Another potential Script - A request

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simduck
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Another potential Script - A request

Post by simduck » Fri, 6. Feb 04, 04:20

1. When I use my fighters in defensive rolls, I like to stock them with the missiles that they're capable of carrying. I haven't found an option for them to reload to a specfic load limit when they land back at their home base.

What I would like to see is a script where you can tell your fighters attached to a home base to reload to a set limit from the home base's store. I would also like to see the home base able to hold a cargo of missiles for the defensive ships and have a ship that can collect them if need be.

This would mean that a carrier may have hornets; wasp & silkworm missiles & each class will land & refill its cargo hold with its max missile. I'd also (if not already there) like the pilots to be smart and only fire their missile if it has a faster top speed than the target.

2. I would love to be able to dock with my factory & have a bulletin board there as well that advises me of information. Missions could also be offered, but I guess they would only be global missions.

I would also like to know that my factory employs human managers so then I can sleep at night knowing that I am helping some kids grow big & strong so then they can fly my fighter & manage my factories in their parents absence. It would be nice as well to be able to hire humans and they have an effect on your production or profit (as in real business. Bad manager, bad profit. Good manager, good profit)

Just some thoughts for the experts to mull over or disregard.

Thank you for reading.
One must die to self to live for self.

GnatB
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Post by GnatB » Mon, 9. Feb 04, 17:05

#1 is fairly easy. At some point I'm actually gonna want a carrier, and then I'll probably get around to programming it. (key is having a "fleet command" ship permanently docked on the carrier, that keeps track of all the ships owned by the carrier, as well as the carrier's inventory, so it sends out supply ships to fetch additional missiles when the carriers stock runs low, and supplies the fighter escort with missiles when they dock, as well as intelligently sending out fighters to intercept any enemies. The "fleet command" script would be the brains of the ship. You'd add ships to the "fleet" by sending them into the sector of the carrier with a special "add to fleet" script which the "fleet command" script would check for. Then the "fleet command" ship would order it's owned ships around using whatever scripts you create/already exist...

Tricky part, of course, is thinking of every possibility, as once you have the script going, you won't be able to tune it without turning off the script, which will require re-adding every ship to the fleet.

Oh, and why the script is on a subship and not the carrier? In case you want to pilot the carrier yourself. Planning on also adding a "want to jump" script that the "fleet command" ship checks for. When detected, it brings all the owned ships aboard, then initiates the jump.... Will also be able to handle escort cap ships... having them jump earlier/later on their own, to avoid everyone arriving at once, and the resulting large collision.

simduck
Posts: 103
Joined: Wed, 6. Nov 02, 20:31
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Post by simduck » Tue, 10. Feb 04, 01:44

hhhmmmmmm... What you have said for #1 is exactly what I am after but I never considered that it would be that involved. Way too much for my head.

Ah well, I'll wait & see what happens & keep plugging on.

Thanks & good luck

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