[x3:reunion] Setting homebase/wingman on docked ships
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[x3:reunion] Setting homebase/wingman on docked ships
i just bought my first carrier and filled it with m3s by making a huge group (bonus pack), setting the leaders homebase to the raptor and telling him to go home.
worked so far, but how am i now getting the other 64 ships to have the same homebase (the raptor) and set most of them to wingman? they did dock on the raptor but they did not adapt his homebase setting. editing each single one is not realy an option with that many fighters obviously.
is there a script to set homebase on all docked ships? or a way to highlight/edit multiple identical ships?
worked so far, but how am i now getting the other 64 ships to have the same homebase (the raptor) and set most of them to wingman? they did dock on the raptor but they did not adapt his homebase setting. editing each single one is not realy an option with that many fighters obviously.
is there a script to set homebase on all docked ships? or a way to highlight/edit multiple identical ships?
- Sandalpocalypse
- Posts: 4447
- Joined: Tue, 2. Dec 03, 22:28
You may want to look into the Anarkis Carrier Commands script if you intend to use a large generic group of fighters on a carrier. It's able to do mass homebasing as well as many other tasks that make carriers easier to use.
I believe the Group Management System is better suited for small, well defined fighter wings.
I believe the Group Management System is better suited for small, well defined fighter wings.
@jlehtone: ty, thats good to know.
@Sandalpocalypse: thanks, gonna try that script, hope it doesnt conflict with any of the 26 other scripts already running. seems to use quite a few command slots. looks perfect though. do you know a script that lets the carrier slowly repair damaged ships? preferably for cash rather then resources.
@Arcturas: lol, thats crazy
@Sandalpocalypse: thanks, gonna try that script, hope it doesnt conflict with any of the 26 other scripts already running. seems to use quite a few command slots. looks perfect though. do you know a script that lets the carrier slowly repair damaged ships? preferably for cash rather then resources.
@Arcturas: lol, thats crazy
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- Posts: 602
- Joined: Sun, 11. Dec 05, 06:05
the readme of the bonus pack is pretty good, explains it quiet ok (commercial agent).
basicaly just "set a homestation" (or complex) for a TS and select "trade/start commercial representation" and they start working for that station.
just be aware that they lvl up over time and at the beginning they only buy resources. afterwards they also sell products, and again later they also sell intermediates if they work for a complex.
as it seems by now to me, a new cag on a new factory will lvl just fine. on a already working factory, a station manager ship might be needed for support for a while so the factory doesnt stop producing due to lack of storage space.
edit: and if they spam too much, this version adds an option to make em shut up.
basicaly just "set a homestation" (or complex) for a TS and select "trade/start commercial representation" and they start working for that station.
just be aware that they lvl up over time and at the beginning they only buy resources. afterwards they also sell products, and again later they also sell intermediates if they work for a complex.
as it seems by now to me, a new cag on a new factory will lvl just fine. on a already working factory, a station manager ship might be needed for support for a while so the factory doesnt stop producing due to lack of storage space.
edit: and if they spam too much, this version adds an option to make em shut up.