The old link to Kailric's site is gone now. We have posted a new copy on matthewfarmery's site here:
matthewfarmery.X2downloads
The file is "Xai AI project version 3.12m beta.zip".
It is also available on X2Source:
Xai AI project version 3.12m
Carl Sumner (Tinker)
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Hello all you people. I am takeing an extended vacation and at this moment don't know if or when I will be back to the scripting scene. Its been a really great and fun ride. But the Xai AI will continue on as I have asked Carl Sumner to take the project over and he has agreed. I don't know how long the links on this thread will be good but they will soon not work, but Carl will provide links from elsewhere. I will still be around checking the forums and messages from time to time but thats about it. Thanks for all the imput you guys have given on this project. You guys are great! Cya on the other side of the void!
New things and bug fixes....
update 3.12k
This update fixes some problems people had with weapons appearing when there where no weapons before. Just copy the two files to you /script directory and your set. Update k will also stop enemy ships that have extra tunnings from looseing those tunnings.
End of report.....Full Version 3.12i wrote: 3.12i
This version only corrects the German text file that was causeing errors such as the Access Code not being shown. Thanks to bugatti for helping fix this bug...
3.12h
-added a better compatibility script for the new signed Patrol Scripts, its in the "edited script for new signed Patrol script" folder
-added some German text to the language file and readme
3.12e
-Fixed a few more bugs
-added support for the new signed Patrol scripts by Burianek:
-to install the supported script copy the script from the "edited script for new signed Patrol script" folder into your /scripts directory. You may want to make a copy of the original incase you want to uninstall the Xai AI later.
-The Xai Reports will now tell if the ship is on Patrol and what sectors it is patrolling
-while in formation ships want break to attack until 3500m from target
New to this version are the following changes:
-the Booster command toggle is no longer available but is now controlled also by the AI command control option
-Thanks to [dPM]HeMan for his hard work with the Engine tunning Kit and for ticaki for getting it ready to sign and a thanks to francium de neobie for his scripts used by this project
-When transfering AI, the ship that transfers the AI no longer has its AI data erased..instead the AI is virtually swapped..example: this way you can put your level 5 AI in a Argon Buster and have the Argon Buster put its level 8 AI in an Argon Nova
-a few bugs dealing with swapping and collecting AI have been fixed
- A new skill has been added at level 5...Stay Focused. If a worst threat is detected this target will become the main focus and this pilot will not change targets if attacked by another ship. Example: As before if the worst threat was a Khaak M3 and a khaak M5 attacked the ship soon after, the ship would change targets to the Khaak M5..bad move... now it will remain focused on the Khaak M3 instead ignoring all attacks and taunts by other ships
- some new scripts added to the "setup AI skill scripts" for use by users of the previous versions, intructions are in that folder
Other links.....
Link to the Old X2 1.3 version 1.57a
Burianek's Laser - Economy Rebalance v1.0
Short cut to the Jump.Start.TS plugin thread
Short cut to a remove ware from factory script
Short cut to the Spawn Ship Commands
Short cut to the Colored Names Software
Link to the "real pilots" thread...
http://www.egosoft.com/x2/forum/viewtop ... 109#773109
(no longer supported)
Please post any bugs you find!!
Note: there is no difficulty folders in the newest version as of yet...that is still in the works
Version 3.0a
Fixed a bug with the Report Target command not working...
Version 3.0 is now available. This version replaces the Xai Combat AI software with the Fight Commands MrkI and MrkII. This change is made to minimize the amount of conflicts that will arrise do to the number of new scripts being signed.
2.0b Beta
Found a few bugs and fixed them, mainly the bug that caused ships to spawn missiles at random.
Found a bug that wouldn't let Squash mines explode..fixed.
This is the post Egosoft 1.4 update version
Warning: this version alters the speed and weapon load outs of most ships in the game and once saved there is no way to change it back as of yet...so use caution and make back ups.
A few things to note that are changed is the Subspace scanner is now called the Stat scanner and its function is covered in the readme.
Also Enemy ships are better equiped and will have weapons like Mass Drivers and Psgs slightly more often. Some ships are also equiped with the new Mk1 Engine Booster and will use them if in grave danger.
All Ships will recieve thier new weapons and skills at the start of a new game or loaded game so there may be a short delay while this takes place but once you save there want be a delay. Also ships will recieve their new skills and weapons once they respawn so all onboard ship equipment can be discovered with a Frieght Scanner.
A new enemy tactic is also added in this update and is in testing for game balance. Some of the more advanced ships will have Squash mines aboard. These ships will deploy these mines if they are close to being destoyed and you will recieve a warning. These mines are not like normal Squash mines in that they don't appear on radar and they have friend or foe reconition and will not explode if a friendly is within damage distance. The common tactic is to deploy these mines and then use Mk1 Engine Boost to excellerate to a safe distance and let the mines explode damageing the enemy.
The Ion Command now displays weither it is on or off.
There may also be some other changes of note and I will be updateing this readme........