[SCR] MARS Fire Control (v3.05 - 06.10.09)

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

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rafezetter
Posts: 131
Joined: Wed, 25. Jul 07, 22:00
x3

Post by rafezetter » Wed, 18. Apr 12, 08:07

Buck_Rogers wrote:From the opening post.

It is normal that only 1 laser is installed when there is nothing to shoot at.
These lasers are available for other turrets when not needed.
ok I deserved that! RTFM!! :lol:

Hellfire_Daemon
Posts: 21
Joined: Thu, 23. Dec 10, 20:03
x3tc

Post by Hellfire_Daemon » Sat, 21. Jul 12, 18:13

I love the overlord references. Overall so much win :)

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alt3rn1ty
Posts: 2557
Joined: Thu, 26. Jan 06, 19:45
x4

Post by alt3rn1ty » Tue, 11. Jun 13, 19:05

One last try ..

Does anyone have a TFile for X3 Reunion MARS to make it compatible with XTM which also has CMODII installed ?

I have read through the whole of this thread, a few have repeatedly asked questions as to how to make their own, but did not receive enough information to DIY a new TFile ( most notably xxx73's last three to four questions related to racial weapons which seemed to be the last hurdle he needed to overcome in doing another on page 22 of this topic ), and I am clueless personally where to start.

I know Ulfius linked similar TFiles for later version of CMOD ( for X3TC ) - But none were ever done for CMODII by Ulfius

I also know that there were previous attempts which were linked on rapidshare and another site .. But those are now dead.

Same story over on TXU forum, old links dead

And no response to the question posted here .. http://forum.egosoft.com/viewtopic.php? ... 62#4066162

Surely someone out there still has one :) ( I used to have one on my old HD which I would share if it hadn't died )


( I did also have a read through the german forum via google translate - Nothing there either, apart from people mistaking it for the X3TC version :roll: )

blueharmony
Posts: 2
Joined: Sat, 27. Jul 13, 00:53
x3tc

Post by blueharmony » Wed, 6. Nov 13, 04:19

Does anyone know where to buy mars light? i can only find mars at equipment docks.

Buck_Rogers
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Joined: Mon, 20. Dec 04, 23:23
x3

Post by Buck_Rogers » Mon, 11. Nov 13, 21:56

IIRC Mars and Mars light are one and the same. They just work differently depending on the ship they are installed on. Mars Lite is for Fighters, I think. So there will be no lite version available to buy.

I'm sure someone will correct me if I'm wrong. :D
Buck Rogers

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Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!

xxx73
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Joined: Wed, 10. Mar 04, 22:16
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Post by xxx73 » Mon, 13. Jan 14, 08:18

I did some testing and the "missile defense" part of this script dont seem to work at all.

I destroyed both the shield and hull and blow up a M2 Titan with Thunderbolt missiles. In both Defense and Offense MARS did not try to shoot down a single missile. The thunderbolts do 75k dmg and I did some tweaking to reduce the threshold for when the script should prioritize missiles. The only fire was from missiles, no other fire was present.

I know the missile defense part of this script is a little strange, but should it not be any reaction when no other fire is present?

(I dont think there should be any conflicts or anything else that should cause problems, just testing things together with XTM, LV's cheat script, Race response fleet and and a few others.)

Btw this script work great when I tested it x0ne Turret Control System (TCS) . So i wonder if I should choose MARS or xOne, both seem good except the missile defense part with MARS. Any thoughts?

dcarver
Posts: 151
Joined: Sun, 10. Jul 05, 04:31
x4

Post by dcarver » Wed, 26. Mar 14, 22:06

Pesanur wrote:
Gazz wrote:MARS works with multiple targets (and is unique in that regard) so when the projected chance to hit is far better on target B, it stops punching holes into space trying to hit target A.
So no, it does not increase accuracy.
It increases inflicted damage and reduces damage taken (from fighters and missiles).
But this is a problem, in some combats MARS stopped firing to a 4 Km and closing K that is firing againt my Python to start tracking fighters. :(

I posted about this years ago. I'm surprised more people haven't seen it. I It repro's fairly easy when entering a enemy sector with multiple large ships close to the gate. Perhaps it's hitting the No more need to fire more, or the capture ship routines (doubtful but thats what it looks like). I don't read scripts so it's a guess. It can be annoying. I found it strange that even forcing MARS to fire on the ship didn't help, perhaps a distance issue as it happens when very close up like you said, not sure.... just saying I've seen this too.

PS
Glad to see this form and mod still active :) The is what Rebirth drones should have been!

Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan » Thu, 12. Mar 15, 04:24

Can some one tell me how to STOP goblins from launching? They keep suicide rushing enemy capital ships dozens of KM away that I am avoiding and have no plans to fight and are not even looking at my little M6

I want to just manually lunch them to get cargo, run down M5s that run away the second I target them, and to repair my ship. But I lose tons of drones due to them running off thinking they are saving me from that Xenon M2 50 KM away that's fighting the sector military.

Also is there a way to manually order goblins to repair a ship, they seem to pop out of NPC ships on their own to repair but I can't seem to get mine to do so reliably, sometimes they do sometimes they don't.

And yes I have turned off the goblin lunch option inside the MARS config menu but it only stops lunches for a little while before it gives them clearance again.

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