[Script] Universe Explorers v1.0.1: Update Apr. 16

The place to discuss scripting and game modifications for X³: Reunion.

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

Post Reply

Should the following be added?

Hire Explorers from the BBS
11
12%
Options to customize satellite deployment
17
18%
Both!
60
65%
Neither, go make some other script 7ate9tin11s
4
4%
 
Total votes: 92

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Fri, 4. Apr 08, 07:42

just come across a small issue when you transfer uni exp. from one ship to another, in this case from and arrow to a buzzard , the uni exp had been stuck a lvl 4 , and i thought it was lack of places to explore with everywhere being hostile. i realised what it was when i explained about the cargo size, so i just docked up and forgot about it, anyway ive just got hold of a buzzard and transfered my uni exp across to that one, i got the message received that he was enjoying his new ship, and had left his old one.... i went to see if i could just start it off again... and found it had a clone of the one i had just transferred same name same level

so looks like theres an unexpected 'bonus' of lots of explorers get one to a high enough level and clone him (attack of the clones anyone??? ) to make survivability better, anyway, thought you ought to know about this one, as it is pretty big.

Legionnaire

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Fri, 4. Apr 08, 08:29

...

:shock:

...

:oops:

I am sure I had code in to prevent that...I will look into it :shock:

I am hoping to release 1.0 early next week with BBS support and, perhaps, the new survival routines I have in mind (One that is just for Goner Rangers!). Oh, do remember that the price is a range, if you think that it is too high you can always try again later to find a better deal, you are more likely to find a 24 around 300,000 which is still quite a deal considering their abilities :D . Unlike the stock explorers they will also have a chance of having randomly acquired some of the specials needed for levels 21-24 too. Of course, there will be no way to know what, if any, specials they have until they get to that level...or don't due to missing specials :twisted: .

Hmmm...wonder if I should whip up a BBS for Universe Traders and Commercial Agents too...they are annoying to level too. Would be almost the same code though the cost per level may have to be increased (A level 24 UT pilot is worth a million easy, especially since I think they make about 200,000 and hour).

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Fri, 4. Apr 08, 08:37

well ig you do do it for cags it will be n alternative for
Commercial Agent Trainer but i just love the idea and sound effects included with this script :twisted:

and while your writing improvements in various things any chanc of a set of wingmen that dont crash into me, shoot me or my other wingmen?

:lol:

as usual i will be looking forward to this new release, and very shortly my explorer army will be flying forth to conquer the unexplored reaches of space, well actually no, running away from combat most likely :lol:

oh and did jump drives actually get introduced in the end? as i know you were either working on it, or you actually managed it but i dont remember which it was

Legionnaire

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Fri, 4. Apr 08, 09:08

Jump drives are both introduced and working wonderfully though only level 23 and 24 explorers use them. Due to the limited cargo bay sizes I had to make them work a little differently though, they actually skip across the universe from spp to spp buying energy on the way. It works well enough that I dropped it into some of my other routines and plan to use it extensively so I don't ever have to worry about energy reserves :D .

As for wingmen hitting you, it is quite annoying isn't it? I have some ideas for new kinds of wingmen, but have not thought up a way to fix that problem since there is no way to predict the players actions in a timely manner. Some general plans are to:

1) Automatically scan ships for illegal cargo if rep is high enough
2) Automatically scan nearby asteroids
3) Just stop and use continuous fire on defenseless, stationary objects
4) An optional 'missile' wingman that stays far from the action and peppers the enemy with missiles (RRF Bomber wannabe, I guess :p ). May be an actual use for M6's... :shock:
5) Wander off and refuel/rearm/etc as needed
6) Use the transporter device to make sure the player has decent energy reserves and ammo at all times
7) An optional 'transporter' wingman that will deploy and retrieve lasertowers and fighter drones to assist in combat...plus hold alot of spare equipment for in-battle re-arming/re-fueling. Another use for some M6 craft
8) Automatic pickup of dropped useful wares in space (Missiles/Guns/Energy...not bio or mineral junk)
9) Automatic selling of un-needed weapon tech to equipment docks when low on cargo space

and many more :lol:

But that is just a sample of the future ideas I have. Not even close to release yet so don't get your hopes up. I have not even decided which part of the AP project to work on next and that is only a piece of it. :lol:

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Fri, 4. Apr 08, 09:26

sounds like your planning a complete overhaul for X3 im going to be very interested in seeing how each part of this turns out

right no responses from me for a while, need some sleep

Legionnaire

raz334
Posts: 4
Joined: Sat, 5. Apr 08, 10:54

Post by raz334 » Sat, 5. Apr 08, 10:58

Where do i get the explorer software at? i cant seem to locate it, as far as i can tell the mod has installed properly but since im newb with X3 perhaps i messed up somewhere,. using X-universe plugin manager. it says the mod is enabled, made a fresh start of the game. soo... where can i find it?

Magius
Posts: 89
Joined: Mon, 14. Nov 05, 18:48
x3tc

Post by Magius » Sat, 5. Apr 08, 12:30

raz334 wrote:Where do i get the explorer software at? i cant seem to locate it, as far as i can tell the mod has installed properly but since im newb with X3 perhaps i messed up somewhere,. using X-universe plugin manager. it says the mod is enabled, made a fresh start of the game. soo... where can i find it?
It is a part of the BonusPack from ES.
Buy it at a Equipment Dock

raz334
Posts: 4
Joined: Sat, 5. Apr 08, 10:54

Post by raz334 » Sun, 6. Apr 08, 07:29

Thanks much for the info with your help and google XD.. for future newbs the link for it is http://forum.egosoft.com/viewtopic.php?t=191863

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Mon, 7. Apr 08, 07:47

Version 1.0 Preview

Just some copies from my logbook that may be of interest...
Goner Reject Ban Darra (2)
Profresional Explorrist Fer Hire
I am lookin' fer a job thats I can fly around in my Pirate Harrier and has an expense account. Me ship 'n self be yours fer 76342 credits.
-Goner Reject Ban Darra (2)

Sector Security
We are sorry to inform you that Goner Reject Ban Darra (2) has been convicted of narcotics possession and is no longer available to be hired.

Missionary Amanda Glen (23)
Goner Exploration Services
As a part of a new Goner outreach program we would like to ask you to sponsor me to explore the far reaches of the universe. You get valuable cartography data while we get a donation and the words of R. Gunn are spread to the distant corners of the galaxy. The cost for my services and use of my Ranger will run you 737731 credits. The Goner look forward to working with you.
-Missionary Amanda Glen (23)

Missionary Amanda Glen (23)
The Goners gratefully accept your donation. I look forward to working with you and will begin exploration after I have a few required items delivered to me in Cloudbase Southwest.

APRIL - Automated Player Relational Interface Layer
A Navigational Hazard Beacon has been deployed in The Wall for 2000 credits. All universe explorers and other AP controlled ships will avoid entering The Wall to the best of their abilities until the beacon is destroyed by you or an enemy.
Some additional changes are:

Universe explorers will drop short duration (20 minute) danger beacons to warn ships of dangerous sectors when they are attacked or sense danger.

Permanent beacons can be placed by any ship that has Navigational Software installed. Great idea Pogi :)

Explorers are *much* more responsive to enemies now. I did that dreaded re-write of the movement routines :P .

Ships that are named "Your Shiptype" will automatically be renamed to "Explorer Shiptype" when universe explorer is started. If you rename them first the name will not be changed.

Explorers will automatically purchase shields if they need them. This was added since I found most of my capped M5's were going into use as explorers and forcing them to go get their shields was annoying. Shields also greatly improve the survivability of even the little M5's since it usually lets them handle the first volley when OOS.

There were also many minor bug fixes and optimizations applied. The estimated release date is early to mid this week.

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 7. Apr 08, 08:06

Universe explorers will drop short duration (20 minute) danger beacons to warn ships of dangerous sectors when they are attacked or sense danger.

Permanent beacons can be placed by any ship that has Navigational Software installed. Great idea Pogi Smile
OOOH OOOH
Quote:

Goner Reject Ban Darra (2)
Profresional Explorrist Fer Hire
I am lookin' fer a job thats I can fly around in my Pirate Harrier and has an expense account. Me ship 'n self be yours fer 76342 credits.
-Goner Reject Ban Darra (2)

Sector Security
We are sorry to inform you that Goner Reject Ban Darra (2) has been convicted of narcotics possession and is no longer available to be hired.

Missionary Amanda Glen (23)
Goner Exploration Services
As a part of a new Goner outreach program we would like to ask you to sponsor me to explore the far reaches of the universe. You get valuable cartography data while we get a donation and the words of R. Gunn are spread to the distant corners of the galaxy. The cost for my services and use of my Ranger will run you 737731 credits. The Goner look forward to working with you.
-Missionary Amanda Glen (23)

Missionary Amanda Glen (23)
The Goners gratefully accept your donation. I look forward to working with you and will begin exploration after I have a few required items delivered to me in Cloudbase Southwest.

APRIL - Automated Player Relational Interface Layer
A Navigational Hazard Beacon has been deployed in The Wall for 2000 credits. All universe explorers and other AP controlled ships will avoid entering The Wall to the best of their abilities until the beacon is destroyed by you or an enemy.
mmmm looking good

Explorers are *much* more responsive to enemies now. I did that dreaded re-write of the movement routines Razz .
very nice , very very nice, looking forward to getting my hands on this one soon , keep up the Great work

Legionnaire

*EDIT one last thing....hurry up and be wednesday or so .... i wanna play with this version..... :lol: :twisted: /EDIT*

User avatar
Jaga_Telesin
Posts: 435
Joined: Sat, 16. Sep 06, 22:48
x4

Post by Jaga_Telesin » Mon, 7. Apr 08, 20:15

Was going to start a new game today, and wondered if you were going to keep the same data set as you add in new features to this script. i.e. can we install and use it now, and rely on keeping the explorers we trained up as you expand the code?

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Tue, 8. Apr 08, 04:04

There are no changes to the dataset and even if there were the upgrades are made to be transparent from version 0.8 onwards (As the notes say the explorers will restart the script themselves, upgrade their data, and continue exploring automatically). However, I am running the final tests on 1.0 today and hope to release it in a few hours time.... :lol:

User avatar
Jaga_Telesin
Posts: 435
Joined: Sat, 16. Sep 06, 22:48
x4

Post by Jaga_Telesin » Tue, 8. Apr 08, 04:36

Excellent, thanks for the reply. I wasn't about to use the script on a fully explored game, but will happily install it on a fresh one.

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Tue, 8. Apr 08, 09:14

Version 1.0.0 Released

Upgraders will notice two as their explorers automatically change versions

1. All the existing explorers will go buy Navigational Software and Shields if they need them. Most likely they will need the Navigational Software.
2. Any explorers with default ship names will have their names automatically changed.

As far as I know there should be no problems when upgrading, but if there are then you will need to just stop your explorers, save, exit, upgrade, then manually restart them after loading your game.

For the rest of the changes please look through the first post for :!: which show the latest changes.

I have extensively tested all but one feature of this release. The one missing test is the sector name vocals in vanilla (I did not feel like uninstalling XTM...again). While I know they work fine in XTM I do not know if the universe orientation is changed or offset making the vocals wrong in vanilla. You will be able to tell when an explorer is attacked and you get the "Emergency Signal From SectorName". Please tell me if it does not work right in vanilla and I will make a quick patch :D

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Tue, 8. Apr 08, 10:10

Grabbed Downloaded and installed, restarting x3 ;)

Legionnaire

Psycho0124
Posts: 152
Joined: Tue, 26. Feb 08, 07:03

Post by Psycho0124 » Thu, 10. Apr 08, 00:31

7ate9tin11s wrote:While I know they work fine in XTM I do not know if the universe orientation is changed or offset making the vocals wrong in vanilla. You will be able to tell when an explorer is attacked and you get the "Emergency Signal From SectorName". Please tell me if it does not work right in vanilla and I will make a quick patch :D
I've been using the updated script today and it called out the sector correctly every time. Very helpful to know immediately where the poor bastard is being attacked. Also I noticed the survivability is MUCH better with this version. Great job on the changes to the exp system as well. It is not so difficult to train the little guys up later in the game.

All and all, the update really makes this script shine. Helluva good job man and much thanks for the awesome script!

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Thu, 10. Apr 08, 07:19

Well I have retested everything and with the information that the sector naming conversion is working correctly in Vanilla I have decided to submit this script for signing. It is one I would want in a fresh unmodified game :)

As a second note, I released the first public version of Improved Kha'ak today for those that want a little more danger in the universe. It can be found at: http://forum.egosoft.com/viewtopic.php?t=204448
Be careful though: :khaak: + :twisted: = :skull:

:lol: :lol:

Hmmm, I should rewrite and re-release my old pirate terrorism scripts next...

*wanders away from the thread* :roll:

JMagar
Posts: 7
Joined: Wed, 2. May 07, 22:29
x4

Post by JMagar » Fri, 11. Apr 08, 23:34

I talked to Legionnaire earlier for help, but i still have problems with this script.

fresh install of game then patch then bonus pack then mods and scripts, other mods seem to be working but now the explorer software is not available. Have looked in Ceo's Buckzoid, and Seizewell. no luck. have quit game, uninstalled this script, and reinstalled it still no luck finding it. Any help would be appreciated.


It seems I found the problem.

Seems to be some kind of conflict with Devest's Satellite Deployment script. Remove the sat deploy script and the explorer soft is now back in the equip dock.


Again thanks for the help earlier Legionnaire.

Phier
Posts: 254
Joined: Sat, 23. Feb 08, 22:23
x3tc

Post by Phier » Sun, 13. Apr 08, 23:12

I started a new game this weekend using the current version of the script.

I bought an explorer from the BBS.

First thing it did was buy navigation software...good.

Then it bought swarm missiles... well I don't want him fighting but ok good.

Then it wanted to buy a triplex scanner. Problem is I haven't 'discovered'
where those are located yet in game, so its sitting there at the swarm missile base doing nothing.

They need to learn to 'make do' with whatever wares are available.

Edit:Ok even a bit odder. It HAS a triplex scanner, but is now sitting outside the swarm missile factory waiting to buy fighter drones.

Edit2: Ok I let it pout for a while and now its doing its own thing ok. I guess its just a slow shopper :P
Last edited by Phier on Mon, 14. Apr 08, 05:34, edited 1 time in total.

Balto
Posts: 11
Joined: Sun, 13. Apr 08, 00:09

Post by Balto » Mon, 14. Apr 08, 03:48

This is an awesome script.

I'm not aware of the specific requirements for getting a script signed,
but Universe Explorers seems like a great candidate to me:
It provides a lot of fun and functionality without requiring a twenty-page manual of esoteric commands and requirements to operate.
Bravo!

This is probably a stretch, but I'll ask anyway:
Would you consider adding the option for universe explorers
to deploy and maintain satellites in a "box" formation like this script?

I'm still using this old script by Bhruic/Gazz because it's the
only one I'm aware of that offers the box deployment option.
It's an old script however, and it shows:
-No jumpdrive use
-Poor survivability (compared to Universe Explorers)
-Limited sector exploration functionality
-Lacking in the "immersion" department

I can continue to use both scripts of course but it seems redundant
to have multiple "explorer" scripts running simultaneously.
It requires twice as many ships too :(

Of course the small cargo bays of M4/M5 ships would severely
limit the effectiveness of this idea unless you're willing to allow
universe explorers to pilot larger ships.
M6 explorer/sat-deployers would be an attractive option to me.

-Peace

Post Reply

Return to “X³: Reunion - Scripts and Modding”