[Script] Capture Stations v1.0 by Nividium 13/02/09

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pelador
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Post by pelador » Sat, 14. Mar 09, 08:55

Even though I have modified this for personal use for a more realistic process based on station cost there is still one noticeable design bug in it:

In order for docking to occur I notice you chanage relations on the station. Whilst this makes sense to use the standard scripted process for docking to occur I cant help but think some emulation might be better.

The reason being is if after these relations have been set you issue a stop command to the TP, the boarding task is then interupted but no checking is done to revert the relations of the station, resulting in effectively a free hack.

Also having now got to grips with the editor a little and used marines skills in scripting I'm in a better position to understand their use, I think the process could easily be upgraded to accomodate effectiveness against the boarding teams abilities, thus making it potentially more "balanced". I can offer some pointers here about manipulation of marines skills if you want?

Meltdown
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Post by Meltdown » Mon, 1. Jun 09, 06:37

Ickle question: if I cap a pirate station, or some other station that has items that spontaneously pop up in it (without producing them from resources or buying them from other stations), will those items keep popping up?

Or, in other words: will a capped pirate station keep giving me the ability to outfit my ships with pirate gear?

It'd be great to have two or three pirate stations of my very own, so I can wipe out the rest of them without worrying about pirate equipment becoming harder to find.

Thanks.
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xiriod
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Post by xiriod » Mon, 1. Jun 09, 12:04

Meltdown wrote:Ickle question: if I cap a pirate station, or some other station that has items that spontaneously pop up in it (without producing them from resources or buying them from other stations), will those items keep popping up?

Or, in other words: will a capped pirate station keep giving me the ability to outfit my ships with pirate gear?

It'd be great to have two or three pirate stations of my very own, so I can wipe out the rest of them without worrying about pirate equipment becoming harder to find.

Thanks.

I think pirate stations work like AI EQ-docks in that fashion. Upgrades are stocked like any other ware, except if the player owns it I don't think you can get them any more or maybe only get them once and then the stock runs out.

furstukin
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Post by furstukin » Thu, 16. Jul 09, 18:41

Anyone else have problems with stations losing thier owner if you need to cancel the boarding for some reason? Once I had docked while the ship was docked and the marines were in combat after I undocked it said ship destroyed and I reloaded and told him to undock before that happened. I still had all 5 marines, but the station id lost the "S", at the start of it, which indicated split station. Now I can't target it to take it over anymore. So I moved onto a new station ordered it to be boarded and this time I changed my mind and told the ship to do something else only it happened again. The station id lost the "S" and I can no longer target it to board. Any thoughts?
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Ratlaw
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Post by Ratlaw » Sat, 27. Feb 10, 01:38

IT WONT LET ME CAP A WEAPONS FORGE. Is there any reason why not?

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Nividium
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Post by Nividium » Sat, 27. Feb 10, 10:49

No, can't say that there is any reason for that type of station to be excluded. Or any station for that matter.

Ratlaw
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Post by Ratlaw » Fri, 26. Mar 10, 22:48

I cant board the xenon staion. it says I need remote command mode. What is that?

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Nividium
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Post by Nividium » Fri, 26. Mar 10, 23:13

Ratlaw wrote:I cant board the xenon staion. it says I need remote command mode. What is that?
That is not part of my script. I don't know what that is.

zorroazteca5
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Post by zorroazteca5 » Thu, 9. Sep 10, 16:07

remote command mode -> means that you dont have to be on board the ship that makes the boarding. :D

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Sesk
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Post by Sesk » Wed, 10. Nov 10, 17:41

I've modified the script to just oppose 2 amounts of marines (instead of marines * 10, half a marine is a dead marine imo, but still debating) and have both sides suffer loss at the 2nd and 3rd stage (between 0 and 3).

Just added this after the 1rst and 2nd force check (forceCheck -> lose -> forceCheck -> lose -> result)

Code: Select all

$maxloss = $resistance - $max.loss.per.tick
$resistance = random value from $maxloss to $resistance - 1
inc $resistance =
$maxloss = $force - $max.loss.per.tick
$force = random value from $maxloss to $force - 1
inc $force =
So the station starts with a resistance of 5 to 15, you start with a force of 10. You or the station can lose up to 6 marines. So if you are unlucky/lucky (in that order), you can end up with a 10v15 and win (10v9) and on the flip side, start out with 10v5 and lose (4v5). And of course you can win with 1 marine (1v-1).

black2906
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I cannot download it, would you send it to me ?

Post by black2906 » Sat, 25. Dec 10, 12:53

deleted

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Nividium
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Re: I cannot download it, would you send it to me ?

Post by Nividium » Sat, 25. Dec 10, 16:37

black2906 wrote:deleted
No it's not deleted and the link works just fine.

black2906
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Re: I cannot download it, would you send it to me ?

Post by black2906 » Sun, 26. Dec 10, 09:58

Nividium wrote:
black2906 wrote:deleted
No it's not deleted and the link works just fine.
No, I mean, I want deleted that reply(I don't know how~), not your link.

your link is fine, my network does not work fine, I'v got it now, Fortunately(I tried a hundred times).

Any way, this is a useful script, thanks for your work.

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LizardCor
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Post by LizardCor » Sat, 17. Dec 11, 06:34

Yep. Link does not work :/

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Nividium
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Post by Nividium » Sat, 17. Dec 11, 13:39

LizardCor wrote:Yep. Link does not work :/
It's been another year and my website host has been cracking down on offsite file linking links, so they changed something to prevent direct linking. Try right-mouse-clicking on the link and select "save target as" and see if that saves the file for you.

Megalos
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Post by Megalos » Thu, 22. Dec 11, 17:17

I am interested in using this mod in AP. Would there be any conflicts with the new game?

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Nividium
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Post by Nividium » Thu, 22. Dec 11, 17:54

No there should be no conflicts. Just install the spk file into the AP directory using the Plugin Manager and it should be ok.

Megalos
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Post by Megalos » Thu, 22. Dec 11, 18:33

Nividium wrote:No there should be no conflicts. Just install the spk file into the AP directory using the Plugin Manager and it should be ok.
Excellent! Thankyou!

Jay_rod109
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Post by Jay_rod109 » Wed, 28. Mar 12, 23:16

looks awesome, so excited to use this script, but alas the link just shows me some strange text document sort of thing :(

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eMYNOCK
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Post by eMYNOCK » Thu, 29. Mar 12, 00:58

@ Jay_rod109

Right-click the link and select "save target as" otherwise your browser trys to read the file.


@ Nividium

great script, exactly what I wanted. and if you stop the command before docking station, only relationship is reset. :D :D :D

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