[script] Universe Explorers v2.4.0: Update Sep 5

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costi
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Post by costi » Tue, 4. Jan 11, 06:45

Can this be made compatible with XTC?
Friendly fire is not so friendly.

Cascinova
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Post by Cascinova » Wed, 12. Jan 11, 18:05

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. :lol: 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.

sphr
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Post by sphr » Sat, 12. Feb 11, 09:03

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

orion84
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Post by orion84 » Mon, 21. Mar 11, 08:28

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.
sphr wrote:consider a means of globally tagging sectors to a "blacklist"
+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.

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***

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FalconGrey
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Post by FalconGrey » Thu, 28. Apr 11, 20:00

orion84 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.
sphr wrote:consider a means of globally tagging sectors to a "blacklist"
+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.

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. :)
It would be nice if it had the blacklist sector feature of the "explorer command extention script" http://forum.egosoft.com/viewtopic.php?t=219385

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.

Azurelinctus
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Post by Azurelinctus » Mon, 16. May 11, 12:48

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!

LIZERTECH
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Post by LIZERTECH » Wed, 13. Jul 11, 12:29

can the explorers capture ship in oss?

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FalconGrey
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Post by FalconGrey » Wed, 13. Jul 11, 17:27

@Azurelinctus, do you have the explorer command software and navigational command software installed?

@LIZERTECH, in oss you mean out of sector? If yes, then yes they can. But I have noticed not very reliably...
It's not if we win or lose that matters, it's that we stood and faced it.

LIZERTECH
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Post by LIZERTECH » Wed, 13. Jul 11, 19:34

thanks for the response, i will check later how effective they are...

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FalconGrey
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Post by FalconGrey » Wed, 13. Jul 11, 19:39

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. :?
It's not if we win or lose that matters, it's that we stood and faced it.

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FalconGrey
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Post by FalconGrey » Tue, 2. Aug 11, 00:01

@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?
It's not if we win or lose that matters, it's that we stood and faced it.

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joelR
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Post by joelR » Tue, 2. Aug 11, 02:45

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?
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.

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FalconGrey
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Post by FalconGrey » Tue, 2. Aug 11, 03:05

Well, if that is the case I will have to try to fix the universal explorer to stop losing pilots... :wink:

It's too bad that he hasn't been back in a while.
It's not if we win or lose that matters, it's that we stood and faced it.

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FalconGrey
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Post by FalconGrey » Sun, 21. Aug 11, 23:55

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.

pgfujg
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Post by pgfujg » Mon, 2. Apr 12, 03:03

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?

Johnnie.it
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Post by Johnnie.it » Thu, 26. Jul 12, 10:53

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...

Cascinova
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Post by Cascinova » Thu, 26. Jul 12, 19:06

That is why you use cargo shielding, then they can't see what you have onboard.

dispostableatheist
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Post by dispostableatheist » Sat, 13. Oct 12, 22:31

Can somebody help me?

I'm running this mod with XRM:AP, my explorer has been stuck at level 22 since forever now.

I got a Goner Ranger with Jumpdrive, Goner Rank 5, and my explorer still doesn't progress.

He's uncoverend almost the whole map but nothing.

Ssslim

Post by Ssslim » Sun, 26. May 13, 10:03

Hi,

There is no file to download in your folder :o

I hope to find them soon, your plugin is very important for my teladi society :D

regards

PigWig
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Post by PigWig » Thu, 13. Jun 13, 06:21

pgfujg 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?
Found a working link here: http://www.x1tp.com/root/index.php?opti ... 2&Itemid=6

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