Features
- Forces a more reliable jump when shield drops below the Emergency Jump threshold set in the Command Console.
- Works on BigShips (M8, TM, and larger).
- Follows the settings in the Command Console.
- If the ship has a homebase or homesector set, then ship will jump to home rather than a random jump.
(Thanks to swatti who pestered me about this until it was hard to ignore. ;) )
Notes
- This script is not perfect. Jumping is never entirely reliable, although this script will give your ships a better chance to survive.
- Newly acquired ships do not automatically run Emergency Jump (not yet -- I may add that feature in the future). Save and reload to activate new ships.
- To set a homebase for a capital ship: Assign the ship to a wing, set a homebase for the wing, then remove the ship from the wing. The homebase will remain.
A major improvement to the current Trade Command Software MK3. Result: More profit, less micro management!
Ever since Reunion came out, there have been certain ships that [b]would[/b] explode when the player [b]manually[/b] undocked them from certain stations.
This only got worse with TC and AP, since more and bigger ships and stations entered service.
I fixed it.
[u]What this script does:[/u]
If [b]the[/b] playership [b]manually[/b] undocks from anything or enters a new sector by any means, it's collision detection is disabled.
Collisions are reenabled if any of these conditions is true:
[list][*] autopilot is enabled
[*] ship's speed is reduced
[*] ship's course is changed (10° dead zone for the benefit of joystick users)
[*] ship is clear of [i]the[/i] closest ship, station, gate, [i]and[/i] asteroid.
(these 4 objects are searched for once, at the moment of launch)
[*] the player changes ships
[*] the player goes to a different sector or docks somewhere
[*] 60 seconds expire[/list]
There are no watcher scripts constantly running in the background.
Not only does this fix the typical issue of undocking a Khaak Corvette from a Kyoto or many stations, it also avoids other stupid situations.
If you emerge from a gate in a TM and immediately launch in a fighter, you are usually catapulted straight into the gate superstructure. This can no longer happen since gates are one of the 4 types of checked navigational hazards.
If you emerge from a gate and find yourself inside another ship, don't panic and don't touch anything. Strafe (that is not a course change) or accelerate away.
The inspiration for this script was [url=http://forum.egosoft.com/viewtopic.php?t=256572]this[/url]. I just didn't agree with the [i]way[/i] they did it. =P
[url=http://www.hentschke-keramik.de/x3scripts_tc.php3][img]http://www.egosoft.com/img/button_download.gif[/img][/url][url=http://www.hentschke-keramik.de/x3scripts_tc.php3]Download:[/url] ZIP
[size=16][u][b]Installation:[/b][/u][/size] extract the ZIP into the "X3 Terran Conflict" folder. The correct folder structure is already included.
[u][b]Resources used:[/b][/u] none
With this function the TS Prospector will flee from enemy when targeted before being attacked.
My deepest thanks to gnasirator for allowing the use of his scripts adapted for the occasion at Prospector and for the support provided.
Thanks also go to TECSG for his helpful advice.
The mod works with Lucike Prospector V. 3303.
The modified original files (I recommend saving them) are the txt file 8006 and the script
plugin.prospector.main.
The BP version 1.0 of the Hephaistos Corp. script has the problem that it freezes, if you select a sector as building location that has neither a jump beacon nor a jump gate in it. To reset a hanging script, do as follows:
I.) Download the archive 'HephCorp_BP_reset.zip' and extract its content ('plugin.X2I.HephCorp.reset.xml') to your 'X3 Terran Conflict/addon/scripts'-folder.
II.) Start the game and load your savegame.
III.) Open the Script Editor (instructions can be found here).
In the first window of the Script Editor select the 'Global Script Tasks'-entry, mark the script named "plugin.X2I.HephCorp.main3", press "Del" and confirm with "yes". That will abort the hanging script.
Afterwards go back to the initial Script Editor screen, but select the 'Script Editor'-entry now. This will bring up a list of available scripts. Look for the the script 'plugin.X2I.HephCorp.reset.xml' (the script list is sorted alphabetically) and mark it, press 'r' and two times 'Enter'. This will delete all Hephaistos Corp objects and reset all used variables. Note that you won't get any already paid money back this way.
IV.) Delete the file 'plugin.X2I.HephCorp.reset.xml' from your 'X3 Terran Conflict/addon/scripts'-folder.
©X2-Illuminatus - 17th September 2012
(Almost because of a few menus to configure equipment)
Even there are significant costs for equipment You might see this script as a cheat because there is no check of reputation or availability of goods at the equipment dock.
Screenshots can be found within the German discussion at: [url]http://forum.egosoft.com/viewtopic.php?t=316370[/url]
[b]What are the different scripts for?[/b]
[quote]1. Main-script "CS.LOOP.Schiffe.ausruesten"
Parameter: none
The script runs in an continuous loop and checks two conditions:
Are there more than 100.000 credits at player's account and is the player's ship docked at any station?
In this case You will get a list to select a ship waiting at an equipment dock to be equipped.
The script decides by name of ship whether a ship needs equipment or not (equipped ships carry a '°' in their names).
The selected ship will be equipped using the following scripts and all turrets will be set to 'missile defense' (!turret.missiledefense.std).
If no ship was selected the menu will not re-appear before the player docks at another station.[/quote]
[quote]2. The script for extensions "CS.SUB.Erweiterungen"
Parameter: The ship to be equipped
This script is called from the main script and equips the ship after showing a selection menu.[/quote]
[quote]3. The script for shields "CS.SUB.Schilde"
Parameter: The ship to be equipped
This script is called from the main script and equips the ship with the maximum installable shields.
Weaker shields are removed.[/quote]
[quote]4. The script for lasers "CS.SUB.Laser"
Parameter: The ship to be equipped
This script - the most complicate of all my scripts - is called from the main script and checks for a present configuration which will be shown to the player in order to decide whether to change it - or not.
Without changes the ship is automatically equipped with the pre-set lasers.
To change You'll be shown a menu with all turrets (only by numbers, no directions like 'front' or so) and lasers installed (or not).
For all changes are made within the ship (install and remove) changing of weapons directly will result in costs.
If possible all empty slots can be filled with ONE type.
The menu can only be left if there are no empty slots.
Configuration is stored in a global variable.
Unfortunately I found no way to write AND read configuration to/from a file...
Therefor with EVERY new game You will have to reconfigure.[/quote]
[b]How are costs calculated?[/b]
For every piece of equipment installed the MAXIMUM price is added to total.
For every piece of equipment removed the MINIMUM price is deducted from total.
As a result it can happen the total amount of a laser is 0 costing 100.000 Credits...
As additional charge 20% of the total amount - at least 1000 credits - are added.
If You are unable to pay all the price at once for each hour (in-game-time) there is an interest of 1% to the remaining amount.
As long the order isn't completely payed there no new orders can be given.
[b]How do I install the scripts?[/b]
UnZIP the file and put the scripts into TC's and/or AP's scripts-folder(s).
The language file(s) have to be located to the corresponding t-folder(s).
[b]How do I start the scripts?[/b]
On activation of the script-editor the script "setup.CS.Schiffsausruester" will ask You if the script shall be run - now, later or not.
Running later as [u]global script[/u] can be done by a "Re-Init Script Caches" or executing script "CS.LOOP.Schiffe.ausruesten".
[b]How to uninstall the scripts?[/b]
Normally I would say: delete them.
The script checks "Am I still here?" and ends itself if not. (I hope problems are avoided that way.)
[u]Version 5[/u] adds a check for the version of the script engine disabling the file-check for TC.
Therefore there's no warranty deleting of files will be enough or even damage Your savegame. (A hint from experienced scripters would be helpful here. Thanks.)
[b]Does the script run with TC?[/b]
[u]With Version 5[/u] it should run on TC (see above)
[b]Problems with other scripts?[/b]
Not tested.
But as the equipment is checked only by the name of a ship (with or without "°"), there might be problems with scripts or mods "messing around" with the ship-names.
[b]There was a message like "xxx destroyed". How do I restore my equipment?[/b]
Rename the ship by removing the "°". (e.g. make "Your Buster°" "Your Buster"again.)
And - of course - send the ship to an equipment dock.
Warning: If You changed the default armament the lasers will be equipped using the new configuration (additional costs).
[b]Have fun.[/b]
BTW: I'd be happy about ANY responses (Happy about ANY? Not really but... ;))
[b][u]Changelog:[/u][/b]
[u]v4.01:[/u] In v4 the laser slots where empty or the existent lasers were shown instead of the lasers to be installed when asking to use saved configuration. Fixed.
The script a.destroy.ships will destroy all ships, which:
- are not player owned
- Job id is 0 (so they are not spawned by the Jobs-Engine)
- have a pilot (so they are not ownerless)
- that can be destroyed (so they are no important plot ships, those are normally invincible)
- run the two scripts !ship.cmd.killenemiesrange.std and !fight.attack.enenemiesrange.land
Installion and usage:
1. Download the script-archive and extract it to your X3AP-scripts-folder (default location is C:\Program Files\Steam\steamapps\common\X3 Terran Conflict\addon\scripts)
2. Start the game, load your save, activate and open the Script Editor.
3. Hightlight the script a.destroy.ships, press 'r' and two times 'Enter'.
The script will then destroy all the ships, which meet the criteria listed above. It will restart itself every three hours.
Uninstallation:
1. Open the Global script task window within the Script Editor
2. Highlight the Script a.destroy.ships, press 'Del' and confirm with 'Yes'.
3. Delete the file a.destroy.ships.xml from your X3AP-"scripts"-folder.
Please note that this is neither an official fix nor do I suggest that you have to use it. But for those who play a *modified* game anyway or plan on doing so, it provides a possible temporary solution that is a bit more comfortable than looking for and destroying the offending ships manually. If your game is not *modified* yet and you plan on using this script, it is a good idea to backup your saves before.
DCS2 is a complete production and equipping system for carrier-based fighters.
- More "Peace through superior firepower" by DrBullwinkle
Galaxy Explorers explore the universe, search for unknown sectors, scan for stations and asteroids and maintain a satellite network
Makes salvage game more challenging.
This command allows you to transfer freight to and from a station or ship over large distances. Intergalactic Trade Software Standards now make it possible for the drones to trade with foreign stations.
Energiegeneratorerweiterung 1.31[EGE]
Die Energiegeneratorerweiterung ist eine terranische Entwicklung, welche erst kürzlich zum Verkauf an vertrauenswürdige Personen (ATF Systemzugang: Erde) freigegeben wurde. Deshalb ist sie auch nur am Torus erhältlich.
Funktionen:
A: Erzeugung von E-Zellen:
Vom Schildgenerator kann die Energie umgeleitet werden um eine begrenzte Anzahl (abhängig von den eingebauten Schilden) von E-Zellen zu erzeugen. Da dadurch die Schildstärke sinkt, wird dieser Modus bei Feindkontakt automatisch unterbrochen.
Diese Funktion ist nur auf großen Schiffen verfügbar (ein wenig mehr als 20% des Laderaumes wird mit ez gefüllt, 400MJ Schildstärke minimum).
Auswahl: Erweiterte Schiffkommandos
B: Schildbooster:
Durch Umkehrung des o.a. Energiekreislaufs können die Schilde durch Verbrauch von E-Zellen schneller aufgeladen werden.
Auswahl: Erweiterte Schiffkommandos für alle Schiffe und zusäzlich Hotkey für Spielerschiff
C: Sprung zur Position:
In Verbindung mit dem Sprungantrieb und Navigationssoftware Mk 1, ermöglicht EGE einen Sprung zu einer gewählten Position und ist somit nicht mehr an ein Tor gebunden. Gezielte Manipulation der Energiezufuhr kann den Warptunnel an einer beliebigen Stelle kollabieren lassen. Die mitgelieferte Software zur Berechnung des Austrittspunktes benötigt viel Rechenzeit um zu verhindern, dass das Schiff mit einem Hindernis am Austrittspunkt kollidiert. Daher ist eine Verkürzung der Sprungantriebsladung durch SINZA nicht möglich.
Der Sprung innerhalb eines Sektors verbraucht pauschal 10 EZ
Begleiter, welche mit EGE, Sprungantrieb, Navigationssoftware Mk1 und genügend E-Zellen ausgrüstet sind, nutzen den "Sprung zur Position" ebenfalls. Das Spielerschiff springt zuerst in den Sektor, die Beleiter folgen nach und gruppieren sich um das Spielerschiff. Begleiter welche die Sprungvorausstzungen nicht erfüllen bleiben im Ursprungssektor bzw. nutzen die konventionellen Methoden.
(Ist dz. nicht mit großen Verbänden bzw. mit allen GKS getestet. Eventuell wären Anpassungen beim Mindestabstand nötig. Feedback diesbezüglich wäre hilfreich und erwünscht)
Auwahl: Navigationsmenü
Installation:
Scriptdateien ins Scriptverzeichnis und t-Datei ins t-Verzeichnis kopieren. (unter "X3 Terran Conflictaddon")
Achtung: Der Spielstand erhält ein **modified** !!
Im Paket ist das Script !init.set.modified (mit freundlicher Genehmigung von Lucike) enthalten, welches das Spiel automatisch auf **modified** setzt. Der manuelle Start des Scriptdeditors ist daher nicht mehr notwendig.
Deinstallation:
A: Altes Save vorhanden
1. EGE Scripte löschen (!init.set.modified nicht vergessen!)
2. Altes Save laden
B: Kein altes Save vorhanden
1. setup.ege.xml löschen
2. Save laden und Player in das Schiff wo EGE installiert ist setzen
3. uninstall.ege aufrufen
4. Abspeichern und Scriptdateien löschen
Achtung: Das **modified** bleibt bestehen.
Ressourcen:
t-File:
8998-L049
8998-L044
Command-Slots:
COMMAND_TYPE_NAV_30
COMMAND_TYPE_SHIP_30
COMMAND_TYPE_SHIP_31
Ware:
SS_WARE_SW_NEW_17
Globale Variablen:
ege.init
shield.boost.hotkey
Quellen:
Die Grundidee der E-Zellen-Erzeugung und des Sprungs zur Position stammt aus dem „Exodus-Fleet“-Mod von Andras/Jakesnake5
Die Grundidee des Schildboosters stammt von LV