Wingman Questions
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Wingman Questions
So lets say I assign a wingman/men to a freighter.
Obviously, the freighter jumps around.
1) Will the wingman also jump with him?
2) If he does, will he be smart enough to replenish his ECs when the freighter also docks?
3) Should I assign it as a Wingman or simply Protect Ship?
4) What's the difference?
5) If the freighter is equipped with a transporter, what are the remote chances that the freighter will instantly transport ECs to the wingman?
Thanks again to all that put up with my questions
Obviously, the freighter jumps around.
1) Will the wingman also jump with him?
2) If he does, will he be smart enough to replenish his ECs when the freighter also docks?
3) Should I assign it as a Wingman or simply Protect Ship?
4) What's the difference?
5) If the freighter is equipped with a transporter, what are the remote chances that the freighter will instantly transport ECs to the wingman?
Thanks again to all that put up with my questions
Re: Wingman Questions
I assume, by "assign a wingman" you mean commands "Protect ship" or "Attack nearest enemy", right?Flybye wrote: So lets say I assign a wingman/men to a freighter.
UT, I take it?Flybye wrote: Obviously, the freighter jumps around.
1) only if he has enough eCells. Otherwise he'll fly through the gates.
2) not in the un-modded game
3) Wingman only works for YOU. So you'll need to use one of the Combat commands.
4)
When assigned as wingman, then you can control them with two hot keys (not sure what they are).
When set to "Protect". The ship will attack anyone who will fire at the target ship.
When set to "Attack nearest enemy to". The ship will attack any enemy* next to the target ship.
* who is "enemy" and who is not is specified in ship's settings
5) none by itself
But you can transfer eCells from one ship to another, manually, via special commands
Last edited by fiksal on Thu, 1. Mar 07, 21:10, edited 1 time in total.
Gimli wrote:Let the Orcs come as thick as summer-moths round a candle!
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Re: Wingman Questions
1) Yes, it set to Protect...Flybye wrote:So lets say I assign a wingman/men to a freighter.
Obviously, the freighter jumps around.
1) Will the wingman also jump with him?
2) If he does, will he be smart enough to replenish his ECs when the freighter also docks?
3) Should I assign it as a Wingman or simply Protect Ship?
4) What's the difference?
5) If the freighter is equipped with a transporter, what are the remote chances that the freighter will instantly transport ECs to the wingman?
Thanks again to all that put up with my questions
2) No, and M5/M4/M3 have small cargo bays. A TS can jump the length of the universe, the wingman will fly around the universe through dangerous sectors to keep up.
3) and 4) Wingman applies to ship relationships with you.
5) That cannot be done.
Setting a ship to protect a freighter is now sounding like a bad idea.
And yes I was referring to my UTs. But I was also referring to my CAs.
Since the CA has to dock back at my SPP anyways after every round trip, I'm sure a fully loaded M4 would have enough ECs to jump at least twice. But the key here is would he autoreload with ECs once it docks again at the SPP.
And yes I was referring to my UTs. But I was also referring to my CAs.
Since the CA has to dock back at my SPP anyways after every round trip, I'm sure a fully loaded M4 would have enough ECs to jump at least twice. But the key here is would he autoreload with ECs once it docks again at the SPP.
It depends... it seemed to me the "escort" will wait for the ship to take the first hit... on the other hand "Attack nearest" will send your escorts attacking everyone around them.Flybye wrote:Setting a ship to protect a freighter is now sounding like a bad idea.
I wasnt aware that CAs can jump.Flybye wrote: And yes I was referring to my UTs. But I was also referring to my CAs.
There might be few scripts in S&M that you might find useful.Flybye wrote: Since the CA has to dock back at my SPP anyways after every round trip, I'm sure a fully loaded M4 would have enough ECs to jump at least twice. But the key here is would he autoreload with ECs once it docks again at the SPP.
Gimli wrote:Let the Orcs come as thick as summer-moths round a candle!
Yup. They can after a certain level. It's the Station Managed ships that I don't think can use jumpdrives.fiksal wrote:...I wasnt aware that CAs can jump....Flybye wrote: And yes I was referring to my UTs. But I was also referring to my CAs.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
You're thinking CL's, or Commodity Logisitics. We're talking about, CA's, Commercial Agents. Two different birds.fiksal wrote:do they do it at both "internal" and "external" jobs?Nanook wrote: Yup. They can after a certain level.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
CL's will use a jumpdrive, as well, once trained, but they won't resupply an escort with e-cells. AFAIK, there's no official script to do such a thing. You might check in the S&M forum for additional help. I'll bet someone's written something along those lines.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
I actually created a Wheat farm in a sector with 2 Cahoona Bakeries, and a couple of SPPs 1 sector away.workshop wrote:With the agent softare, is there any way to level him quickly to where he can jump. I've got one continually getting into trouble because he insists on flying through pirate sectors.
I specifically called this sector the "Training Station." Once They have Freighter Pilot status, I transfer them over to another ship and assign them a real station.
probably, just dont forget to make creditsworkshop wrote:Cool, nice idea will try that. Actually that should work anywhere, where there is a nice loop missing one of the resources, shouldn't it? Where you supply the missing factory, I mean
Gimli wrote:Let the Orcs come as thick as summer-moths round a candle!
Complex it. When I did the plot, I put a pair of SQUASH mine factories on it, and they were always sold out. Probably could have added at least two more, if I'd continued with that game.workshop wrote:Lol yeah, already sick of the plot ore mine not making any money.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.