[SCRIPT] Salvage Network 2.8 [08.11.08]

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

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

Pogi
Posts: 522
Joined: Thu, 13. Apr 06, 12:35
x2

Post by Pogi » Sun, 30. Mar 08, 03:52

That could also sort out the 'too much cargo' problem you have (that's a problem?)!
Yeah it is a bit...I just don't feel the challenge much any more...I end up making millions and millions within a very short time and it ends up being meaningless...I lose the meaning and the value of what it "really" takes to aquire a fully blown Dolphin Super as well as the feeling of losing it to a pirate or such....I know I have the option to take out Bail Sig Ext..But its like an addiction...lol
X3..The most fun a man can have...With his clothes on.

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Sun, 30. Mar 08, 04:27

@ POGI

well with regards to bse go into its settings and change the bail settings, make it harder fo make em bail, or make em wait till theres a lot more hull damage, and increase the explosion percentage and lower the amount of equipment left intact. im having fun with xtm and a khaak invader start i have neutral ship yards where i can sell ships 6 sectors away from where im operating, and while im capping a lot of shis, every main race hates me still, so i have real fun cos i have to escort my wrecked hulks those 6 sectors and if theres customs or military in the sector i have to get em on me fast so my ships can crawl through to the next sector, ive been flying for 2-00-03 and have only just got to -1/-4 with the argon which means they now dont kill me ships on sight ;)
this makes it a far more interesting challenge and while im getting a lot of bails, theyre normally not in a very good condition at all, so im lucky if im making 200k from a ship that would cost about 3-4 mill to buy and fully equip :)

@TECSG

sorry dont mean to hijack your scripts thread, just had to reply to Pogi's post and got a little carried away ;)

Legionnaire

Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur » Sun, 30. Mar 08, 06:11

How about using EMP for the ware like Cycrow did it with his Salvage Claim Software?

http://forum.egosoft.com/viewtopic.php?t=112957

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Sun, 30. Mar 08, 13:56

Hi Marodeur,

Actually, I've got a beta up and running where the script is using a custom ware, this *should* never conflict with anything currently available or in the future (unless someone creates another with the same name, which is generally not likely!)

I'll play with it today (pardon the expression) and if all seems okay, will upload a new version soon.

And thanks to Cycrow for letting me know about the price modifier!

Now, if only new scripters and modders (and some of the current ones :o) would pay more attention to the list of commands/slots already used (http://forum3.egosoft.com/viewtopic.php?p=1188531) maybe there would be less conflicts in the future!

Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur » Sun, 30. Mar 08, 20:00

I send you the t-file in the next hours so you have it for the new version. After the release of it i will start a new thread in the german board so they know its translated. ;)

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Sun, 30. Mar 08, 20:11

Hi Marodeur,

I'm in the process of updating the script to use a new ware slot, and some of the text will change (a few improvements added, such as the claim script using your radar range instead of the 1Km range), so you might want to wait for the update!

Please send me the T-file though, I can incorporate most of it straight away. Thanks.

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 31. Mar 08, 03:14

ooh this sounds good, whats the range of a triplex scanner :twisted:

one thing im still trying to figure out though and im not sure whether its youre script or Cycrowshttp://forum.egosoft.com/viewtopic.php?t=112957

but im tempted to think its due to something cycrow has written into his script because when i claim a ship it starts heading off automatically heading to a shipyard, but it will happily bypass a a main race shipyard in the next sector and dock at another 3 or 4 or even more away.

basically if there was something lik that in your script i wouldnt need to use Cycrows one :oops: and if that is from yours then im really sorry as i thought it was from Cycrows seeing as the ships seem to head for the shipyards and facilities introduced by his guild scripts

Legionnaire

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Mon, 31. Mar 08, 03:24

Hi Legionnaire,

The range of the Triplex scanner is (I think) about 30,000Km.

When you claim a ship with my script it does send it to the (supposedly) nearest friendly shipyard, (except the Nova in LL that always smacked straight into a squash mine!). I'll check that part to see if it's picking one that's not the closest!

I haven't tried Cycrows script, but as far as I know. mine is the only one with the capability to detect crates as well as ships.

Mine will also automatically target crates in the current sector (as you enter the sector and list them in the sector info). Plus any ships detected in the current sector (when you scan) will be selected automatically too.

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 31. Mar 08, 03:31

30.000Km or 30Km ?

yes ive had yours lock onto cargo crates if im running the detect crates setting in advanced ships settings, but ive not had it lock onto ships for me

would it be possible to include ships like TL's M1's M0's(from XTM, obviously :wink: ) for the automatic dock? as one of the things i love doing when i get into full blown wars, is to jump a couple of carriers into the system im fighting in, and if im sending 10 or so or more caps to them 1 at a time while im in combat, well i have been destroyed a couple of times for not paying attention. But with XTM bigger ships that can fit it tend to have split machine shops fitted, so i would like to be able to have new caps go straight to those if theyre in system or the system next door , if thats at all feasible?, if its not doable, then just say so :)

and once again thanks for the time your putting into this script still :D

Legionnaire

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Mon, 31. Mar 08, 03:43

Hi Legionnaire,

Oops, LOL, I meant 30Km (30,000m)!
At 30,000Km, you could probably claim them in the NEXT sector!

The script doesn't auto-lock onto ships unless you initiate the scan again in that sector, but I may change that to be auto as I'm updating the script to resolve a conflict with the CLS Mk.2 script which uses my ware slot.

I just looked at the 'send claimed ship to' bit of the script and it targets the closest 'friendly' shipyard, but obviously not the CLOSEST shipyard you could dock at...

I will update that too, and *maybe* also have it check for a closer TL/M0/M1/M2/T0/M6/M7/M8 to dock at if I have time (and/or patience)...

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 31. Mar 08, 03:47

ok cool thanks, i guess i may have another conflict then , but i will have to double check, as i dont remember ever locking onto a ship if i scan in the sector its in, as i tend to scan when im in sector, then enter the given co-ordinates to go find the ship, also ive noticed that if scanning a system with standard sats, you have to be in system to get co-ords but adv sats give you co-ords whether your in system or not, thats a nice touch , please dont change that one :)

Legionnaire

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Mon, 31. Mar 08, 04:01

Yes you are correct about the Adv. Sats giving coords, I thought I may as well make them seem 'better' than standard ones!

I don't plan to change that, so don't worry!

The auto-lock (for ships in current sector) might not have been in the last version I uploaded, if not, then that's another 'feature' you can expect in the soon-to-be-released new version!

It would have been nice to have it auto-lock on a ship if you just happened to come into range (radar range) of it, but that would require quite a re-write (as it would have to scan constantly), and it's not much better than just scanning the whole sector as you enter like it does in this version...

Also, just thinking, it could be annoying if you're flying along following something and all of a sudden your reticle shoots off and targets something else! Might give that a miss after all! Although... it could target if you don't have anything already targetted... Have to think about that...

If you have any other suggestions though, let me know!

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 31. Mar 08, 04:09

if you do decide to have it target claimable ships automatically, best make sure it Doesnt happen in combat lol, random ideas? ok here goes

the ability when detecting crates, to have it only lock onto those that would fit on the ship your currently flying? i stopped using detect crates after a while, as it was targeting crates with 3000+ volume while i was in my fighter,

or if your in an m class ship, only lock onto weapons

and TS TP and TL locks onto anything

ive got a brain cell bouncing about furiously at the moment trying to activate another idea thats almost there, but ill have to think about it some more first, it might not even appear at all :lol:

Legionnaire

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Mon, 31. Mar 08, 04:17

Combat and when you happen to be targetting something already would both be no-no's, the latter is easily detectable, but not sure if it's possible to detect when you're *in* combat!

Good point about the ware sizes, but on the other hand (given some of the crates have cargo that takes over 30,000 space (but that may be random)), even your biggest might not be enough.

Generally, when my M3 (Oriax) detects a crate, I call in a TL, TP or T0 to get it. Annoyingly though, the BIG ships can't 'collect wares', so it's manual mode for some of the crates anyway...

I once had a crate with over 8,000 space weed... Took months to smoke, oops, sorry, sell it all!

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 31. Mar 08, 04:30

months dont you mean years if you smoked it :twisted:

have you seen this script before?

http://forum.egosoft.com/viewtopic.php?t=181237

as that is one i run alongside yours and double checking it it actually does a couple of the things i mentioned, however that one needs cycrows script that i mentioned earlier to run, the other thing this one can do, is automate salvaging, ships crates and astronauts, and i dont think you need to even be in sector :twisted: basically it uses a homebase ship, and then you can use any other ships you want , i tended to have a small m5 claiming ships, and a couple of ts' collecting wares, im just wondering if it might be wise to contact voxol to see if he is willing to edit his script to work with your software as well or the other extreme see if he would let you add those abilities to your script, if that makes sense.

and i think thats what the brain cell bouncing was bouncing about to bring this to my attention , to try and prevent IP(Intellectual Property) theft, as i dont want to cause anybody trouble, but i also think that what that other script does would make a nice addition to this one, (sorry minds going off on a tangent again, so ill stop this post just here before i ramble too much and wait for your reply ) :D

Legionnaire

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Mon, 31. Mar 08, 04:49

Hi Legionnaire,

Don't you know how addictive that stuff is... Months if your lucky!

I haven't seen Cycrows script, but was aware he'd done a salvage script (there must be at least 4 now)...

I did think of an 'Automatic stripping' script to remove all wares/equipment, but decided against it as it would require the player to have an HQ/EQ dock or TL/T0 already, and my script was originally intended for the start of a game where you don't have the money for those sorts of things!

As for 'IP' theft, I think most scripters/modders would generally happily allow their scripts to be used or modified (as long as that doesn't overwrite their originals and deduct from the efficiency of the script) as long as the proper credit is given, as we all produce these script freely, there is not the competitive nature you would normally have with copyrighted works.

Also, given that the scripts are generally distributed (and certainly installed) in an un-encrypted file format, you can just look at someone script and see how they did things anyway.

Still it's only polite (at least) to ask!

I have several features to implement at the minute, including the upgrade to the custom ware (which I now have working in a beta format), and after that it's a rest as I've got tons of work to do too!

Update: Also have it auto-locking on a derelict ship when you enter a sector (if no crates were detected)...

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 31. Mar 08, 04:59

well the link for cycrows is at the top of the page, the link in my last post was for voxol's salvage extensions, which are wonderful for pirates :twisted: but voxols script needs cycrows in order to work.

hence if your if your looking at implementing any of the ideas i mentioned previously it might be best to see about the feasibility of introducing everything that Voxols script does, if hes willing and happy for that, other wise best not bring in any of it, other wise we(as in the end user) are likely to end up needing to have all 3 scripts installed to do the jo, which is how it stands just now, i prefer the added functionality your script adds, and would have remove both the other two if yours also did what i can do with Voxols , if that makes sense.

ok on that note, im going to disappear for a few hours, starting to have problems seeing the screen :roll:

will look i later/tomorrow , to see how things are going

Legionnaire

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Mon, 31. Mar 08, 05:04

[DELETED]
Last edited by TECSG on Mon, 31. Mar 08, 05:05, edited 1 time in total.

User avatar
TECSG
Posts: 1609
Joined: Tue, 17. Feb 04, 22:06
x3tc

Post by TECSG » Mon, 31. Mar 08, 05:04

Once I've got this current conflict resolved and the new features installed, I'll have a look at Voxel's script and maybe have a word with him about implementing some of his features.

It would be handy if the scripts could be 'merged', but then someone else would probably just write yet another Salvage script!

You can still see your screen???? NOOB!!! (LOL, just kidding!)

Will post when I've finished the updates!

Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur » Mon, 31. Mar 08, 09:27

Hi.

Have you received my email? :)

About voxols and cycrows scripts:
I use them for months now and cant live without them anymore. I use bail signal extension too so i have to salvage M6 sometimes. After some heavy fights in Xenon sectors i send my escorted TS with "Automated Salvaging" and got all drifting wares and ships. Very comfortable, i love it. :D

Return to “X³: Reunion - Scripts and Modding”