[S][03.06.08][1.2] Fight Command Software MK3
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The site works perfectly fine...he just forgot to change the name of the file in the link. Use this one: Fight Command Software Mk3 V1.11
There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods
Armegeddon's X3 scripts and mods
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The Fight Command Software MK3 1.11 doesn't cause more problems with XTM than with the normal game, except the lack of performance, which is caused by the XTM-Ships:
In X3 Vanilla, there are 7.000 NPC-Ships flying through space. The XTM increases this amount up to 17.000.
This may cause fps-problems while using the SETA and probably some script-problems.
If there are lots (2.500) of FCS MK3-ships at the same time in many sectors or a lot (250) of them in the current sector fighting against enemies, it's possible, that the ships stay in space for a second without moving.
In the last case, the fps will be too low to recognize it, because there'd be thousands of laser bullets flying through space.
Well, so: What's the problem? Please explain as detailled as you can, including the command, number of ships, version of FCS MK3 and GAIUS* (if you installed GAIUS after installing the FCS MK3)
If you think, there's a CTD at game start caused by it, you've installed the old version.
* Global AI Upgrade Scripts by ... me ^^ It improves the AI of every single ship in the universe. Use is optional, but it has to be installed to use the FCS MK3.
<Edit>
Why are there people thinking, it's a mod?
btw: If you want to know for sure: I'm using the XTended Mod, so there really is no incompatibility.
In X3 Vanilla, there are 7.000 NPC-Ships flying through space. The XTM increases this amount up to 17.000.
This may cause fps-problems while using the SETA and probably some script-problems.
If there are lots (2.500) of FCS MK3-ships at the same time in many sectors or a lot (250) of them in the current sector fighting against enemies, it's possible, that the ships stay in space for a second without moving.
In the last case, the fps will be too low to recognize it, because there'd be thousands of laser bullets flying through space.
Well, so: What's the problem? Please explain as detailled as you can, including the command, number of ships, version of FCS MK3 and GAIUS* (if you installed GAIUS after installing the FCS MK3)
If you think, there's a CTD at game start caused by it, you've installed the old version.
* Global AI Upgrade Scripts by ... me ^^ It improves the AI of every single ship in the universe. Use is optional, but it has to be installed to use the FCS MK3.
<Edit>
Why are there people thinking, it's a mod?
As you can see, it's a Script. There's no incompatibility with a mod (except, there's an incompatible script package coming with it)The title wrote:[S][29.05.07][1.11] Fight Command Software MK3: The new fighting AI
btw: If you want to know for sure: I'm using the XTended Mod, so there really is no incompatibility.
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... The campaigns were gone?
The Fight Command Software MK3 doesn't have an effect on the startpoints of any mod. Are you sure, you didn't delete any script or so?
As i said, this script doesn't have an effect on startpoints - how should it?
I'm able to start the campaigns with my software without problems (well, the normal fps-problems caused by thousands of ships)...
Sry, but I'm unable to help you, as it's no problem caused by my script directly. If it's really ... erm... "caused" by my script, you can start the game and install the software later...
The Fight Command Software MK3 doesn't have an effect on the startpoints of any mod. Are you sure, you didn't delete any script or so?
As i said, this script doesn't have an effect on startpoints - how should it?
I'm able to start the campaigns with my software without problems (well, the normal fps-problems caused by thousands of ships)...
Sry, but I'm unable to help you, as it's no problem caused by my script directly. If it's really ... erm... "caused" by my script, you can start the game and install the software later...
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I concur. Any script installed after XTM would disrupt the XTM custom starts. XTM scripts should be installed last, and if you install anything new then you should remove and install the script again (no, not disable and enable).killuminati-ita wrote:It's been already reportet on WTM forum that ANY script you install make the custom start disappear from the menu. try to reinstall the script package of the XTM they should reappear.
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Just installed this using XTM and saved game. I,m glad I did now for the first time I see my ships attacking/responding much faster previously I was always disappointed and in fact lost ships due to lack of response.
Many Thanks
Many Thanks
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I'm just wondering, does your scripts change any of the vanilla stock commands themsevles? (such as attack, protect, jump, etc) Is it responsible for the extra question when I tell a ship to jump? I'm only asking because I remember seeing non-xml type of scripts in your script package, and I'm also having some trouble with my "Jump to Sector" command (only that one), though I'm not sure which script is responsible for it. Might not be yours =/
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Well... it wouldn't be as effective as the current version, because there wouldn't be any interrupt... and that's the main advantage of this script... so you could simply take the normal AI without this script.
I'm trying for months to improve the performance of this script, which is almost impossible. I was able to improve some of the scripts, but, as i said, there's always a problem between performance and quality.
btw: There has been another fight script package released, which has no improvements so far... it's just a package for scripters to work a bit better with the scripts (which is imho useless, because every scripter should be able to change signed scripts or to bridge them)
Well, the FCS MK3 is incompatible with this script package (Open Combat System)
I'm trying for months to improve the performance of this script, which is almost impossible. I was able to improve some of the scripts, but, as i said, there's always a problem between performance and quality.
btw: There has been another fight script package released, which has no improvements so far... it's just a package for scripters to work a bit better with the scripts (which is imho useless, because every scripter should be able to change signed scripts or to bridge them)
Well, the FCS MK3 is incompatible with this script package (Open Combat System)
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It's not finished so far, because of the following reasons...
Well, that's a small history lesson :
In the fall 2006, Victus [KBG] had a suggestion for a complete fleet management including refueling, automatic squads aso.
As i didn't have any project so far (my complex tool was finished so far [only german, translation would take months]), i started scripting this fleet management.
Well, i came to the point, where i had to say, that the fighting AI was too stupid for doing a good squad work. That's, when i wrote my first fighting AI - in only 4 days!
It had the problem, that it worked in a completely unusual way. there weren't script task interrupts, but script task starts... It would have been worked for FLAME, but when i wrote, that there's an AI on my PC, which is able to dodge lasers and use its own ones better then the current one, the german forum wanted me to release it... And there was a suggestion for the name: Fight Command Software MK3 (well, actually "Kampfsoftware MK3", as it was a german suggestion ).
I knew that it wasn't finished, so i released version 0.8Beta.
A few days ago, i recognized, that this AI wouldn't have a future... so i started writing a better one, which you now know as Fight Command Software MK3 v1.12 ^^ This software took me 7 months to be written, and there's still a major problem with it... which I'll fix the within next few hours, of course.
When BalaGi has been released, It didn't work on my PC... so i saved my scripts and reinstalled X3... but it still didn't work... I reinstalled it once more - but i forgot to save my scripts this time.
Result: My FLAME Devscripts were lost. Now, that the FCS MK3 is almost finished, i can (re)start working on FLAME.
I think, that FLAME will be finished within the next 3 months... well, i hope so.
That's it so far.
Any questions?
Unfortunately, i can't show you the whole FLAME concept, as it's too complex to translate it. It works with a lot of options, which will work once you've set them. The Fleet shall be able to manage itself, but if the player wants, he'll have a lot of micro-management.
Auto-support using the transporter device will be able, as well as complex space wars. Big Ships (M2, M1, M0) will be able to be managed within battlefield... erm... battlespace using FLAME... and of course, it'll be able to make a strategic withdrawal.
btw: FLAME isn't designed to use the FCS MK3, the FCS MK3 is designed to be used by FLAME
Of course, GAIUS and the FCS MK3 will have to be installed for FLAME. Every single ship in the fleet will have to have a Fight Command Software MK3.. which will be bought automatically by FLAME.
That's, when digital war's fun.
Edit:
Somebody's reading the readme... wow
Well, that's a small history lesson :
In the fall 2006, Victus [KBG] had a suggestion for a complete fleet management including refueling, automatic squads aso.
As i didn't have any project so far (my complex tool was finished so far [only german, translation would take months]), i started scripting this fleet management.
Well, i came to the point, where i had to say, that the fighting AI was too stupid for doing a good squad work. That's, when i wrote my first fighting AI - in only 4 days!
It had the problem, that it worked in a completely unusual way. there weren't script task interrupts, but script task starts... It would have been worked for FLAME, but when i wrote, that there's an AI on my PC, which is able to dodge lasers and use its own ones better then the current one, the german forum wanted me to release it... And there was a suggestion for the name: Fight Command Software MK3 (well, actually "Kampfsoftware MK3", as it was a german suggestion ).
I knew that it wasn't finished, so i released version 0.8Beta.
A few days ago, i recognized, that this AI wouldn't have a future... so i started writing a better one, which you now know as Fight Command Software MK3 v1.12 ^^ This software took me 7 months to be written, and there's still a major problem with it... which I'll fix the within next few hours, of course.
When BalaGi has been released, It didn't work on my PC... so i saved my scripts and reinstalled X3... but it still didn't work... I reinstalled it once more - but i forgot to save my scripts this time.
Result: My FLAME Devscripts were lost. Now, that the FCS MK3 is almost finished, i can (re)start working on FLAME.
I think, that FLAME will be finished within the next 3 months... well, i hope so.
That's it so far.
Any questions?
Unfortunately, i can't show you the whole FLAME concept, as it's too complex to translate it. It works with a lot of options, which will work once you've set them. The Fleet shall be able to manage itself, but if the player wants, he'll have a lot of micro-management.
Auto-support using the transporter device will be able, as well as complex space wars. Big Ships (M2, M1, M0) will be able to be managed within battlefield... erm... battlespace using FLAME... and of course, it'll be able to make a strategic withdrawal.
btw: FLAME isn't designed to use the FCS MK3, the FCS MK3 is designed to be used by FLAME
Of course, GAIUS and the FCS MK3 will have to be installed for FLAME. Every single ship in the fleet will have to have a Fight Command Software MK3.. which will be bought automatically by FLAME.
That's, when digital war's fun.
Edit:
Somebody's reading the readme... wow