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 CAPTURE SHIP 
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Gameop
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Unread post CAPTURE SHIP
Someone got a script to capture alien ship ? and or capture a player ship ?

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Thu Feb 11, 2010 7:20 am
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Unread post Re: CAPTURE SHIP
CK capture and mombot can both cap player ships. Alien ships... don't know of any public scripts for that.

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Thu Feb 11, 2010 7:39 am
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Unread post Re: CAPTURE SHIP
Technique to cap an alien ship depends on the setting. If the Grudge Flag is set and they spawn near fully loaded they will unload as soon as they see you. If not then they just sit there and wave back what you shoot (more or less) they there fish in the barrel for a (one wave to kill shield) plus ay1* macro ala Sub Zero edit.

I know you most likely dont know what im talking about so play a Sub Zero edit and see for yourself.
You will get the picture quickly using the Enterra guardian bonus ship.

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Thu Feb 11, 2010 7:50 am
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Unread post Re: CAPTURE SHIP
I thought the bot also was able to capture alien ships. I honestly could be wrong though, it's been a while.

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Thu Feb 11, 2010 8:32 am
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Unread post Re: CAPTURE SHIP
Mom will cap alien ships if the ship is in the ship database.
You have to change the settings "tab ~" to allow alien captures and change to defense.
If ship is not in database then, as Parrot said, Take out the shields and mac "ay1". Then xport to the captured ship and "storeship" to store the ship in the database.

I think Zarkhan wrote a citcap script too. I think thats in M()m now too.

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Thu Feb 11, 2010 8:32 am
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Unread post Re: CAPTURE SHIP
If you're attacking aliens w/ regular ship odds, you're probably wasting a lot of figs. See the enterra cap thing above.

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Thu Feb 11, 2010 11:22 am
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Unread post Re: CAPTURE SHIP
You might want to try a mac of aty1* sometime.

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Thu Feb 11, 2010 12:20 pm
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Unread post Re: CAPTURE SHIP
Promethius wrote:
You might want to try a mac of aty1* sometime.


Why the "T" ?

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Thu Feb 11, 2010 1:56 pm
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Unread post Re: CAPTURE SHIP
Mind Dagger wrote:
I thought the bot also was able to capture alien ships. I honestly could be wrong though, it's been a while.MD


It might try but with every wave you will get counter attacked with most setting I believe.
I doubt the Bot knows enough to wait for the counter attack b4 attacking the second time
so you will most likely not cap but blow the ship. However since I haven't tested it I could be wrong.
If the grudge is active then that wouldn't work anyway as the alien will fully unload. If you haven't waved to kill the shields as soon as you enter sector with them then you end up with an alien ship with full shields and no figs.

NjoY wrote:
Promethius wrote:
You might want to try a mac of aty1* sometime.


Why the "T" ?


the "t" gets buffered out if the attack is normal but if your target moves then you will return to the command prompt. Unless a fed is in sector then bad stuff happens. Laser cannons go off etc.


(aty1*) is faster than (ay1* q z*) but not as safe as (a y n y q z 1*)


maybe we should have a new thread for attack macro variants.

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Thu Feb 11, 2010 4:42 pm
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Unread post Re: CAPTURE SHIP
Parrothead wrote:
the "t" gets buffered out if the attack is normal but if your target moves then you will return to the command prompt. Unless a fed is in sector then bad stuff happens. Laser cannons go off etc.


I never thought about a fed.

Parrothead wrote:
(aty1*) is faster than (ay1* q z*) but not as safe as (a y n y q z 1*)


maybe we should have a new thread for attack macro variants.


I agree!
You should start one PH explaining the a y n y q z 1* mac and reasoning behind it.
I remember reading about this years ago and still use the same ones but cant remember exactly what they mean anymore.

Thanx for clearing up the T buffer too.

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Thu Feb 11, 2010 5:43 pm
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Unread post Re: CAPTURE SHIP
NjoY wrote:
Parrothead wrote:
the "t" gets buffered out if the attack is normal but if your target moves then you will return to the command prompt. Unless a fed is in sector then bad stuff happens. Laser cannons go off etc.


I never thought about a fed.

Parrothead wrote:
(aty1*) is faster than (ay1* q z*) but not as safe as (a y n y q z 1*)


maybe we should have a new thread for attack macro variants.


I agree!
You should start one PH explaining the a y n y q z 1* mac and reasoning behind it.
I remember reading about this years ago and still use the same ones but cant remember exactly what they mean anymore.

Thanx for clearing up the T buffer too.


(a y n y q z 1*) is from Sing's Macro white paper I believe.

I am sure he will post the appropriate section.

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Thu Feb 11, 2010 5:59 pm
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Unread post Re: CAPTURE SHIP
You have several cases to consider in an attack macro.

The most common:
1. An target (enemy or trader)
2. No enemy
3. A fed
4. A beacon

Basic:
ay1*

Works when there's a target, otherwise it screws up navpoints and risks a warpout.

A aty1*

Works when there's a target and no target. Does not work w/ a beacon. The beacon
takes no fig amount, so aty1* does this:

Quote:
Command [TL=00:00:00]:[3974] (?=Help)? : A
<Attack>
Destroy the Marker Beacon here? Yes
You launch a fighter which quickly destroys the Beacon (and itself)

Command [TL=00:00:00]:[3974] (?=Help)? : 1
<Move>
Warping to Sector 1

That Warp Lane is not adjacent.
Do you want to engage the TransWarp drive? No

Computed.

The shortest path (10 hops, 20 turns) from sector 3974 to sector 1 is:
3974 > 3524 > 15670 > 13855 > 9904 > (1156) > (14255) > 13562 > 16317 > 4 > 1

Engage the Autopilot? (Y/N/Single step/Express) [Y]


And the next enter... sends you warping. So send two of those macros together and
you probably die. A lot of people forget beacons, I've got a "lay beacon chaff" as part
of a kill script for exactly this purpose.

Then there's fed...

If you try aty1* you get:

Quote:
Command [TL=00:00:00]:[16088] (?=Help)? : A
<Attack>
Attack Captain Zyrain (9,997-75,000) (Y/N) [N]? Yes

Are you POSITIVE you want to attack this Federation StarShip? No


That's actually safe, because the enter says No to the confirmation.

That makes this macro only dangerous at beacons...

But:
atzy1*

Doesn't work. Y is the answer to the Z buffer, so that's just going to slow you down
at the worst POSSIBLE time.

So what about:
atyz1*

The last enter makes it fed safe. The z buffer makes it beacon safe. The corp buffer
makes it safe when there are no targets, and of course it works fine when there are.

You can also prompt sync and killfig with something like:
q q q z a 99999* a t y z 1 *

It is possible to make most attack macros safe. The "a y n y q z 1 *" mac is one I use
in public scripts and in the white paper. It's primary goal was to get people thinking
about buffering.

It is a little slower, however. There are some advantages to being slightly slower,
actually. If you're in a ship with high defensive odds you have a chance to flip the
enemy before attacking them. That's the reason why I used it, instead of something
faster, in my citkilla. It's also why I have it reload from the planet after every
wave... since you're likely to get hit if another corp is running one. It's also why I do
all that pod detection.

In games like "pirates" where there's a large gbonus ship, that's one of my favorite
little things to do. Run a single fig attack from the dread flute, slow down the macro
with extra text, and let ppl pound on me w/ a citkilla... just enough to take a single
wave between fig grabs.

Anyway, there's a lot of stuff like this. Buffers are fun.

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Thu Feb 11, 2010 8:55 pm
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Unread post Re: CAPTURE SHIP
I love attack macro's, The one I use is pretty scarry if a fed is in sec but otherwise is fairly safe. I think....

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Thu Feb 11, 2010 8:59 pm
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Unread post Re: CAPTURE SHIP
If aty1* is used in waves and there is a beacon, it should destroy the beacon and then continue through with the attack as follows provided there is a target:

Sector : 627 in uncharted space.
Beacon : test
Ports : Hor Major, Class 6 (BSS)
Ships : Robot [Owned by] Birds of Prey [2], w/ 20,000 ftrs,
(Mainstay Ltd Corporate FlagShip)
Fighters: 1 (belong to your Corp) [Defensive]
Warps to Sector(s) : 532 - 4236

Command [TL=00:00:00]:[627] (?=Help)? : A
<Attack>
Destroy the Marker Beacon here? Yes
You launch a fighter which quickly destroys the Beacon (and itself)
Attack Birds of Prey [2]'s unmanned Corporate FlagShip (49,997-20,000) (Y/N) [N]
? No

Command [TL=00:00:00]:[627] (?=Help)? :

The first wave will cancel the attack, but the second wave will hit. If there is no target and a beacon then there will be the problem as Sing indicated. aty1* is safe in fed space.

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Thu Feb 11, 2010 11:50 pm
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Unread post Re: CAPTURE SHIP
Prome, if you have multiple ships in the sector you will end up attacking the 2nd target, instead of the first. To make matters worse,
if you only send a single wave it will actually hang you on the attack prompt if there's a beacon present. Sure-fired death.

There's a few more conditions I guess I need to add. So...

Just a beacon
Beacon with 1 target
beacon with multiple targets
target
no target
multiple targets
in fedspace with no targets
in fedspace with targets
in fedspace with zyrain


We can do this:
a t y z 1 * y 0 *

That clears the macro...

I tried this:
a t y z 1 y *

But that is horribly unfedsafe.

Then I landed on:
a t y z 1 n y *

Still pretty fast. Seems safe in all conditions...

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Fri Feb 12, 2010 12:14 am
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