[Script] Enhanced Carrier Compliment Spawner (ECCS) [Concept - Sa-30-Apr-2011]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

[Script] Enhanced Carrier Compliment Spawner (ECCS) [Concept - Sa-30-Apr-2011]

Post by Sam L.R. Griffiths » Sat, 30. Apr 11, 23:24

Hi folks,

In response to discussions about Carrier ship compliments in the SRM thread, I have decided to start work on this script.
Roger L.S. Griffiths wrote:
vkerinav wrote:You're thinking a !Job script, not config, right? Something that could check the state of the hangers after combat, and respawn/buy the lost ships? The alternative would be to use a TM or M7 carrier to restock depleted carriers, similar to Litcube's Missile Suppliers.
Not sure exactly what you mean by a !Job script, but this is the idea a little more explicitly
  • When jobs spawns a ship it will also call a "jobs.eccs" script (ECCS = Enhanced Carrier Compliment Spawner)
  • This script will then determine the ships and quantities to add to carrier based on race and carrier type (c/f EES)
  • The ship loadouts will be defined in a text file (c/f EES)
  • If necessary, I can add the modification of the ECCS configuration to Changling
  • ECCS will require EES
  • (option)AI Life addon to replenish fighter compliments based on ECCS configuration
The intention is that you can call this script on any ship and if it can dock ships then this script will loadout the ship with ships as per it's configuration.

Any and all feedback will be appreciated.
Last edited by Sam L.R. Griffiths on Sun, 1. May 11, 10:47, edited 2 times in total.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Sat, 30. Apr 11, 23:24

(Reserved)
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Sat, 30. Apr 11, 23:24

(Reserved)
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Mon, 2. May 11, 20:57

Discussion, hm.

For the record, let me repeat that there is no limit, at least not that I'm aware of, to the number of ships that Jobs can spawn. That was merely an attempt on my part to explain the limited room we have to maneuver if we want to keep ship numbers down.

Major points I'd be interested in:

-Restocking. Ideally, I'd like to see a carrier check its hangers after combat, and put out a call to the nearest shipyard for new fighters. The shipyard could deliver them by loading them onto a resupply ship of some sort. Or they could simply spawn at the nearest gate.

-Capacity. Absent a way to detect M6 docks, a config file does sound like the best route. I think my ideal here would be a small fixed contingent for each ship, with some limited randomization. As an example; the Colossus could spawn two corvettes(randomized between Centaur variants and the Nexus), or one corvette and one bomber.

-A weighted list for each class and race, for random spawning. Basically, the ships ID string followed by a preference, so that three Novas spawn for every one Eclipse, and two M4s and one M5 spawn for every M3. Or whatever ratio one prefers.

-What I like to do in Jobs, and would prefer to remain intact here, is to form the remaining ships into wings. One lead ship, M3+, running 'wing.attacksame' or similar, escorted by two random M3s and two random M4s.

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Mon, 2. May 11, 21:03

Well ship id strings are out of the question due to limitations of MCSI, but I can introduce config generation/editing facilities into Changeling (c/f EES).

Will look into MCSI ship spawning and wing management over the next few days.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Tue, 3. May 11, 01:19

Ok, I have completed my initial investigation and I do not believe that this is a feasible script (at least in the MCSI domain). The problem is soft coding the ship selection without having to hard code anything.

On a plus side, I have discovered that it is possible to detect if a ship can dock another ship class.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Tue, 3. May 11, 01:59

Unfortunate, but survivable. I'll just have to wait and see if anything comes out of the Transcend team's efforts.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”