it suposed to check station stocks first?
It does, but I forgot to then remove that item from the "want" list, so it went and bought some anyway :oops: That's now fixed.

v1.07 is the basic release version - I've added a little more info to the log file output. It turned out the repair script was a little squiffy as well, so that has also been updated.

djssuk
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Post by djssuk » Sun, 29. Jan 06, 22:19

Well, no time to post as I have a Force to put together...

Well done.

The repair script... hmmm, must have overlooked that or have been lucky so far to not need it...

Off I go :)

Saint-Ashley
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Post by Saint-Ashley » Sun, 29. Jan 06, 23:13

1200 scripts.... I have a massive 20 or so... I would like to combine the cockpit callback with one which has less asteroids and enemies. Have you done that one?
Get me the names of the mods and I will try and combine them for you.
It turned out the repair script was a little squiffy as well, so that has also been updated.
I noticed that if a ship got damaged the ship (and the others in the squad) would return to shipyard, I didnt see that as a problem as the ship may have needed protection to and from the shipyard. I take it that it wasnt suspose to be that way?

Ashley

djssuk
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Post by djssuk » Sun, 29. Jan 06, 23:37

Cheers Ashley, will get the facts for tomorrow... thanks.

dwgh
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Post by dwgh » Mon, 30. Jan 06, 00:10

I noticed that if a ship got damaged the ship (and the others in the squad) would return to shipyard, I didnt see that as a problem as the ship may have needed protection to and from the shipyard. I take it that it wasnt suspose to be that way?
No, cos then they can't form a patrol with other ships that might be idle... although I wasn't *that* bothered by it. That bit was just an unexpected side-effect from the patrol script - can't recall if I got rid of that or not ;).

The problem was that the auto-repair seemed to not be working on my version, so I re-wrote it so that it doesn't require user input to go ahead and fix the ship.

DJ | Wolf
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Post by DJ | Wolf » Tue, 31. Jan 06, 18:13

Any idea what would generate:

ReadText 2010-1229 ReadText [2011-1229] on the additional ship commands menu m8?

dwgh
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Post by dwgh » Tue, 31. Jan 06, 18:15

Yeah, the v1.0 Remove Homebase command had a conflict it seems. Give me 5 mins and I'll package up a new one with v1.1 - I have a small fix of my own to add anyway.

DJ | Wolf
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Post by DJ | Wolf » Tue, 31. Jan 06, 18:23

Aha. No worries :)

I appreciate all the work the scripters/modders do with this game, oddly enough its one of the reasons that I keep coming back to it - apart from the fact that I do like the X-Universe :)

I was however wondering, as I do often...is it possible that you could make something like this operate off a Carrier? Baseship?

dwgh
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Post by dwgh » Tue, 31. Jan 06, 18:28

I was however wondering, as I do often...is it possible that you could make something like this operate off a Carrier? Baseship?
The main reason for using a station is so that it essentially has a wallet of it's own to work from. I think it's possible to give a ship money, but only via scripting and even then it's not visible to the player.

Now that most of the problems have been ironed out, I'm going to start adding in extra bits. One of which will be to allow it to run a carrier. In principle there is no reason why the carrier should be in the same sector as the station, so if I include an option to make the carrier home rather than the station - that should sort you out :)

It'll be a while yet though, got a few other things to work on first.

Update now available on 1st post.

DJ | Wolf
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Post by DJ | Wolf » Tue, 31. Jan 06, 18:33

Heh, not a problem. I'm in no rush for anything -- having worked in the game industry I learned even at the level I worked at, never pester for something to be done.

And I got pestered a lot *G*

It sounds cool regarding the option of being able to have a Carrier commander, especially since it would probably take a load of weight off the running of a larger fleet.

I liked what RS did with his Security and QFLS scripts but a self-sufficient Carrier commander that hires, promotes and sorts its own groups out would be something to see heh.

I also have to say that the FBC is pretty cool even barring that ReadText error, it certainly adds to the depth of the game.

Edit: Aha! Update, thanks :)

Edit II: Works like a charm :)

djssuk
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Post by djssuk » Tue, 31. Jan 06, 20:09

The carrier idea does sound like a natural progression and i guess maybe even moving up to M6 class ships after a particular stage or level (if the player has not done so earlier. For instance, leave them in an M£ until thy get to vice Admiral and then promote to an M6 wich leaves the player the option to do so at the previous stage.

I think someone is looking at pilots as crew but have you thought about this option? for instance, as far fetched as this might be, you could have crew for the carrier guns or the M2 guns. You could have 'trainees starting a tour as a gunner, moving into a pilot role when the position becomes available on a free m5... still, off with the fairies again I guess.

Keep this going it is going to be great...

dwgh
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Post by dwgh » Tue, 31. Jan 06, 20:59

While I can bodge out something that works eventually, I'm not much of a coder really (hence all the updates needed so far :P). But if someone else has a working crew script I can integrate, I'd be willing to have a go at some stage.

I should also point out that in order to progress beyond M3s, your pilots need to do tours in enemy sectors. Getting one up to M2 or M1 level will be... interesting :)

Also, I wrote the bulk of this script in a cheat game so I'd have the resources to set it up properly. I haven't actually finished the plot yet in my main game... although I have just about enough to start my first base now, it may be a while before I have the cash to buy M6's even! I plan to get a bit further along with the game before I do much more. I will work on the patrol other sector option soon though.
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All I need to do is learn to fly properly so I can get through this damn asteroid before the khaak get me...

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NZ-Wanderer
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Post by NZ-Wanderer » Tue, 31. Jan 06, 21:58

Well I'm enjoying using your mod a lot, thank you very much for writing it to work with the other one...

Sure saves me a lot of time not having to micromanage things all the time...

Only came across one problem but I see that was just fixed above :) :)

Yes, I would love to see M6 or TL able to have pilots in them :) - no worries about them training in pirate sectors here, as a pirate sector (suitably protected) is where my training camp is setup..

Just got to remember to keep my trading station supplied with enough credits.. :D (its a pity that the station couldn't just take credits from the players stash when it needed 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.

dwgh
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Post by dwgh » Tue, 31. Jan 06, 22:03

Just got to remember to keep my trading station supplied with enough credits.. (its a pity that the station couldn't just take credits from the players stash when it needed it...)
Man, I'm gonna need about 10 pages of advanced options at this rate :P

Personally, I have my base in a factory... it's cool to watch it save hard earned cash for equipment and ships. But I can see why the option should be there.

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NZ-Wanderer
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Post by NZ-Wanderer » Wed, 1. Feb 06, 01:08

I do have a new complex in my "federation" sector, but I decided to build a trading Station because of the simple fact it can take virtually unlimited flighters in it, whereas most (if not all) other types of factories, docks etc have a limit of about 5 or so...
This way, if I come under a massive attack in the training sector, I can simply do a sector order to all ships to dock at the trading station, and let my M6's handle the attack.
Mind you, at the moment the pirates are a little repressed after I took over all 8 Pirate sectors near Argon space, but I dare-say they will be back at some stage, hopefully by that time tho I will have most of those sectors covered by the Terracorp Pilots with M6's leading them ..
dwgh wrote:Personally, I have my base in a factory... it's cool to watch it save hard earned cash for equipment and ships. But I can see why the option should be there.
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.

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NZ-Wanderer
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Post by NZ-Wanderer » Wed, 1. Feb 06, 08:13

Hmmm methinks I found a little problem :roll: :roll: :roll:

[ external image ]

tells it all :)
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.

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