Question About OOS Alerts

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Slashman
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Question About OOS Alerts

Post by Slashman » Sat, 9. Jul 11, 07:41

Ok...maybe I'm missing it, but I tend not to notice OOS alerts about my ships under attack.

Is there a way to make those kinds of things jump out at you?

I almost lost a large freighter the other night because I didn't get a message about it being under attack in Heretic's End. I thought that OOS combat alerts were supposed pop you out of SETA and bring your attention to the fact that you've got a ship engaged in combat.
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TTD
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Post by TTD » Sat, 9. Jul 11, 08:16

Not sure about SETA , but usually you get a warning if a station is under attack.

In my experience , often ships gets destroyed and the first I know of it is a message in the message log. So if I am concerned about losing certain ships, I'll check the message log and save regularly,so that I can reload and save the ship I want to keep.

Usually , any ships that are not doing something important , but I do not want to lose , I park at a safe station such as my PHQ , which I keep a watch on.

deca.death
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Post by deca.death » Sat, 9. Jul 11, 08:31

.

Oh, that's "normal" I'm afraid. No (vanilla) cure.

I think I heard/read once that ship msgs attack only in case certain percentage of shield is damaged.

In long non-monitored OOS battle turns, I think that trader can be eradicated in single turn - hence no alarm.

Starlight_Corporation
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Post by Starlight_Corporation » Sat, 9. Jul 11, 08:41

If yo'ure lucky, you'll get an audio warning of an attack on your ship/station, but in most cases your ship will just be shot down without much warning (counts for most freighters & most ships below 1GJ shielding)

SETA will never stop functioning when a ship is being attacked, this is the risk you take by using SETA. When you got a few amount of ships, and they represent a big investment, it would be a handy feature, but in the later game it would just be annoying. I have plenty of ships, if SETA would stop for each time a ship would be attacked, I couldn't use it :o

Some tips to reduce attacks:
-Get friendly with pirates & everyone else
-Stay close to the core race sectors
-stay out Xenon migration routes (or block them off by placing M2 patrols in sectors next to xenon sectors)

SIMON POPPLEWELL
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Post by SIMON POPPLEWELL » Sat, 9. Jul 11, 11:25

You won't get a message OOS until the second round of combat iirc. In most cases a freighter will usually get killed in the first round or by the second in anycase, really depends on how many ships are attacking.

Slashman
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Post by Slashman » Sat, 9. Jul 11, 15:39

Thanks for the replies.

I usually have my freighters running safe routes, but I was using this one for a specific task and was stocking up on E-cells before jumping it to where I needed it to be.

I suppose I'll have to invest in escorts for ships moving around areas that are 'iffy' in terms of security.

As for being friendly with pirates...I only attack them when they attack me...but I guess doing missions where you're required to shoot them down may not help. Also I had to scrag a couple pirate centaurs recently. One of them attacked my mobile mining base ship.

I do wish I could set alerts to a 'high priority' mode so that they would show as soon as something happened...but I guess that's how it is for now.

I'll pack in more fighter drones on that freighter...it only had like 4.
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TTD
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Post by TTD » Sat, 9. Jul 11, 17:57

Fighter Drone stock is usually around 12 when the pilots buy them.
I guess you have the Fight Command Software , or what ever it's called ?

LowkeeDragon33
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Post by LowkeeDragon33 » Sat, 9. Jul 11, 18:41

I am playing Reunion, and dont know how to convert scripts for TC. As time progresses perhaps I will learn this, but for now I have an idea. My game isnt quite at the point where I need this idea, but soon it will be. I also dont know what scripts there are for TC, and maybe this isnt needed.

The basics of the plan is to protect trading ships with a home base. Fighters given the command will dock at said home base, and fill up on EC. Every interval of time (as long as gets good results) the fighter scans the trader's area for potential threats. If a threat is found the fighter will jump in, remove it, and jump back home. Since things are safe more than not, the hope would be that the fighter could protect multiple traders at the same time. It would be like a "protect the interests of the station" script.

The complication is that potential threats aren't necessarily threats. For this, my plan is: If a potential threat is found, the fighter script will interrupt the trader, telling it to take an evasive action (such as move in a Y direction). If the potential threat also changes direction, then something must be done. The trader is told to jump (if possible) out of the sector, and the fighter comes in. There is also a way to get the target of said threat, and this may be better.

Since the trader has only been interrupted, it will continue along its original course once the threat is removed. I would say that the range of a triplex scanner would provide more than enough time for this script to be relatively light.

SIMON POPPLEWELL
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Post by SIMON POPPLEWELL » Sat, 9. Jul 11, 19:22

Slashman wrote: I suppose I'll have to invest in escorts for ships moving around areas that are 'iffy' in terms of security.
Or use Chokaro's, they have a 2500 cargobay and have 400MJ shielding makes them tough little freighters. My entire UT fleet are made up of these ships and I've not lost any yet. :wink:

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TTD
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Post by TTD » Sat, 9. Jul 11, 19:36

@LowkeeDragon33

In TC , a MK3 trader with fight command software will jump to a safe sector if he has enough fuel,else he will flee to the nearest safe station until it is safe to come out again.

But he can be "One-Shotted" before he even knows there's any danger.

That is the problem , especially with UTs.

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