[script] Universe Explorers v2.4.0: Update Sep 5
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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.
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- Joined: Sun, 1. May 11, 01:08
I wonder what I'm doing wrong because I can't seem to find the "Start Explorer" command in the Nav command list, the only new command there for the selected ship just has "drop nav danger beacon".
Does anyone know what i'm doing wrong?
Edit- Never mind figured it out, should of read that it was for certain class ships. duh!
Does anyone know what i'm doing wrong?
Edit- Never mind figured it out, should of read that it was for certain class ships. duh!
- FalconGrey
- Posts: 440
- Joined: Thu, 22. Apr 04, 01:53
- FalconGrey
- Posts: 440
- Joined: Thu, 22. Apr 04, 01:53
Oh, one other thing... keep an eye on your explorers. There is something in the script that every now and again the game will 'forget' who owns the ship and the ship & explorer pilot will suddenly go dead in space and just sit there (and won't show up even if you have salvage software to search for abandoned ships)
Happens almost always if you turn on 'notify when done' for tasks and sometimes if something tries to attack them and they run.
If you have salvage claim software, simply go to them and reclaim them and they actually continue where they left off in their orders.
Happens almost always if you turn on 'notify when done' for tasks and sometimes if something tries to attack them and they run.
If you have salvage claim software, simply go to them and reclaim them and they actually continue where they left off in their orders.
It's not if we win or lose that matters, it's that we stood and faced it.
- FalconGrey
- Posts: 440
- Joined: Thu, 22. Apr 04, 01:53
@7ate9tin11s
I've noticed a problem happening when the universal explorer claims a ship. The pilot often will never return to his ship.
Also, I've noticed even if the universal explorer has salvage claim software (or salvage claim suite) installed, he still bails out to manually claim a ship.
Are there any plans to look at the not returning to the ship after claiming situation (as it happens often and repeatedly)?
Also are there any plans to possibly look to see if say Cycrow's Salvage Claim Software mk1 or TECSG's Salvage Claim Suite are installed then use those?
I've noticed a problem happening when the universal explorer claims a ship. The pilot often will never return to his ship.
Also, I've noticed even if the universal explorer has salvage claim software (or salvage claim suite) installed, he still bails out to manually claim a ship.
Are there any plans to look at the not returning to the ship after claiming situation (as it happens often and repeatedly)?
Also are there any plans to possibly look to see if say Cycrow's Salvage Claim Software mk1 or TECSG's Salvage Claim Suite are installed then use those?
It's not if we win or lose that matters, it's that we stood and faced it.
7ate9tin11s hasnt been on since February of 2010. I do know that he has given permission to continue development on his scripts so long as credit is given. IR was originally 7ate9tin11s and now Jack08 and djrygar have done much to further that project.FalconGrey wrote:@7ate9tin11s
I've noticed a problem happening when the universal explorer claims a ship. The pilot often will never return to his ship.
Also, I've noticed even if the universal explorer has salvage claim software (or salvage claim suite) installed, he still bails out to manually claim a ship.
Are there any plans to look at the not returning to the ship after claiming situation (as it happens often and repeatedly)?
Also are there any plans to possibly look to see if say Cycrow's Salvage Claim Software mk1 or TECSG's Salvage Claim Suite are installed then use those?
- FalconGrey
- Posts: 440
- Joined: Thu, 22. Apr 04, 01:53
- FalconGrey
- Posts: 440
- Joined: Thu, 22. Apr 04, 01:53
I have started continuing the work on the Universal Explorer in this forum thread: Universal Explorers Continued
It's not if we win or lose that matters, it's that we stood and faced it.
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- Joined: Sun, 9. May 10, 11:11
Hey there, everybody.
Sorry for the "necromancy" but as long as requests go, I'd really love for...IDK, a goner rehab center or whatever.
I started a nice game as hero of sol with XRM and some other scripts, along with this one, and amassed a nice little fleet.
I also captured two kha'ak scout, quite fast ships, so I thought: why not send them over to explore the universe?
Well, long story short, one of them was caught with something illegal on board and after dinner (I left the game running in background) I found out that I had -5 relationship with both terrans and ATF, and my whole fleet except 2 ships was wiped out.
I mean...if a copper caught me with a pocketful of weed, I doubt he'd go on hunting my boss and set about destroying all his possessions/enterprise...
It's a very nice touch, quite funny, but I'm afraid the rep system that x3 uses doesn't allow for this kind of things.
just saying...
Sorry for the "necromancy" but as long as requests go, I'd really love for...IDK, a goner rehab center or whatever.
I started a nice game as hero of sol with XRM and some other scripts, along with this one, and amassed a nice little fleet.
I also captured two kha'ak scout, quite fast ships, so I thought: why not send them over to explore the universe?
Well, long story short, one of them was caught with something illegal on board and after dinner (I left the game running in background) I found out that I had -5 relationship with both terrans and ATF, and my whole fleet except 2 ships was wiped out.
I mean...if a copper caught me with a pocketful of weed, I doubt he'd go on hunting my boss and set about destroying all his possessions/enterprise...
It's a very nice touch, quite funny, but I'm afraid the rep system that x3 uses doesn't allow for this kind of things.
just saying...
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- Posts: 193
- Joined: Sun, 23. Jan 11, 13:28
Found a working link here: http://www.x1tp.com/root/index.php?opti ... 2&Itemid=6pgfujg wrote:Anyone know if there is a way to retrieve pilots whose ship is destroyed? The pilots created by Lucikes scripts can all be retrieved via his rescue service script. Is this compatible/have something similar?