[Script] TerraCorps Fleet Package

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listerz_uk
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Post by listerz_uk » Sun, 16. Jul 06, 16:51

Question... started using your script but i am no longer getting a combat report after each patrol... Is this normal?

siath70
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Post by siath70 » Sun, 16. Jul 06, 17:54

Yup, if your useing FBC or TF. Only if you are manually sending them on patrols will they report when their done etc etc...

Thanks Siath70

russbo
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Post by russbo » Mon, 17. Jul 06, 19:54

Siath, any chance of adding features to this task force thing, that are similar to Anarkis Carrier Commands? The task force stuff is great, I have three of them now, but I have also found Anarkis Carrier Commands to be very useful when wanting to "command" a carrier by myself. I use them both, not sure how using Anarkis' commands on a Task force carrier might work; I would guess that the Task Force would override it.

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Actorius
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Post by Actorius » Tue, 18. Jul 06, 02:17

I downloaded this, and set up an EQ dock for the commander... put in all sorts of wares (namely 25mj shields, BIREs, AHEPTS, 5MJ shields, and a few other things that i would use myself) gave the station the FBC command. chose the shipyard, the min price, and the base name.... the first fighter and tender appeared... this is where things started going wrong....

The tender (a mercury superfrighter????) had a jumpdrive and 1 x 25mj shield. NO speed boosts (33M/S!!!! gah!)

The fighter had a single 1mj shield... and NO weapons. tho when it got to the shipyard its speed went from normal unboosted to max... but it was then sent out on patrols with no weapons... and still only 1 shield... despite having 101 1mj shields to pick from....

I wanted the tender to be faster.... so i bought and equiped a mercury with a jumpdrive, max shielding, and max speed/rudder.... sent it to the EQ dock... stopped FBC command, sent the old tender to the shipyard and sold it.... restarted the FBC.....

nothing.... the fighters resumed their patrols (no their hardware wasnt updated) but the mercury never became a tender... and for that matter a new one wasnt bought.

I downloaded fleet package spk yesterday (17/07 for me) and installed it as is... was there something else i was meant to install? some options i missed out on? (which reminds me.. wasnt the patrol sector meant to be more than one sector if you wanted it? i could only ever have the single sector being patrolled at any one time)

This script is a really good idea... but i really cant use it as it is in my game.. it turned out to be a REALLY expensive waste of credits

EDIT the fighters in question where the m5's from the light of heart shipyard

siath70
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Post by siath70 » Tue, 18. Jul 06, 03:15

Yes, I knew about the unupgraded freighters. I'm working on that I too dislike them being slow. As far as why it bought a super freighter I don't know why it did that, That I will look in too.

FBC only patrols one sector it's ment to be that way. I'm not sure if I want to change that (I might). My feelings on this would be that it would make TF's almost useless.

If you sold the old tender and bought a new upgraded one and made it homebase the eq dock it should have taken control of it sometimes it doesn't happen right away though. I'll look into this too.

As far as ships being sent on patrol without being equiped I could make it so it checks for weapons and shields before sending them out. The EQ dock needs to have all the wares you want it to use set to min price so the tender will buy from it first. That was one of the things on my todo list make FBC check player stations for the needed eq first before running off and buying it.

Please remember I'm still working out some of the kinks and the only way to find them is for you good people to test and give me feed back.

As far as being sent out on patrol with only one shield the tender hadn't had time to upgrade yet. Had you just sent the tender to a ship yard bought the upgrades you wanted for it and sent it back home it would have out fitted the fighter. I know this sounds wierd but you have to give the commander time to upgrade the ships.

Now I have to figure out why it's buying super freighters..... weird.

On a Side Note EXPECT an update in about a week I'm test a few things I did now I need to go back and fix this damn tender thing.

Siath70

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Actorius
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Post by Actorius » Tue, 18. Jul 06, 03:34

siath70 wrote:The EQ dock needs to have all the wares you want it to use set to min price so the tender will buy from it first.

As far as being sent out on patrol with only one shield the tender hadn't had time to upgrade yet. Had you just sent the tender to a ship yard bought the upgrades you wanted for it and sent it back home it would have out fitted the fighter. I know this sounds wierd but you have to give the commander time to upgrade the ships.

Now I have to figure out why it's buying super freighters..... weird.

On a Side Note EXPECT an update in about a week I'm test a few things I did now I need to go back and fix this damn tender thing.

Siath70
I actually didnt know/even considered the min price... heh. i had set the price rather high to convince my UTs and freetraders to keep my EQ supplied.... being so far away from the sector with my stations in it this was the quickest and best path to follow...

As for allowing time for the commander to buy and upgrade.. i did... even after 3 trips out and back he was still sending newly docked fighters out on patrol with only 1 shield and no weapons (and i know he came back with equipement that he needed)

Look forward to the update

siath70
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Post by siath70 » Tue, 18. Jul 06, 04:02

Hrm I will look into that Like I said I planned on having the FBC look at players stations before it ran out and bought. Guess that just jumped up higher on the list.

Yeah you can set the EQ to not trade with other races and then set the prices on the things you want to keep stocked to one or two credits below the average price and then set your freighters to buy ware at best price ;).

Siath70

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Actorius
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Post by Actorius » Tue, 18. Jul 06, 04:13

siath70 wrote:Hrm I will look into that Like I said I planned on having the FBC look at players stations before it ran out and bought. Guess that just jumped up higher on the list.

Yeah you can set the EQ to not trade with other races and then set the prices on the things you want to keep stocked to one or two credits below the average price and then set your freighters to buy ware at best price ;).

Siath70
that wasnt an option, as the sector with the EQ dock was the unknown sector next to montalaar.... between the EQ and my stations that were producing some of the stock that was needed by this EQ (and had a lower than average price) is a xenon sector... didnt want frieghters straying there from the sector next to it with an eq dock in it... (inamus zura i think). as i said having UTs deliver to my EQ dock was the best option all round, as it was faster (jumpdrive makes a hell of a lot of difference) and it didnt matter greatly about the money my EQ dock was spending on items as it was going to my fab complex anyway...

As a note, once you can fine tune the part where it checks for stock in the EQ dock, price shouldnt be a factor... since it is already set to homebase, all items are free anyways. On a related note, the tender worked in the sense that he would jump to go buy and never had to travel to get ecells (that was actually one of the items i stocked at the EQ dock.... strange how he would take ecells from the dock but not shields or weapons((maybe thats where price came into it)) the only thing he wasnt effective at was speed.... but thats as much that he didnt have max speed as being a superfrieghter, which you already said you were looking into anyways.

Oh i never did mention just how many fighters he went through, before i broke it by trying to change tenders, he had gone through 12 or more (i watched three die, and there were the 9 m5's running around)

siath70
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Post by siath70 » Tue, 18. Jul 06, 05:51

Remember that FBC is basically a pilot training base, atleast thats how I look at it. Until I can instill some type of AI so that M5's are scouts and stop them from running to their death everytime something bigger comes along.

I use FBC in my friendly sectors to train pilots I have about 5 FBC's running and then after I get enough pilots trained and in M3's M4's I create a TF when I get a high enough ranked pilot.

I have had a few people say they level too slowly now. That being said yes they do level very slowly. Esp when you compair them leveling under the old rules and new rules. I might lower it a bit but for now I'm going to leave it alone and hide and watch to see how they progress.

Siath70

Charlosfoga
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Post by Charlosfoga » Wed, 19. Jul 06, 02:58

Just 2 quick noob questions:
I've set up a small taskforce, 7 fighters (3 m5, 2 m4, 2 m3), assigned sectors are all core or border. The m5s are flying around and gaining exp, but the m4s and m3s are just sitting there ("off duty") and they do nothing, nor do they gain any exp. Any ideas?

2nd question: does the taskforce leader gain leadership or experience from being tf leader?

Thx.

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jensemann
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Post by jensemann » Wed, 19. Jul 06, 09:44

The TF Leader gets expeience and also will be promoted to higher rank over the time as all TF Members will.

M5's are for scouting and the other will go on patrol if a threat is coming up. I assume you gave them sectors with low pirate/xenon activity.

You will see more activity when your TF gets bigger. Best is using a carrier type ship for the leader (if the rank is high enough). Add more fighters over the time and activities will be increased.

You should also try my CFS Script when using a carrier (use link in my signature).

jensemann
ob ***modified*** oder nicht - Hauptsache: Spaß!!!

Carrier Fighter Supplies V1.2a deutsch
Carrier Fighter Supplies V1.2a english

Charlosfoga
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Post by Charlosfoga » Wed, 19. Jul 06, 12:16

thx

siath70
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Post by siath70 » Fri, 21. Jul 06, 05:23

What Jensenman said :) although they do not gain rank as fast now. They also do not gain rank for just sitting around and not doing nothing at all. They leader is the exception to the rule as far as sitting around and doing nothing, he will gain rank slowly still.

Thanks for helping out Jensenman, it's good to know that someone is there to help answer questions when I can't get on for an extended period of time.

Siath70

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jensemann
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Post by jensemann » Fri, 21. Jul 06, 13:24

Anyways, a TF should have at least 15 to 20 Fighters to be able to act properly.
Since i dont use the FBC Component (i prefer to assign manually fighters and equipment) i cant help on that part.

@siath:
As i wrote previously, i know your situation cuz i did the same job for a couple years, and its hard to keep up with the things left home in the spare time. :)

jensemann
ob ***modified*** oder nicht - Hauptsache: Spaß!!!

Carrier Fighter Supplies V1.2a deutsch
Carrier Fighter Supplies V1.2a english

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Actorius
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Post by Actorius » Sat, 22. Jul 06, 11:23

Anyways... giving the script a second chance, i decided this time to put an FBC into my complex in OL, made sure there was an equipped TS (and the *only* TS) and left him go for over 4 hours on seta.

He does eventually equip the fighters... i saw fighters running around with 3 or 4 1mj shields and 3 or 4 BIREs, so all is good there. But i did see he still wont check the complex for weapons or shields (the complex he is assigned to produces shields and BIREs at minimum sell price) instead he went running to the local argon EQ and split territory. (not so worried bout this part as saiht said he was looking into it)

I can see a work around for this being simply building a Trading station seperate to the complex, therefore making the complex something he would look at.

Eh i am satisfied the script does work, and isnt so much of a money waster as i had first believed. sadly my game crashed an hour later with no saves since running the script.

I can't wait till everything is working as it should be (such as the FBC checking his own complexes stock before running off to buy) and look forward to using this script for generating my own fleet... i never bothered previously with it since it was always a hassle to micromanage AI controlled ships, and i never got to the point of being able to own a capitol ship. tho now that i have completed the story line.. this is now a possibility :-D

I do have one question tho... the Task Force function... I have a little trouble understanding just what this is used for... is it to set up fighter groups that are seperate from the FBC? they can be set to patrol one sector only or many? are they more reliable for patrolling than say a pair of m6's?

Thanks for a great script, i am glad i gave it another chance (well ok, i was going to after the update anyways... but still) and thanks to whomever answers my questions on TF
Attenion: One of your ships is under attack: Heretics End... Attention: One of your ships is under attack: Heretics End... Attent...

Oh shut the @*#@ up its only a bloody adv sat!

siath70
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Post by siath70 » Sat, 22. Jul 06, 15:17

TF's are the main stay of the script package, they patrol multiple sectors. The TF leader doesn't move around but when I get done he will do a lazy patrol in the sectors he is assigned to.


Siath70

SpaceMonkey1119
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Post by SpaceMonkey1119 » Thu, 3. Aug 06, 00:04

What I would like to see is a real heirarchy of command.

You would have an admiral in charge of a fleet (perhaps renaming every ship under his command to something relating to the fleet). He flies a carrier, under him is a vice admiral in a battleship or a TL as an escort carrier. The fleet admiral sends out the vice admiral on patrols and in turn the vice admiral controls everything below him to accomplish his goals. I feel that an admiral could control two vice admirals either in TLs or M2s. This way you could cover much more ground; the admiral would be protecting a few sectors, then his vice admiral would be protecting others, but they would be able to move and assist the other in case of attack.

I would really like to see a naming system implimented on combat patrols and fleet formations. For example when a carrier releases a wing of fighters on a combat patrol they should be renamed Alpha 1, Alpha 2, Alpha 3. Perhaps taking it one step further and using a player defined name; I.E. a corperation name as well as the ship serial number. It would give me a feeling of power to see my fleet bearing the name of my company guarding my sectors

Edit: Wow it sure doesn't seem like english is my first language. Spending 30 hours in a car makes me a little slow...

siath70
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Post by siath70 » Thu, 3. Aug 06, 05:46

You have hit the nail on the head. That is what I'm aiming for actually. It is going slow I haven't had alot of time to work on the script but I have gotten a few things done look for a newer version soon.

Siath70

djssuk
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Post by djssuk » Thu, 3. Aug 06, 14:26

I am glad you are working on this as I am holding off using it again until your latest version is ready. I am twitching, ready to start a new fleet, but holding back, just in case the new version makes a big difference...

targettio
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Post by targettio » Thu, 3. Aug 06, 21:02

one request, could you add it so that TF to policing as well (should the player have a police liecene with that race), so they fit scaners to the craft and check for ilegal goods in the sectors they are resposable for.

maybe M3 pilots only, so that only the more experience pilots can do it.

just a thought for the future.

targ

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