Hope to see you then!!
Real Pilots Project v 0.2 alpha
Real Pilots Project Online Readme v 0.1 alpha
The first update of the Real Pilots Project is ready for download. This release is still purly for testing purposes only and no one should download with the thought of starting a fresh new game and continueing for a long time as things will change. Any ideas you may have to futher this let me know.
New things and bug fixesNote to users of the Xai Advanced AI:
Warning!! this is not compatible with the Xai Advanced AI project and will overwrite files that the Xai AI would need to function correctly. I would advise you to make a copy of your existing /scripts folder and your /t folder before installing the "Real Pilots Project". Or you can copy the whole X2:The Threat game folder and thus make a seperate game to use for testings. In a future update I will have somekind of means that you can transfer the levels gained in your Xai AI ships to the ships of "real pilots".
Update readme V 0.2
Note if you are loading a game from v. 0.1 you will need to do the following so the changes will take proper effect:
-First before you install the new scripts load your saved game..now start the script editor. Scroll down the list and highlight: Global Scripts Task and press enter. Look for the script named TK.acad.company.report, highlight it and hit delete key and then select yes. Now you need to make sure only one ship has the Company Command Systems Extension Installed. Find that ship and eject the CCSE into space and then pick it up again into your cargo bay...this will reset the system. And finally you need to go to the script editor again, highlight Script Editor and press enter. Now scroll down the list of scripts until you find the one listed as TK.acad.company.report highlight it and then press "r" and the hit enter 3 times to get through all the options windows and then you are set.
These changes over rule the Instructions...
New things and bug fixes:
-The commands Report Status and Pilot cmd... have been removed from the game. They are now replaced with one command "Tactics Command" and it is found in the extra command slot on the ship. If a ship has a pilot aboard this command will work as before but will not stop what the ship is currently doing. You can just press enter when asked for the Command Code and you will recieve a report as before. On ships with no pilot this will simple return a report as before and there will be no option to enter a Command Code.
-The Sector Report now has a new input, Enter Command Code. As of now there is only one command and that is available and that is 1.list pilots (LP). This Command Code will return full detailed reports from ships with pilots aboard. One report will be recieved every 3 seconds up to a maximum of 20 reports.
-The Command Hire/Reassign will be greyed out if the ship is not a TP class and it already has a pilot aboard.
-The Command Tactics Command requires you to have Fight Commands Mk1 installed on the ship.
-TP class ships no longer require you to have Cargo Life Support installed in order to transport multiple pilots
- Pilots now have a chance to die before they can eject. The chance to eject safely is based on several factors including: reflexes, if in favoured ship, level, and a touch of fate. You can give your pilots a 15% bonus to eject safely if you have a Cargo Life Support System ..these systems now monitor ship intergity and will warn the pilot when hull breach is assured. If you are in sector when your pilot dies, you may here his death cry. Ships carrying pilots will loose all its pilots. This will be changed in a future update.
- some new Pilot messages have been added and others changed
- a bug in the transfer system has been found and hopefully delt with
-Changes in transfer: Now when you want to transfer the Pilot of one ship into the passenger bay of another you have to select any number greater than 0. This will tell the ship that you want to place the pilot in the first available seat in the passenger bay. If you enter 0 the pilots will be swapped or the pilot will enter the cockpit of the target ship. The commanded ship and the target ship can be the same. This will allow you to transfer pilot in and out of the cockpit to the passenger bay. I will add a command later that will give you a detailed list of pilots aboard a ship.
- The Global Gun Command has been removed form the game. It is now an individual command issued from the Tactics Command menu. The command code is 2.gun command(GC). Note: You can enter only one value of the command code that is either 2, or gun command, or GC. This is off by default. This command will be on if out of sector as friendly fire is not taken into effect. Note low level pilots with low reflex and prowess will not use this skill effectively as a better pilot.
- Rookies are now called Cadets
- When you ask your pilot to send you a report it will no longer send you an "incomeimg message" but as soon as you command the ship to do so it will send the report to your ship log, the pilot will communicate with you and then you will here "Message Recieved".
Things in future to add:
- the ability to hire more than on pilot at a time from a single ship
- a morale system
- more pilot and command Command Codes
- recorded deaths of pilots aboard stations
- racial bonuses for pilots
- the ability for Player Ship to hire pilots
- combat system tweaked for better performance and gameplay
- much more
End of report
Examples of the whole idea:
List available pilots: This command contacts the trade station in the sector, and if friendly, returns to the player a log of 3 to 6 available pilots. These pilots can stay up for hire for 1 to 3 days before the roster changes. You get a short discription of the pilot, his/her skills and his/her ID code.
Hire available pilot: This command allows you to choose one of your "empty" ships, then choose the trading station to land at, and then type in the pilots id code. The pilot is then saved until the ship lands and the pilot gets aboard, or the command is stopped.
Then you would have some of the usual features... The report commands, pilot transfer, pilot ejection and pickup, the laser swap command, ect...
Some of the new skills, attributes and abilitys will be:
Attributes of pilots:description (???=still in debate)
Home Sector: ???
Favored Ship: bonus to reflexes, bonus to xp gained while in this ship
Reflexes: Keen, Normal, Sluggish : determines how fast the pilot reacts
Courage: Fearless, Average,Fainthearted: will the pilot try to evade, or instead try to kill its target when faced overwhelming odds
Loyalty: determines how strict the pilot will obey your oders
Moral: effects several of the above abilitys ..that is...high moral means: keener reflexes, more courage..ect...low moral means: flee in the face of danger, and other crazy stuff
Education:
Civilian: starts at level 1
Space Academy Graduate: Starts at level 3
Aquired skills: (graduates have creater chance to recieve these....)
Note: these skills are in "theory" and may not be able to be implemented
Mechanical Engineer: through routine matinace favored ship will have slight increase to speed
Weapons Engineer: if weapons are damaged there is a chance they can be repaired in flight
Shielding Engineer: same as with weapons
Missile Bay Engineer: special missile pods are contructed and maintained allowing for missiles to take up very little cargo space
Special Skills: (there is a chance to recieve a SS at levels 4,6,and 8 )
Taunt: through melatious use of the com link and flight manuvers this ability will allow the pilot to keep his targets attention focused on him. This in effect will allow lighter ships to fire apon a bigger ship and not have to worry about the bigger ship turning to fire on it.
Instructor: All wingmen of this pilot recieve a bonus to xp
Leadership: grants moral bonuses
And of course there will be wages..
Not all will prolly make it into the first cut, but we will do what we can
EDIT: And this is also subject to change .....
I also plan to add as an expantion to this the commander ideas I had posted somewhere around these forums
CHEERS!