[script] Universe Explorers v2.4.0: Update Sep 5
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- Predator02
- Posts: 483
- Joined: Sat, 28. Jul 07, 00:05
I'm having trouble with my explorers mapping and remapping the same sectors many times over. I've had about 4 different Explorers map out Asteroid Belt already and they just love running off to Xenon sector 472 in groups.
Specs
Cpu: Duel Core Intel Wolfdale 8500 3.15 ghz
Motherboard: MSI P45 Platinum
4 Gigs Ram
Sound: X-Fi Music
Video: 8800 GTS (G92)
Win7 x64 Ultimate
Cpu: Duel Core Intel Wolfdale 8500 3.15 ghz
Motherboard: MSI P45 Platinum
4 Gigs Ram
Sound: X-Fi Music
Video: 8800 GTS (G92)
Win7 x64 Ultimate
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- ninereeds666
- Posts: 71
- Joined: Wed, 21. Dec 05, 03:58
Map Sector bug?
If I have a ship mapping a sector that I'm not in, and I'm not observing the mapping through the universe map, then nothing will register on the map and I'll just see an empty sector. I like to use a lot of SETA (please no arguments about whether or not it's cheating) and if I have a few ships using the universe explorer script, then ending up with a bunch of empty sectors is just annoying. Is there a script or mod or something that can fix this?
{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]. Merged. jlehtone}
{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]. Merged. jlehtone}
- ninereeds666
- Posts: 71
- Joined: Wed, 21. Dec 05, 03:58
- ninereeds666
- Posts: 71
- Joined: Wed, 21. Dec 05, 03:58
Hello all, i was wondering if anyone has had any success in getting the explorers to auto, salvage ships.
I have tried running a vanilla game with just this mod and i just for the life of me can't get it to work, despite making sure that the option to capture ships is turned on.
(I have purposly sent him to sectors i KNOW have ships to be salvaged in)
Thanks for reading
I have tried running a vanilla game with just this mod and i just for the life of me can't get it to work, despite making sure that the option to capture ships is turned on.
(I have purposly sent him to sectors i KNOW have ships to be salvaged in)
Thanks for reading
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- Posts: 266
- Joined: Sun, 5. Oct 08, 10:06
All explorers were below lvl 5 at that moment.Roady1976 wrote:Do you have any other mods / scripts installed?Igor.tverd wrote:Hm... I seem to have no problem with that, maybe something is bugged in your install. In my previous game I had explorers capture at least 10 ships for me.
What level(s) were your explorers?
If my memory serves me right, this is what I had installed:
Phanon Corp
Improved Races
NPC Bail addon (lowest possible bail rate)
SRM + Extra Ships + CMOD
NPC Salvages (Salvage command disabled, just used for competition)
Complex Cleaner
Holy Asteroids
ADS
Pirate Guild
Yaki Armada
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
Firstly, having restarted X3TC a few times, love this script for opening up the universe, did it all myself the first time.
A quick question about rank 21. How does an explorer contact the Goner, does the player ranking with Goner come into the equation?
I've run Universe Explorer on a few different games and have yet to achieve the use of a jump drive. Other than this, luv it, many thanks
A quick question about rank 21. How does an explorer contact the Goner, does the player ranking with Goner come into the equation?
I've run Universe Explorer on a few different games and have yet to achieve the use of a jump drive. Other than this, luv it, many thanks
I really like this Mod, it makes exploring much less tedious yet it is not unbalancing.
I do notice that time to time I have to send my explorers off to another corner of the galaxy because they do seem to get a little lagarthic at times, however that is probably just due to the spaceweed.
Seriously though i am not joking, I have one explorer that I caught buying spaceweed and it is listed in his freight. I thought that was pretty damn funny, my only concern is that he doesn't get caught! It would be a shame to lose a level 12 explorer.
All you need to do now is to add in brothels where they go to get their err...business taken care of.
I do notice that time to time I have to send my explorers off to another corner of the galaxy because they do seem to get a little lagarthic at times, however that is probably just due to the spaceweed.
Seriously though i am not joking, I have one explorer that I caught buying spaceweed and it is listed in his freight. I thought that was pretty damn funny, my only concern is that he doesn't get caught! It would be a shame to lose a level 12 explorer.
All you need to do now is to add in brothels where they go to get their err...business taken care of.
overall nice concept.
I liked the idea of automated explorers to take my hands off micro management.
It started out fine.
until it started to run into places that it shouldn't, and there isn't an effective way to keep them out of certain sectors.
the Navigational hazard beacon is ineffective because (many mentioned in earlier posts) :
1) It gets destroyed in xenon sectors, AFTER the explorer gets destroyed
2) It gets destroyed in restricted terran/argon sectors
3) if deployed in friendly sector to buffer dangerous sectors, it prevents sat deployment in those sectors + no seemingly direct way to remove them when no longer needed.
It turns out that I had to do even more micromanagement on my own if I have a sizeable number of explorers (manually jumping their asses out of danger, usually from a savegame BEFORE they issue warnings or I get a log message telling me they are dead)
Suggestions:
-consider a means of globally tagging sectors to a "blacklist". Try interfacing with Cycrow's nice advanced navigation thingy which already has the tagging + hooking up to the navigational commands (i.e. i don't know the details, but optimistically, if you use the usual navigational commands, it may use cycrow' stuff indirectly without needing direct interfacing?)
I still would like to try out this script again though, if it ever overcome the above problems, which will really make it hands-free (can get a 10 min tea break without coming back and finding a lot of explorers killed), and I only post because I still think there is great potential here. Nevertheless, thanks to the author for the great idea and great (even if flawed) scripts so far. Looking forward to indepenent Universe Explorers who will no longer need the player to clean up behind their backside ;p
I liked the idea of automated explorers to take my hands off micro management.
It started out fine.
until it started to run into places that it shouldn't, and there isn't an effective way to keep them out of certain sectors.
the Navigational hazard beacon is ineffective because (many mentioned in earlier posts) :
1) It gets destroyed in xenon sectors, AFTER the explorer gets destroyed
2) It gets destroyed in restricted terran/argon sectors
3) if deployed in friendly sector to buffer dangerous sectors, it prevents sat deployment in those sectors + no seemingly direct way to remove them when no longer needed.
It turns out that I had to do even more micromanagement on my own if I have a sizeable number of explorers (manually jumping their asses out of danger, usually from a savegame BEFORE they issue warnings or I get a log message telling me they are dead)
Suggestions:
-consider a means of globally tagging sectors to a "blacklist". Try interfacing with Cycrow's nice advanced navigation thingy which already has the tagging + hooking up to the navigational commands (i.e. i don't know the details, but optimistically, if you use the usual navigational commands, it may use cycrow' stuff indirectly without needing direct interfacing?)
I still would like to try out this script again though, if it ever overcome the above problems, which will really make it hands-free (can get a 10 min tea break without coming back and finding a lot of explorers killed), and I only post because I still think there is great potential here. Nevertheless, thanks to the author for the great idea and great (even if flawed) scripts so far. Looking forward to indepenent Universe Explorers who will no longer need the player to clean up behind their backside ;p
Is this script still continued?
This is a powerful script, and i can't live without it, but i have a few concerns/suggestions.
1.
2. perhaps change their combat behavior? a fully kitted M3 should be able to defend itself against pirate fighters. or even allowing explorers to pilot a M6? I wouldn't mind spending for that. Ensuring survival of my explorers meant putting them in M3's with escorts. slower, but they live longer.
This is a powerful script, and i can't live without it, but i have a few concerns/suggestions.
1.
+1 to this.. alot of my explorers get "stuck" exploring the US north of A. M148 until they die. Even the ones far out from this sector eventually come here and do endless mapping.sphr wrote:consider a means of globally tagging sectors to a "blacklist"
2. perhaps change their combat behavior? a fully kitted M3 should be able to defend itself against pirate fighters. or even allowing explorers to pilot a M6? I wouldn't mind spending for that. Ensuring survival of my explorers meant putting them in M3's with escorts. slower, but they live longer.
***modified***
- FalconGrey
- Posts: 440
- Joined: Thu, 22. Apr 04, 01:53
It would be nice if it had the blacklist sector feature of the "explorer command extention script" http://forum.egosoft.com/viewtopic.php?t=219385orion84 wrote:Is this script still continued?
This is a powerful script, and i can't live without it, but i have a few concerns/suggestions.
1.+1 to this.. alot of my explorers get "stuck" exploring the US north of A. M148 until they die. Even the ones far out from this sector eventually come here and do endless mapping.sphr wrote:consider a means of globally tagging sectors to a "blacklist"
2. perhaps change their combat behavior? a fully kitted M3 should be able to defend itself against pirate fighters. or even allowing explorers to pilot a M6? I wouldn't mind spending for that. Ensuring survival of my explorers meant putting them in M3's with escorts. slower, but they live longer.
In the mean time, I found if I use Cycrow's Advanced Navigation script and add it to the explorer (expensive yes) then mark a sector as black listed, the explorer will stay clear of it.
It's not if we win or lose that matters, it's that we stood and faced it.