Defensive turrets for transport ships V1.0 02-02-05

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Carl Sumner
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Joined: Mon, 23. Feb 04, 01:28
x4

Defensive turrets for transport ships V1.0 02-02-05

Post by Carl Sumner » Wed, 2. Feb 05, 21:30

A new script! Defensive turrets for transport ships. :D

CWS Defense Turrets V1.0

Code: Select all

  Tired of your Transport ships going defenseless?

  Think your traders should have at least a chance to defend themselves, when other race's traders can?

  This script will enable the Defensive (only) turret commands for player trade ships that have Trade 1 and Trade 2 upgrade software.

 Do not load the Fight 1 or Fight 2 upgrades because they cause player trade ships to commit suicide if attacked.

 The turrets might be more accurate with Fight software, but they seem to do ok without it. Maybe because they have a good angle on following ships.

 Don't expect this to take out Khaak clusters. But it does seem to help. 

Cheers.
Tinker

"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"

baubsmyth
Posts: 66
Joined: Sat, 5. Nov 05, 06:34
x4

Post by baubsmyth » Fri, 13. Apr 07, 01:49

In case anyone wants this script, you can grab it here.

blazer1121
Posts: 501
Joined: Tue, 26. Sep 06, 07:12

Post by blazer1121 » Fri, 13. Apr 07, 01:52

thanks this should be a big help, plus that site has a heap of other scripts that might be useful

xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod » Mon, 3. Nov 08, 12:28

It says to not load the Fight 1 & 2 upgrades on the ship. But what if I have a Nova with Trade 1 & 2 that I use every now and then, and send it out as a wingman. Do I have to remove Fight 1 & 2 if I want to set the turret to "protect my ship"? Or does the script only work specifically for Transport ships?

This script is a few years old, are there any other alternatives out there? :)

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