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[转帖] [SCR] MARS Fire Control (v5.00 - 19.05.11)

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发表于 2011-5-19 08:56:45 | 显示全部楼层 |阅读模式

MARS终于更新了~~就是没写更新了啥~~
English / Deutsch / Français


MARS Fire Control . . . Terran Conflict v1.2.1 or higher required


MARS Videos ! ! ! . . . Look here.



Turret Scripts are stupid.
They gleefully fire a 30 sec salvo on an M5 when the proverbial snow ball in hell would have a higher chance of hitting.
This was too depressing to watch so I set forth on my personal crusade to create the perfect turret script. (YMMV =)
One that only fires on those targets that it can hit.


MARS consists of 5 systems:
  • Fire Control (Turrets)
  • Goblins (your obedient minions)
  • Automatic cargo collection
  • Satellite deployment
  • AL Plugin, that makes MARS available for AI capital enemy ships (optional =)

    Hotkeys:
  • Launch goblin (Fighter Drone)
  • Launch goblin Mk2 (Keris, Fighter Drone Mk2)
  • Deploy Satellites (Advanced Satellites)
  • Cease fire / Ignore target
  • Set priority target
  • Fighter drones: Attack Shields
  • Fighter drones: Shutdown


! ! ! Manual / Description: MARS_EN.pdf ! ! !
English / Deutsch / Français

! ! ! The MARS FAQ. ! ! ! For those who don't read manuals. I know who you are!


Download: ZIP

Installation: extract the ZIP into the Terran Conflict folder. The correct folder structure is already included.


[SCR] Missile Defense Mk2 is included in the download
This fixes critical bugs in the Egosoft Missile Defense script without noticeably increasing it's system load.
Running MARS on a freighter with a single-barrel PAC turret is just silly.

Note: an optional mod is included in the download. It is compatible to TC v2.7.
See the manual for how to install it.


Methel wrote:
I'm just starting to use the script now on my Dragon, its just one turret with pretty limited weapon choices, but still working wonders. I especially love the goblins!
These little buggers keep the enemy busy for ages!

tatakau wrote:
Gazz... you are my hero. This script is crazy-sexy!

wraith303 wrote:
The scariest thing I've seen from MARS so far has been during one of the Final Fury escort missions...

I was cruising alongside the TSs in my Boreas when a group of about 7 or 8 Khaak clusters jumped in right on top of us. The nearest was probably 1.5 km from me, and the furthest was about 2.5 km. I heard the MARS klaxon, immediately followed by the roar of 24 FAAs firing at once. Of course, the clusters all split apart, and very quickly the sky was filled with 70 or 80 enemy scouts and fighters.

In the middle of all the near constant FAA blasts I could hear the occasional PRG chatter, and even some PBE shots. The visuals of the encounter were just insane - I'd say that at least 1/3 of my view off the starboard side was filled with flak explosions at any one time.

Within about 15 seconds the whole episode was over.

strikor wrote:
Bloodthirsty is putting it lightly. I recently ran over a Strong Arms TM in a Paranid sector while emerging from a gate. Before I knew what was happening MARS had destroyed the SA escorts and several Paranid fighters that had turned hostile in response. It was beautiful.

Ymarsakar wrote:
MARS is a really fun mod. The nice little touches with the "Goblin" overlord/treasure setup combined with the excellence convenience and dynamic responses (not to mention the missile defenses) make the game much more interesting in fights or just cruising between gates.

Other scripts do salvage functions and crate searches, but this one is actually fun to use and doesn't require any real micromanagement on my part.

tontonfred wrote:
When I say MARS unbalances the game, it is not because MARS itself is a bad thing. It's just so much better than the other scripts involved in combat that it steals all the action :twisted:

I truly hope that your initiative will inspire others to create alternative scripts for the rest of the "fight" part, like Lucike's been doing with the "trade" part.

Jambro wrote:
Amazing script... I am very impressed with what this does. You take combat to a whole nother level and those goblins are a blast to tinker with. Well done!

However I have decided to uninstall MARS. I feel that this script is so fantastic at what it does that it basically obsoletes alot of other gameplay elements in the process... Its like throwing a blood thirsty MMA cage fighter into a helpless gradeschool playground.

Hieronymos wrote:
The MARS turret script has broken new ground in the X-universe, with its amazing ability to prioritize targets, and to totally negate the XTC AI's latest tactic of intensive missle-spamming. MARS has thus effectively made the Capital Ship the supreme combat arm of the (modded) XTC galaxy, relegating Fighters to almost obsolescent status.


X3:Reunion original development thread

For scripters:
To detect if MARS is currently installed in the game...
Code:
001 if read text: page id=7046, id=6422101 exists
002 |if read text: page id=7047, id=6422101 exists
003 * MARS installed and it's setup scrip is working.
004 |end
005 end

This check can only be true after the MARS setup script has run (and loaded it's TFile) so it's a bad idea to check for that in another setup / init script.

Resources used:
Textfile: 7046
Textfile: 7047 (Laser data for mod-adaption)
Textfile: 7048 (Laser data - XTM version)
Textfile: 7049 (Laser data - CMOD4 version)
Task IDs: all task IDs end with ...7046
Command slot: COMMAND_TYPE_TURRET_46 (Defense)
Command slot: COMMAND_TYPE_TURRET_47 (Standby)
Command slot: COMMAND_TYPE_TURRET_48 (Offense)
Command slot: COMMAND_TYPE_SHIP_51 (Collect cargo)
Library: lib.ut.pos.from.2.grades.and.rad
Library: lib.chem.strings New MARS Videos ! ! !

Unbekannt160 has created a video specifically about MARS.
Alas he can not finish it due to real life issues at work. Therefore all you will see is the last "production demo".
What he calls demo, I call bloody amazing.

>> DOWNLOAD VIDEO 1 << (11:12, 88 MB)

Here is a much smaller video by Unbekannt160 about a relatively small missile attack. (it was the very first sample)
The barrage is small enough to only destroy the MARS ship ohh... 4-5 times?
No music but much higher quality so it's easier to see the goblins at work.

> > DOWNLOAD VIDEO 2 < <

subaluigi created a video (6:41, 84 MB) of XTM capital ships using MARS.

>> DOWNLOAD VIDEO 3 <<

Should you have trouble viewing any of those, try VideoLAN
_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me.

The Frequently Answered Questions


Q: How do I g....

A: READ THE MANUAL.
_________________________________________________________

Q: I installed it. Why does it not appear anywhere in game?

A: READ THE MANUAL. It's no coincidence that there is a section about installation.
_________________________________________________________

Q: Why does MARS only load 1 laser into a turret when there could be 8?

A: For not doing anything, one laser is sufficient.
_________________________________________________________

Q: Why does (insert feature) not work when the ship is OOS?

A: Because turrets do not exist OOS and the game freezes all turret scripts when OOS.
Turret scripts (or the complete lack thereof) have no effect on a ship in OOS combat.
_________________________________________________________

Q: Why does MARS not fully load turrets for firing when I have too few lasers in the cargo bay?

A: Because you have too few lasers in the cargo bay.
_________________________________________________________

Q: Why does MARS use Pulsed Beam Emitter or other short range lasers before the target is fully in range?

A: This is a problem of the model geometry. Scripts can neither detect nor fix that.
_________________________________________________________

Q: How do I download MARS? The link is a HTML reference to the "Download" picture instead of the page.

A: There is no HTML link. The forum is in BB Code.
If you see HTML then something has converted BB to HTML and if the link doesn't work then something has screwed up in doing so.
_________________________________________________________

Q: How do I uninstall MARS?

A: You
- delete scripts\setup.plugin.gz.mars.xml
- in the script editor run plugin.gz.mars.uninstall
- save the game.
_________________________________________________________

Q: I use XTM or CMOD3+. How can I use the ship mod in MARS_Repair_Drones.zip?

A: Not. It's already included in XTM and the ship mod part of CMOD.
_________________________________________________________

Q: I use the XTC / X-Tended mod. . What about MARS?

A: MARS automatically detects XTC and uses the laser data file t/7048... instead of 7047 (vanilla).

This is not a very well balanced file by any means. It only provides the minimum functionality.

Vili posted an updated laser data file here.
You will have to rename it to 7048 if you want to use it.
I can not guarantee that it works but it probably will and that thread is a good place to discuss specific balancing alterations pertaining to just that one file.
_________________________________________________________

Q: I use the CMOD4 / Combat Mod 4. . What about MARS?

A: MARS automatically detects CMOD4 and uses the laser data file t/7049... instead of 7047 (vanilla).

Also see:
http://forum.egosoft.com/viewtopic.php?p=3027383#3027383
http://forum.egosoft.com/viewtopic.php?p=3109600#3109600
_________________________________________________________

Q: I use the Multi-Galaxy-Mod / MG-Mod. . What about MARS?

A: MARS automatically detects MGM and uses the laser data file t/7051... instead of 7047 (vanilla).
Early versions of MGM use vanilla lasers and are correctly detected and treated as "vanilla TC".
_________________________________________________________

Q: I use a ship mod already. How can I use the one in MARS_Repair_Drones.zip?

A: You will start a career in scripting and modding now.
First you need Doubleshadow's Mod Manager and X3 Editor.

Whatever mod you are using will be a .CAT file. Drag and drop TShips.txt from that one to TC\types
(there are other ways but this one works)

Drag this file onto the X3 Editor.exe.

Now locate all 3 fighter drones and add the repair (=mining) laser to their cockpit guns.
Save and enjoy your first modding project.
_________________________________________________________

Q: Would you please add add a version number to all downloadable ZIP files and
offer all previous versions for download (each with a version history) and
notify my by phone or email if you release a new version?

A: No.
_________________________________________________________

Q: How do I make my laser mod "MARS compatible"?

A: Supply a t\7047-L0??.xml for the supported languages to tell the script about the laser data that scripts cannot read from inside the game.
The TFile itself even explains what bits of data go where and what the flags are.

There is also an Open Office table where you can paste in your TLasers and TBullets and have the "MARS Data" calculated automatically. (provided you didn't radically alter the file structure)
Maybe a bit of fine tuning and then it's copy paste time to generate "your" TFiles.

To verify if your edited file contains any errors, enable DEBUG in the MARS menu and reload the data file. That will create a log file of what exactly is read and how it was interpreted.

The ship sizes are found - among other places - in a table on my download site.
_________________________________________________________

Q: How do I stop MARS from switching lasers?

A: You have to edit t\7047-L044.xml to make it stop.
That's a rather crippling operation because the script was built around that feature but if you insist...
_________________________________________________________

Q: You are mean! Not properly answering my questions and only making fun of me!

A: This is not a question.
_________________________________________________________
发表于 2011-5-19 13:58:36 | 显示全部楼层
只过了四级的本人表示鸭梨很大
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发表于 2011-6-26 11:57:02 | 显示全部楼层
期待汉化。。
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