[SCRIPT] Attack Rocks Command v2.10 [UPDATED 26/8/07]

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Bunny
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[SCRIPT] Attack Rocks Command v2.10 [UPDATED 26/8/07]

Post by Bunny » Thu, 27. Jul 06, 09:34

Attack Rocks Command v2.10

This command instructs a ship to breakup or destroy rocks.

A big thanks to Lucike and SymTec ltd. for upgrading this script

Hosted by Xai Corporation - Download

German Forum Topic (nice format with pretty pictures too)

IMPORTANT
If you are upgrading from version 1.19 or earlier then please terminate the attack rocks command on all ships before installing the upgrade.

Features
- The ship will either break rocks if it has fight software mk 1. This behaviour can be changed to destroy all rocks if fight software mk2 is installed.

- Rocks can be broken or destroyed both in and out of sector

- The ship will first uses its scanner to search for rocks. If no suitable ones are found then it will check for any within satellite range. If it still cannot final any then it will execute a random search of the sector

- Turret with greatest fire power is used

- If the ship collides with a rock then it will wait for its shield to recharge before continuing

- Placing the keyword "Ore", "Silicon" or "Nividium" in the ship name will force it to break/destroy only rocks of that type. If a keyword is not included in the ship name then it will still check for it in the name of the navsat/nav beacon it flies towards. These are the two ways the ship can be restricted in its choice of rocks.

- Pilot fees charged per game hour:
TS/TP 400 Cr
M5 200 Cr
M4 600 Cr
M3 1000 Cr
M6/TL 2000 Cr
M1/M2 10000 Cr
If the player cannot pay then the pilot waits 10-20 minutes

- Satellite deployment. The ship will check if the rocks it finds are outside of satellite coverage. If they are then it will deploy an onboard satellite. The ship will not purchase or load satellites, the player has to stock the ship.

- Seeks out navigational beacons deployed by mobile mining ships and breaks rocks near it (symbiotic action).

Required Equipment
- Mineral Scanner
- Fight mk1 software (break rocks)

Optional Equipment
- Triplex scanner (improves search performance)
- Satellites
- Fight mk2 software (destroy rocks)

Version History
2.10 - Minor change to t and setup file
2.09 - Including mineral type in ship name will restrict it to breaking/destroying rocks of that type only
2.06 - Message and interface improvements
- recognises Nividium keyword
2.02A - Minor interface change - Command now only appears in combat menu when a mineral scanner is installed.
2.02 - Bug with ship ignoring zero yield rocks removed
2.00 - Improved interface and use of navigational beacons
1.19 - Satellite deployment added
- Turret commands are automatically cleared when the script is started
1.11 - Original release

Notes:
- The more fire power a ship has the faster it can break/destroy rocks OOS
- The script was designed for use on TS/TP/M5/M4/M3/M6 ships. Being in sector with a TL/M1/M2 running this command is not a good idea.
- Do not apply too many engine tunings to fast ships such as M5s. Inertia during high speed turns leads to collisions.
- This script does not attack map asteroids

Known issues:
- Turret commands can stop the ship firing. Keep them off while running this script. Turret commands are automatically cleared when the script is started.
- A ship running in break mode will find it increasingly more difficult to find rocks to break if a sector already contains many collectable fragments. Ensure that there are enough collecting/mobile mining ships in the sector to prevent this becoming a problem
Last edited by Bunny on Sun, 26. Aug 07, 13:19, edited 35 times in total.

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ttl
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Post by ttl » Thu, 27. Jul 06, 12:40

Sound like an interesting script. I never bothered with mobile mining before, but now I might give it a go. Nice work Bunny :)

Mostly I would like to remove rocks from overtly rocky sectors, though. The aesthetic effect on the scenery is definedly not woth the FPS hit. Would this script suffice, or would it take forever to clear a rocky sector like Cloudbase SW?

And I know asteroids will respawn, but will rocks?

Bunny
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Post by Bunny » Thu, 27. Jul 06, 14:40

Rocks will not respawn when destroyed or collected ( mining guide has more details on this)
For mobile mining I would recommend my other script which shoots, collects and delivers the minerals.

Here is a rough guide to how long it takes to clear a sector.
Kingdoms End - all rocks collected after about 13 days game time using 57 caiman miners running the mobile mining script

Farnham's Legend - all rocks destroyed after 32 game hours with 220 novas (these were running a less efficient version of the script you see here - number of ships was overkill as this was a stress test)

In both cases the results were obtained with OOS operation

Bunny
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Post by Bunny » Sun, 6. Aug 06, 19:00

Version 1.19
- Satellite deployment added
- Turret command are automatically cleared when the script is started

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ttl
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Post by ttl » Mon, 7. Aug 06, 20:06

One possible slight glitch with the update Bunny:

The old script was called "attack rocks command", and the updated is called "attack rocks" in Xscript installer. As a consequence it shows both there in installed scripts after the update. Of course you can just remove the previous version (right?), if you notice this, but will they conflict if both are left there?

on gameplay:

I find it more effective to put fighters on "attack rocks" and then unarmed freighters on "collect minerals" when I mobile mine for my missile complex in CBSW. The freighters sure take their time breaking. The rock breaking has caused massive lag in the system, however. Comes with the territory, I suppose. With the going rate (16 mining TS) I should clear up the sector just before chrismas. :o

Great added functionality with these scripts :thumb_up: :) :thumb_up:
I don't feel like nuking the rocks anymore.
8)

Bunny
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Post by Bunny » Tue, 8. Aug 06, 18:02

Oops, Thanks for telling me. Each script is self contained so just remove the old copy and install the new one. Tthe ships will restart the updated version automatically as usual.

Just a question about the system lag. You are getting this in sector with the fighters but not out of sector right?.

Shooting rocks in sector seems to have the biggest overhead, I found that 10 rock breaking fighters slowed the system down just as much as having 50 odd TS ships on collect minerals.

Using fighters to break the rocks is indeed a much more effective solution. They do it faster and it frees up the TS ships to concentrate on just collecting.

It is interesting to see that OOS an Discoverer M5 (no engine tuning) break rocks alot faster than a mercury TS (full engune tuning) with the same weapon.
This suggests that OOS combat takes into consideration the type of ship in addition to weapon and shield power.

Thanks for the feedback

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ttl
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Post by ttl » Tue, 8. Aug 06, 18:27

No lag problems OOS.

The rock breaking fighters don't cause the lag in themself. It's the massive fields of broken rock they leave behind ;)

So if I can balance the number of collectors to the number of breakers, it should be fine. Looks something like 1 M3 breaking for 10 TS (I use Caiman Miners) collecting.

Bunny
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Post by Bunny » Tue, 8. Aug 06, 18:54

Ah yes, mobile miners are conservative in not breaking more than they need.

However, rock breaking fighters will just keep on going like those broom sticks in Fantasia :P

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Graxster
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Post by Graxster » Sat, 21. Oct 06, 12:14

I wonder how well this would work if you equipped a fighter with PSG's? Hrm, would probably end up hitting lots of innocent ships. :D But in an empty sector, would probably clear it out alot faster. I was using PSG's to clear rocks and it's 10 times faster than other weapons, and they use alot less energy too.

220 Nova's? LOL... that's alot of ships. So anyway, I'd like to use this, but I don't see you mentioning where this is found in the menu system. Do you need Special Command Software and find it under Special, or is it under the fighting menu, since you say it requires fight software? Also, do both the sending and receiving ships need the software? I noticed that for some commands, I have to have both my ship and my remote ship equipped with the same software.

Bunny
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Post by Bunny » Sun, 22. Oct 06, 17:00

The command is in the combat menu. I've not used PSGs OOS so I'm not sure how good the area effect is there. In sector should be fine if you only have a few ships in there :) .

The fight command software is only required on the ship that does the shooting.

CreHater
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Post by CreHater » Thu, 18. Jan 07, 07:29

One question: If I use ships with attack rocks command (parameter 1), will they also destroy asteroids that I can build mines on (whether or not I am OOS)?

I want to clear Ore Belt of the unnecessary smaller roids, but leave the ones to build mines on...

Bunny
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Post by Bunny » Thu, 18. Jan 07, 10:13

They will just attack the rocks. The map asteroids will not be touched even if they have mines on them.

CreHater
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Post by CreHater » Sun, 21. Jan 07, 11:00

Thanks, I'll have to send in a fleet of M4's then. Takes pretty long... :lol:

Bunny
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Post by Bunny » Mon, 5. Mar 07, 16:31

Lucike and SymTec ltd. have upgraded this script to v2.00 :)

1. You don't have to enter a number anymore to control if the ship breaks or destroys rocks. This is now selected by the type of fight software that is installed

2. The ship now requires a mineral scanner

3. The player log messages have groovy green text

4. The ship interacts with navigational beacons that are deployed by ships running the mobile mining / mineral collection software. (I'll get back to you on that one after I check it again tonight :D)

Note:
If you are upgrading then remove v1.19 before installing v2.00

[EDIT] The ship will seek out navigational beacons that have been deployed by mobile mining ships. This allows it to help that ship by breaking rocks for it.

jumbled
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Post by jumbled » Tue, 22. May 07, 09:23

What about in the case where you have 0 yield rocks as well as collectable rocks? I know the miners won't collect 0 yield rocks, so how should we go about ridding space of this clutter?

Should we use the miners to pick up the useful stuff and then set the fighters to clear out whatever is left over?

Also, what if there are no more rocks to break up? Do the fighters go park in a station when they're done?

Looks like a very useful script, though. Should help my mining efforts a lot. I'm trying to clean up certain sectors before placing facts so I have room to move around.

Bunny
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Post by Bunny » Tue, 22. May 07, 10:27

Zero yield rocks are destroyed by default (I'll check if this is still the case since Lucike reworked the script).

It takes a long time to clear a sector of rocks so there is little danger of them running out overnight. As long as satellites cover all the rocks then there is no place for them to hide.

IIRC the script will send a message to the player log when it runs out of rocks.

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ttl
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Post by ttl » Tue, 22. May 07, 12:22

I've had one fighter on attack rocks, and 16 (or so ) TSs to mine the rubbles in Cloudbase SW. They've been at it for several game days (around 5-10). The system is still practically a no-go-zone, because of the massive fields of rubble. Which is ironic, since I thought I'll supply my missile fab there with ore and silicon, and clean up the system while at it, since FPS there was getting low-ish. Oh, and those miners aren't close to enough to supply the missile fab, either. :(

Anyways, what this leads to is: If you want to clean a system, you should bring at least a carrier-full of fighters. Otherwise it will just take forever, and could massively decrease performance in the system during that time.

Bunny
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Post by Bunny » Tue, 22. May 07, 13:51

Yeap there is a pretty serious amount of rocks to break in this game

Farnham's Legend - all rocks destroyed after 32 game hours with 220 novas.

I've got 15 miners in HL and after 5 days they are about 20% through the system (free trade mobile miners suppling minerals to argon prime, Red light and the 12 25MW shield fabs in PE).

Suppling a missile fab should pose no problem.

Are your miners using the ES collect rock command or the mobile mining script?

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X2-Eliah
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Post by X2-Eliah » Tue, 22. May 07, 14:09

Just wanted to say that these scripts (this and mobile mining script) are just the thing Ego's X3 game is missing, I mean, there are so many asteroid fields in space, but no options to use them otherwise than player collecting the manually..

On a side note, Bunny, can this or the Mobile Mining script create like 10-15 AI miners, who, say, mine x amount of rocks, then sell them to nearby stations, then mine x amount of rocks again, then go sell em again...?
That way it would give more..ahem..life in X3 universe, for everyone knows free minerals are not to be scoffed at. Say, like 2-3 Special task ships for a race, with like 1-2 M5 escorts...

That would probably also improve the economy a bit, since Hi-end fabs wouldn't be always out of minerals, and would thus force the other fabs to work faster, thus speeding up the economy.

jlehtone
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Post by jlehtone » Tue, 22. May 07, 14:29

Done proper, those should be in 'Jobs', right? And that is 'a mod', isn't it?

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