[SCRIPT] Board Station v1.05 :: updated 26-06-2009

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

uberex
Posts: 59
Joined: Wed, 30. Apr 08, 07:50
x4

Post by uberex » Sat, 27. Jun 09, 15:57

amirite wrote:On the same note, you could infiltrate a core sector for an easier capture but finding your way out is a different story.
That is what I was going for.
Fith wrote::gruebel: ... anyone thought of the possibilities when used with this script? :roll:
That was the grand plan :fg: but I'm waiting for alex2069 to get his exams done, so he can fix some issues before it could become a viable option for a :pirat:
arcana75 wrote:LOL delicious ur own pirate weapon stations... or pirate homebase.
Yes indeed!

draffutt
Posts: 4292
Joined: Wed, 21. Feb 07, 17:46
x4

Re: [SCRIPT] Board Station v1.05 :: updated 26-06-2009

Post by draffutt » Sun, 28. Jun 09, 02:26

uberex wrote::arrow: If boarding team is eliminated during deck to deck combat, your internal computer will inform you of boarding operation failure. Troops carrier will be forced to undock and will wait further instructions.
wouldn't it be more logical if the boarding team failed that there is a very good chance the player would lose the troop ship as well (a very high chance)? Due to the defence teams either destroying or capturing for their own use....
:arrow: If boarding is successful, the surviving marines will gain combat experience and return to the original boarding ship if it is still docked, otherwise the troops become no longer available. Troops carrier will remain docked until further instructions.
Wouldn’t it also be logical; even thou the boarding team succeeded in capturing the stationed surviving marines are lost. Maybe base it on how many survived when they attempted the hack. There are many examples in history where troops achieved the objective but where lost themselves.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

uberex
Posts: 59
Joined: Wed, 30. Apr 08, 07:50
x4

Post by uberex » Sun, 28. Jun 09, 03:55

I appreciate your input, however, there are few problems that I see with such approach:
draffutt wrote:wouldn't it be more logical if the boarding team failed that there is a very good chance the player would lose the troop ship as well (a very high chance)? Due to the defence teams either destroying or capturing for their own use....
Every ship has a pilot who stays at the cockpit ready to take off (undock) at any moment if things go bad. And stations do not have mounted weapon to be able to destroy the ship either. The ship does not undock because station forces it to undock, but because a bunch of not-so-friendly security personell is making its way down to docking bay for a "friendly chat".

Chance of boarding ship to be destroyed would effectively limit the choice of boarding ship to a TP as it is the cheapest and would have the least impact on player if it is lost. This in turn would limit boarding to relatively safe sectors where TP can actually survive the trip to its destination and back out.

Also, imagine you are boarding a military base with an M2, if random factor says you should loose your boarding ship folks would just reload until random factor says otherwise, because a fully outfitted M2 is a very expensive unit to be thrown away on a flip of a coin, thus, completely negating the very same random factor. Afterall, your ship does not suddenly explode or gets boarded by your enemy if you failed ship-to-ship boarding in "vanilla" version.
draffutt wrote:Wouldn’t it also be logical; even thou the boarding team succeeded in capturing the stationed surviving marines are lost. Maybe base it on how many survived when they attempted the hack. There are many examples in history where troops achieved the objective but where lost themselves.
Some stations require 5 stars marines both in combat and hacking. If I knew they don't have a chance in hell to come back, I'd simply never send them, as it is a very lengthy process to get them trained that high, and is not cheap either.

Just like in "vanilla" version, survivors get to live to tell the tale, at least until next boarding.

User avatar
cattafett
Posts: 884
Joined: Thu, 30. Aug 07, 00:40
x3tc

Post by cattafett » Sat, 4. Jul 09, 23:46

have not got that far in the plot yet but can we takeover the bigass thing around earth
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

uberex
Posts: 59
Joined: Wed, 30. Apr 08, 07:50
x4

Post by uberex » Thu, 9. Jul 09, 06:08

cattafett wrote:have not got that far in the plot yet but can we takeover the bigass thing around earth
If it is not classified as a shipyard, you can board it. You might have to do something about the turrets surrounding it, though.

furstukin
Posts: 179
Joined: Sat, 19. Nov 05, 21:36
x3

Post by furstukin » Sat, 11. Jul 09, 02:29

Anyone else have the problem after taking over a station with this script that using Cycrow's cheat package to remove resources no longer works?

Usually I remove secondary resources from a station if I take ownership of it. And I add them to stations I build for the computer as part of a mission.

Now when I go to remove a resource the remove primary resource command brings up a list of secondary resources and vice versa, but no matter which one you select to remove it will not remove any resources. I wrote a quick cheat myself that will remove any ware I select so I know it is a script issue, just not sure if it is from me taking over my first station with this script or if it is from an update I did with the hotkey manager.
Don't make me slap Ye!

uberex
Posts: 59
Joined: Wed, 30. Apr 08, 07:50
x4

Post by uberex » Sun, 12. Jul 09, 18:08

The boarding script does not touch products/resources (except for tunings).

As a test I have spawned Argon Lasertower Factory via Cycrow's Cheat Package (no boarding involved) and have experienced exactly same symptoms. I was able to add secondary resources, but was not able to remove neither primary nor secondary resources. When I attempt to remove primary resource I get listing of secondary and I get primary listing when I try to remove secondary.

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Thu, 27. Aug 09, 06:16

Hey there. Great script, my only issue is that Ive captured a Flail missile factory but no matter what I do its always in production cycle (even completely filled to the brim with products and resources). Any ideas?

Edit: I guess I should say Im using the station repacker script and it doesnt allow me to move the station. Which now that I think about it has nothing to do with this script :roll:

uberex
Posts: 59
Joined: Wed, 30. Apr 08, 07:50
x4

Post by uberex » Mon, 31. Aug 09, 17:28

eldyranx3 wrote:Hey there. Great script, my only issue is that Ive captured a Flail missile factory but no matter what I do its always in production cycle (even completely filled to the brim with products and resources). Any ideas?

Edit: I guess I should say Im using the station repacker script and it doesnt allow me to move the station. Which now that I think about it has nothing to do with this script :roll:
Thank you :) I have encountered this issue with Station Repacker script as well and I have posted suggestions as how to improve the original script, though author did not reply. I wrote up my own script, but did not release it to public as it does not restore Ore & Silicon Mines asteroids as Station Repacker does.

Fragile Ego
Posts: 174
Joined: Thu, 18. Sep 08, 04:15

Post by Fragile Ego » Mon, 31. Aug 09, 18:08

How about using the Super Tractor to move the station instead of repacking it?

yankiller
Posts: 15
Joined: Sun, 5. Jul 09, 08:15
x3tc

help somt5hing not right

Post by yankiller » Sat, 24. Oct 09, 22:09

i tryd to take a station and its not work its says please set remout comand mode what is that meen?

User avatar
vampirecosmonaut
Posts: 329
Joined: Thu, 17. Aug 06, 21:23
x4

Post by vampirecosmonaut » Sat, 24. Oct 09, 22:51

Fragile Ego wrote:How about using the Super Tractor to move the station instead of repacking it?
You cannot move stations between sectors with the super tractor. :wink:
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.

uberex
Posts: 59
Joined: Wed, 30. Apr 08, 07:50
x4

Re: help somt5hing not right

Post by uberex » Wed, 11. Nov 09, 17:14

yankiller wrote:i tryd to take a station and its not work its says please set remout comand mode what is that meen?
Station boarding is not possible from a player-piloted ship due to technical limitations. You need to execute the command remotely, i.e.: you have to be in a different ship than the boarding ship.

On the same token, during boarding you should be piloting an interceptor class ship anyway to protect your troops carrier and the target station from local police and military retaliation.

Toryn2
Posts: 29
Joined: Thu, 29. Oct 09, 04:48

Post by Toryn2 » Sun, 17. Jan 10, 05:49

Any chance you could release your currently private station movement script? Like you posted on the other thread...I'd really like to be able to move my newly acquired stations before the cavalry arrives...

Ratlaw
Posts: 317
Joined: Fri, 8. Jan 10, 03:39
x3tc

Post by Ratlaw » Fri, 26. Mar 10, 22:43

I'm trying to use this mod, but when I click on pirarcy, it says please set remote command mode? What do I need to do here to get this to work, anyone know?

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 » Sat, 27. Mar 10, 01:14

Are you piloting the ship that you are attempting to board with?

Ratlaw
Posts: 317
Joined: Fri, 8. Jan 10, 03:39
x3tc

Post by Ratlaw » Sat, 27. Mar 10, 02:38

eldyranx3 wrote:Are you piloting the ship that you are attempting to board with?
I'm in my hyperion, with 5 mariens. So, I'm trying to get those maries to enter the station. Is that wrong?

Troubleshooter11
Posts: 723
Joined: Sat, 8. Nov 08, 02:51
x4

Post by Troubleshooter11 » Sat, 27. Mar 10, 02:39

Ratlaw wrote:
eldyranx3 wrote:Are you piloting the ship that you are attempting to board with?
I'm in my hyperion, with 5 mariens. So, I'm trying to get those maries to enter the station. Is that wrong?
Im afraid you cannot be flying the ship that is about to perform the boarding action.

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Re: Additional info

Post by eldyranx3 » Sat, 27. Mar 10, 02:40

uberex wrote:Known Limitations:: Station boarding is not possible from a player-piloted ship. Script is being terminated upon docking.

User avatar
Nibel
Posts: 208
Joined: Sat, 29. Apr 06, 16:53

Post by Nibel » Wed, 7. Jul 10, 09:30

i have strange problem...
when i try to board enemy station it always says "System Override Software is required to hack station docking control" even if i have System Override Software.
game ver. 2.7.1
PS: its seems that this problem is because i have 2 SoS (dunno why this cause any problems,they have different ID anyways) so only one option to solve this - change req ware for docking (in script)

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”