Version 2.5 released? Yes - Put your reactions here.
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Yes indeed - there would still need to be some scripting to control the docked/un-docked status of the ships using either method. I think that might be more of an issue than where to actually put the ships when they're out of sight. Also given the mularky of drones docking we'd probably have to accept ships just vanishing in some cases or face a very long wait as they tried to find their way inside that huge hole inside an arawn (have you watched a ship try and navigate over the surface of a ship or station? lol!)
The other important feature to implement would be a sub squad that could be given specific orders - defend carrier, swat missiles, disable surface targets etc
The other important feature to implement would be a sub squad that could be given specific orders - defend carrier, swat missiles, disable surface targets etc
for innerzone travelling using boost and having the escorts dragged along would be the best and the way i've imagined it aswell. But what if your freighter actually has to visit another sector, and decides to start up its jump drive. There's a whole lot of space between your freighter and the escort all of a sudden.pref wrote:If those 4 escort ships were dragged along during boost like the skunk, it would be fine. No need to invent anything imo, a smarter AI could handle it probably (if drag works for NPCs, dunno about that).
Biggies don't use superhighways, remember? .. So while your freighter jumps into the destination sector in an almost instant, and gains even more space the more jumps it has to do, those little fighters are left behind trying to race back to its assigned freighter using the highway system.
Yes, yes I have!wysiwyg wrote: (have you watched a ship try and navigate over the surface of a ship or station? lol!)
I told a fighter I captured to go get repaired, then followed it while it tried to find the entrance to the small shipyard where it should go in.
Not only was that entrance in the middle of the structure, but also burried on the interior side of the thing!
That should be handled by the combat ai for cap ships and controlable for ones escorting you directly.wysiwyg wrote:The other important feature to implement would be a sub squad that could be given specific orders - defend carrier, swat missiles, disable surface targets etc
Ideally light fighters intercept missiles and drones, while medium shoot other fighters and heavies target cap ships.
When their priority target is MIA, just generally protect their mothership, sort of thing.
Editing posts since long before I remember.
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I'm pretty astonished about the 2.50 release. Seems that most bugs and errors have been fixed compared to my last play in January of this year. Also the dogfights have become more complex. The enemys are now really shooting back.
What i'm still missing is a bigger choice of kill missions and in general a little more enemies in the Rebirth-Universe....
What i'm still missing is a bigger choice of kill missions and in general a little more enemies in the Rebirth-Universe....
X3: Reunion
Kampfrang: Kriegsfürst
Handelsrang: Kapitalist
Kampfrang: Kriegsfürst
Handelsrang: Kapitalist
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http://forum.egosoft.com/viewtopic.php?t=371656DaMuncha wrote:So when is 3.0 coming out?