Request for a new mod: Fighters, DON'T DOCK.

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Aven Valkyr
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Request for a new mod: Fighters, DON'T DOCK.

Post by Aven Valkyr » Tue, 25. Mar 14, 12:26

Hey everyone I have scoured google and searched through a dogpile of mods on this forum but I just can't seem to find what I'm looking for. Hopefully someone can help me here. It should be simple enough to do:

What I'm looking for is a mod that adds an option to the game:

Autodock: Yes / No

This option would be a part of the Wing control panel.

When I am flying my dock capable ships I often don't want any of my wings to dock. I want them to stay outside the ship. It messes with autopilot, and it often makes my fighters blow themselves up by hitting me.

I'm tired of having my ships constantly trying to re-dock with me. I want the option to tell them to just stay out in space or not. If someone can do this one up for me, and oh, make it compatible with XRM if you could :) Much appreciated, thanks!

p.s. if you could add one extra feature in there for a new hotkey, Wing: Protect Target. Also would be appreciated. Thanks!

demnpercy
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Post by demnpercy » Tue, 25. Mar 14, 15:21

You could try using Lucike's CODEA script. It adds a lot of options for managing carriers to the game, and also makes it so that if CODEA-managed fighters have docking computers on them, and their mothership has a transporter device, they just teleport back on board instead of taking forever and crashing into everything when they try to dock in sector. It also lets you set up escort squadrons, who should do pretty much what you want - just follow you around and attack anyone who messes with you without docking.

While CODEA does make carriers vastly more useful and easy to use once you've got it set up and have figured out all the commands, it's got a nearly vertical learning curve on it. There's another carrier management script that I haven't tried called Anarkis Defense System that is a lot simpler that might also do what you want.

If you're having problems with your fighters running into your ships, another script you could try is Litcube's Bounce. It makes the AI a lot better about avoiding collisions, especially in combat.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 25. Mar 14, 17:59

I use the opposite approach, Aven: Docking Lockup Fix allows fighters to use Docking Computers for teleport-docking. It solves the problem completely.

As mentioned, Bounce - Player Owned Autopilot Fix helps with a lot of autopilot problems.

I use both scripts in every game.

Aven Valkyr
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Post by Aven Valkyr » Tue, 25. Mar 14, 20:30

thank you for the replies, I've looked at all of the mentioned mods already. I might go with the carrier command one but the one thing that worries me about it is, once you set a ship to be a part of a carrier fleet what happens when you want to jump into that ship and start doing some things?

The reason I ask this is because my vidar is currently a part of my small but growing fleet and I use it for many tasks.

I'm not a programmer or I would seriously make my own carrier command script. There are things I want my fighters to do and to not do. I dont' have too much of a problem with ships bouncing as I am running XRM and there seems to be a lot of fixes to AI flightpath already. Except the blowing up in the docking clamps bit. I might also install that one.

But yeah I could go into immense details about how I want my fighters to work with carriers. For example, I just loaded up my game, and got so appalled I quit it again. What happened is my fleet of M3's decided to dock with my ship while my M6 fleet (vidar and katana) were busy getting raped by 6km away. I never asked my M3 fleet to dock, and my M6 fleet was WAY too far away. I would like them to stay closer to my ship unless I tell them I want some sort of long range recon. I know this is a lot to ask so I'm not asking it, but what I really do want is a simple mod that tells my ships they are not allowed to dock unless I say so.

Aven Valkyr
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Post by Aven Valkyr » Tue, 25. Mar 14, 21:08

Actually you know what, I take it all back. I don't want just a don't dock mod. What I'm looking for is a carrier command mod, kinda like the ones posted, but without the need for having to use docking computers in every ship, even small ones. It clashes with XRM since in my game docking computers are XXL and not M or S type cargo class. I also think those mods are extremely complicated and I'm trying to keep this game somewhat vanilla as I am really enjoying it and I still don't understand the mechanics of using a resupply barge nevermind having to manage mechanics and repairs and getting ahold of goods and omg this game is already intensive just with the hiring of mercenaries.

So here is what I *really* want.

Carrier Command

After setting a wing's homebase, I want to be able to set my wings on patrol. Not like what we have now in vanilla where the only option you get is "patrol sector" and then your fighters all scatter around the sector bumping into M7's, M2's or M1's per chance. Also this doesn't really work on escort missions or many other aspects of the game.

===================

Patrol Options:

-Short range patrol. The fighters will patrol around their homebase up to 8KM away, attacking anything that comes within that zone.
-Long range patrol. The fighters will patrol in a 25km radius attacking anything within that zone.
-Recon. Fighters will patrol up to 60km away from the center of the sector regardless of where the mothership is.

===================

Behavior Options:

-Fighters automatically dock: Yes / No
-Fighters will dock if damaged: Yes / No [variables (shield 10% etc..)]
-Fighters automatically engage enemies: Yes / No
-Fighters automatically protect friendly units: Yes / No

===================

Docking Behavior

-Fighters are not installed with teleporter devices: Normal docking
-Fighters are installed with teleporter devices as well as mother ship: Fighters instadock up to 2km away
-Fighters are installed with teleporter, mothership is installed with both teleporter AND docking computer: Fighters can instadock up to 10km away

===================

Other Behavior

-If the player jumps into a fighter and goes off to do something, fighter returns to set behavior pattern after player lets go of the ship
-Fighters will protect any friendly target while in their zone. This way you can set the mothership itself to follow an escort target and fighters will protect all ships within their zone
-When a mothership goes through a gate all the fighters gather up at the gate and jump through at the same time, resuming behavior in the next zone
-When a mother ship goes on autopilot fighters do not attempt to dock but instead patrol within the zone as it moves with the mothership
-If the fighters are engaged with an enemy and the mothership moves, moving the patrol zone away from the engagement, fighters will stop engaging and stay within the zone. In otherwords, fighters will NOT engage enemies that are outsize their zone, even if previously engaged.

========================

There is more to this I'm sure but seeing all this in a mod would give me the control I need and would stay compatible with XRM. Now if someone could turn THAT into a mod/script, that would be AWESOME. I realize it's a lot of work for an older game but, it would sure make this old timer happy. And hell, maybe a simple version of some of these carrier command scripts that are out there is just what the doctor ordered. It wouldn't take so long to write this up would it? Like I said, I wish I knew how, or I would do it myself. Please Please someone take this on and make my dream come true :) Thanks in advance :)

demnpercy
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Post by demnpercy » Tue, 25. Mar 14, 22:58

Anarkis Defence System is pretty close to what you described.
http://forum.egosoft.com/viewtopic.php?t=330226

Aven Valkyr
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Post by Aven Valkyr » Tue, 25. Mar 14, 23:02

Yes except that its way more complicated than what im looking for and its not compatible with XRM since you cannot put a docking computer on anything smaller than an M7

Nicoman35
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Post by Nicoman35 » Tue, 25. Mar 14, 23:36

Hm, this leads me to the idea of not needing a docking computer when XRM is detected, hmmm.
I admit, I have changed the ware size of the docking computer back to S in my game (I do like XRM very much). Simply because I just can't imagine having Konrad Zuses Z1 in a modern space battleship....

Zaknafein
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Post by Zaknafein » Wed, 26. Mar 14, 00:46

and if u have read the xrm-firstpost careful you´ll knew that there is an exact fix for your docking computer size problem :)
Docking Computer Ware Size Fix for CODEA
Updated 16.05.12

Docking Computer ware size fix for CODEA

Install this cat/dat to a higher number than the base XRM. This puts the Docking Computer back to "S" ware size so it can be installed on fighters for use with CODEA.
Ofc ***modified***, modders doing what Egosoft cant.

Aven Valkyr
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Post by Aven Valkyr » Wed, 26. Mar 14, 16:06

OK I looked at codea and holy crap. It's complicated. There are links to german websites which makes me believe that codea is all in german? Can someone hook up with me on steam chat (add me to friends) and explain what I need to have installed to make CODEA work properly? I would like to give it a go as it sounds intensive and I really want this to work with XRM. I need links to English versions of this mod and links to the supporting mods. I hope it's all compatible with XRM :)

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DrBullwinkle
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Post by DrBullwinkle » Wed, 26. Mar 14, 16:18

Carrier systems are some of the most complex scripts on the forum. It is unlikely that you will get anyone to create a new one for you. :)

The three most popular carrier systems are:
  • CODEA (Most mature. Easier if you read German)
  • Anarkis Defense System (ADS) (Popular, simpler, alternative)
  • Drone Carrier Software 2 (DCS2) (Newest, easiest, still working out some minor kinks. DCS2 is compatible with ADS and CODEA, so you can use both together -- on the same ship.)


Triaxx2 wrote a nice: Triaxx2's CODEA Guide
Here is a post with CODEA Quick Start Instructions
Last edited by DrBullwinkle on Wed, 26. Mar 14, 16:30, edited 1 time in total.

Zaknafein
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Post by Zaknafein » Wed, 26. Mar 14, 16:28

just fyi, you dont need the docking computer on fighters to make codea work.
when its not installed on the fighters they will simply dock the "oldschool" way. i personally dont like fighters beeing beamed in and out of the carrier and disabled this option in the far deeps of the codea-subsubsub menus :)
it is avaible in english and the guide drbullwinkle posted is a good one. it answers almost all of the possible questions.

im going to try anarkis(still waiting on version 1.13 here) and dronecarrier for fast-to-set-up carriers. i want to try letting drone carrier build up the fighters and anarkis handling them.
but for the most detailed and immersive one i stick with codea.
Ofc ***modified***, modders doing what Egosoft cant.

Aven Valkyr
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Post by Aven Valkyr » Wed, 26. Mar 14, 16:33

Sounds good :) Thanks again for you help here guys. I'm going to go with CODEA from what I have read, it seems there is an English version afterall. The complexity of my in-game experience is about to triple but I've always been interested in carrier command style gaming. My only issue with CODEA is the fact that running the carrier myself is more recommended and right now all I have is a Shrike and the argon M7 carrier (forget the name) and a small handful of fighters, 2 M6's. That's my fleet. Against large targets it's preferable to fly the shrike myself, since the AI tends to not use the main guns on larger boats, moreso its turrets. So what I'm going to do is backup my gamesaves, give codea a shot, and see how it rolls. It also sounds like I should almost have some factories set up for producing ships and equipment before I even bother with CODEA. It kinda sounds like I should have much more of a fleet before I set my first carrier as a CODEA homebase....

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DrBullwinkle
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Post by DrBullwinkle » Wed, 26. Mar 14, 16:40

As I mentioned above, DCS2 is compatible with CODEA. DCS2 builds and equips the ships; CODEA then manages the rest of the job.

Be sure to read the "Tips for CODEA Players" section of the first post.

Aven Valkyr
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Post by Aven Valkyr » Wed, 26. Mar 14, 16:57

drbullwinkle did you write DCS?? If so, well done :)

Aven Valkyr
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Post by Aven Valkyr » Wed, 26. Mar 14, 17:53

OK I now have an issue. This is what I installed for mods:

DCS2,
CODEA
MEFOS
Befehlsbibliothek libraries
Military Transport script
KOHL battleship (from the german site)
bounce script

I think that's all the necessary installs to run CODEA minus the KOHL battleship, lol I'm a sins fan and yeah I wanted that as soon as I saw it :) Now when I load my game I get a "corrupt save". I run X3 through steam. Maybe that's what caused it? Also, there's some talk out there about some script install program? I never used that. I just copied the contents of all the folders minus the .dat and .cat files from from bounce. Just copied the scripts from that one (as suggested on the post). Any idea why my game is now coming up as corrupt save?

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DrBullwinkle
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Post by DrBullwinkle » Wed, 26. Mar 14, 18:02

Aven Valkyr wrote:when I load my game I get a "corrupt save".

Any idea why my game is now coming up as corrupt save?
Did you have any other ship mods installed before you added a new ship mod?

Aven Valkyr
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Post by Aven Valkyr » Wed, 26. Mar 14, 18:08

only one I had was XRM which adds a bunch of new ships..

Aven Valkyr
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Post by Aven Valkyr » Wed, 26. Mar 14, 18:11

just disabled the kol battleship and guess what.. game loaded up just fine :) W00t! I can live without the KOL but I do remember there being a post in the XRM thread somewhere about adding new ships, and the install instructions on the german site for the kol were a bit complicated. I can live without it :)

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DrBullwinkle
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Post by DrBullwinkle » Wed, 26. Mar 14, 18:11

Two different ship mods probably conflict (unless they are .xsp ships).

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