[SCRIPT] Overtune BBS V1.50 : Updated 19/06/2006
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- Posts: 89
- Joined: Tue, 29. Nov 05, 22:13
1. Have you noticed that the "Engine tuning" are over into negative numbers when you dock to a equipment dock or trading dock? I guess there's no way around this problem ...
2. I've played around with your script abit - but I wasnt able to successfully use "Cargohold upgrades" as an option. Using the "Rudder Optimisation" works though.
Cargohold just wont "apply" - have you seen this problem yourself?
3. IMHO the TP & TS should be a bit more expensive - the Multimillionairs have plenty of ships to upgrade - and it's too darn cheap to upgrade the transport fleet.
Chance of getting the offer should be a bit higher too - but then again all the prices must be higher in such case.
2. I've played around with your script abit - but I wasnt able to successfully use "Cargohold upgrades" as an option. Using the "Rudder Optimisation" works though.
Cargohold just wont "apply" - have you seen this problem yourself?
3. IMHO the TP & TS should be a bit more expensive - the Multimillionairs have plenty of ships to upgrade - and it's too darn cheap to upgrade the transport fleet.
Chance of getting the offer should be a bit higher too - but then again all the prices must be higher in such case.
/Panzertard
- Sandalpocalypse
- Posts: 4447
- Joined: Tue, 2. Dec 03, 22:28
1. yeah, negative numbers are part of the game engine, if you start as the explorer, you get an overtuned disco, and u will notice it has negative number for engine tunings, so i dont think theres a way around itLebowske wrote:1. Have you noticed that the "Engine tuning" are over into negative numbers when you dock to a equipment dock or trading dock? I guess there's no way around this problem ...
2. I've played around with your script abit - but I wasnt able to successfully use "Cargohold upgrades" as an option. Using the "Rudder Optimisation" works though.
Cargohold just wont "apply" - have you seen this problem yourself?
3. IMHO the TP & TS should be a bit more expensive - the Multimillionairs have plenty of ships to upgrade - and it's too darn cheap to upgrade the transport fleet.
Chance of getting the offer should be a bit higher too - but then again all the prices must be higher in such case.
2. Cargo hold is hard coded, and needs to be modded to be changed, so it cant be done via a script unfortuatly, rudder optimisation can be thou, and that wil lbe added to the next version of the script
3. The prices are compared to how much the ship actually costs, i will make it actually based on the ship price for the next verion, rather than just an average price. The chance of it showing up is quite high if you havn't used one, but once you use one, you wont c another one for awhile after, althou tht time might be abit low atm
i am actaully adding something like that in a new version, the more tunings you but on, the more likly it will cause damage, althou you could be lucky and have alot of tunings and it not casue any damage at all, so it wont always happen, but theres a chance that it will, and the chance increases the faster the ships will go
this is something im hoping to put in a new version when i get round to it
this is something im hoping to put in a new version when i get round to it
If you do that can you make it optional? Just for me, it's taking realism too far.Cycrow wrote:i am actaully adding something like that in a new version, the more tunings you but on, the more likly it will cause damage, althou you could be lucky and have alot of tunings and it not casue any damage at all, so it wont always happen, but theres a chance that it will, and the chance increases the faster the ships will go
this is something im hoping to put in a new version when i get round to it
well, that sorta thing will happen when u have a ts flying around at like 700m/s or something silly, which will be relistic, when you tune a car way beyond its safe limits, it will cause problems and damage the car
it wont happen if you say just put 1 or 2 tunings on the ship
when i say 1 or 2, i mean 1 or 2 sets of tunings, not singlar tunings
but anyways, it will most likly have an option to enable/disable it in the artifical life settings
it wont happen if you say just put 1 or 2 tunings on the ship
when i say 1 or 2, i mean 1 or 2 sets of tunings, not singlar tunings
but anyways, it will most likly have an option to enable/disable it in the artifical life settings
That's good. I prefer game designs to leave it to me to customise as many features as I like and not impose their own view of 'realism'.Cycrow wrote:well, that sorta thing will happen when u have a ts flying around at like 700m/s or something silly, which will be relistic, when you tune a car way beyond its safe limits, it will cause problems and damage the car
it wont happen if you say just put 1 or 2 tunings on the ship
when i say 1 or 2, i mean 1 or 2 sets of tunings, not singlar tunings
but anyways, it will most likly have an option to enable/disable it in the artifical life settings
If we are talking realism then an cap on upgrades to a max percentage of normal max would make sense. Optional of course.
- Dgn Master
- Posts: 1311
- Joined: Fri, 27. Feb 04, 10:36
If your looking at making the price based upon the ship used then why not just have it become more and more expensive to upgrade (like cargo)? Also i would suggest that the damage not be taken into effect until after you have overtuned 5 times or so (seems a fair number).
Then you could get for example:
Say ship X cost 100000 credits
1 Upgrade would cost 10000
2 Upgrades would cost 20000
3 Upgrades would cost 30000
4 Upgrades would cost 40000
5 Upgrades would cost 50000 1/2 the cost of the full ship (style S)
At this point it would become dangerous to push it any further thus incurring a larger and larger chance of destroying all your engine tunings (rebuild job).
Just a few ideas i had, disregard if you don't like tham
Then you could get for example:
Say ship X cost 100000 credits
1 Upgrade would cost 10000
2 Upgrades would cost 20000
3 Upgrades would cost 30000
4 Upgrades would cost 40000
5 Upgrades would cost 50000 1/2 the cost of the full ship (style S)
At this point it would become dangerous to push it any further thus incurring a larger and larger chance of destroying all your engine tunings (rebuild job).
Just a few ideas i had, disregard if you don't like tham
Could the parents of the little Argon girl, Suzie, please claim her sealed jar of remains?
She didn't mind the gap and ended up vapourized!
She didn't mind the gap and ended up vapourized!
well, i was thinking of making the tunings roughly haalf the price of the shpi, but instead of manuly putting in the cost, i will just gte the ships cost and half it
then it will add a quater of the price on for each update
as for the damage, well, i was thinking about about 4-5 updates too b4 it starts getting damaged, but also, it will only cause damage if you are actaully using them
so if you put 10 on, but only traveling around at 100m/s, then it wont cause damage
so at least u dont permantly screw up ur ships, u just have to fly at not full speed
then it will add a quater of the price on for each update
as for the damage, well, i was thinking about about 4-5 updates too b4 it starts getting damaged, but also, it will only cause damage if you are actaully using them
so if you put 10 on, but only traveling around at 100m/s, then it wont cause damage
so at least u dont permantly screw up ur ships, u just have to fly at not full speed
what is the actual likelihood of the overtune BBS coming up.
as about an hour ago i got two in one station???
my mamba raider now goes 336m/s [thats 3 overtunings]
i think thats about right, atleast i can out run silkworms now. they really bite if your hit by one a couple more pac hits and boom ... your dead
i am going to get all my merc. haulers [my UT's] overtuned about 3 times aswell 80m/s is a bit slow for my liking.
are you going to implement the rudder opt. into next version or is it going to be seperate? E.g. ruddertune V1.0
cheers
stevio
as about an hour ago i got two in one station???
my mamba raider now goes 336m/s [thats 3 overtunings]
i think thats about right, atleast i can out run silkworms now. they really bite if your hit by one a couple more pac hits and boom ... your dead
i am going to get all my merc. haulers [my UT's] overtuned about 3 times aswell 80m/s is a bit slow for my liking.
are you going to implement the rudder opt. into next version or is it going to be seperate? E.g. ruddertune V1.0
cheers
stevio
- Dgn Master
- Posts: 1311
- Joined: Fri, 27. Feb 04, 10:36
If you do it this way i would also like the ability to turn it off as AFAIK nobody travels at less than full speed when flying around. I know the first thing i ever do when entering a sector is to use the TAB key.Cycrow wrote:so if you put 10 on, but only traveling around at 100m/s, then it wont cause damage
so at least u dont permantly screw up ur ships, u just have to fly at not full speed
Could the parents of the little Argon girl, Suzie, please claim her sealed jar of remains?
She didn't mind the gap and ended up vapourized!
She didn't mind the gap and ended up vapourized!
I was just messing with your script a bit, mainly because it just wasn't showing up very often for me so I simply changed the reaccurance from 4800 to 500, but while I was messing with it I noticed you are still useing get price script v1.10. Not sure if this was intentional, but thought I would let you know. Also just my own opinion but I think some of those prices are extremely steep!!!! I tried to upgrade my Split Elephant from its meager 131 m/sec and it said 20000000. That's more than 200% the price of the ship and it only gave me an added 9 m/sec needless to say I reloaded my game and changed some of those prices I basically cut the price of Capital Ships (TL and above) in half. I still wont be buying upgrades for my TL just yet though as I'm not as rich as I'd like to be Plus I have your afterburner script so my Elephant can boost up to 570+ m/sec Your scripts rock keep em coming
Don't make me slap Ye!
Update V1.20
V1.20
* Increased price each time you add tunnings to the same ship
* Fixed pricing to be dependant on ship
* Added Rudder tunnings to BBS
New Update
now you can overtune your rudder as well
there is seperate BBS entires for both engine and rudder, so you which ever ones you want on
* Increased price each time you add tunnings to the same ship
* Fixed pricing to be dependant on ship
* Added Rudder tunnings to BBS
New Update
now you can overtune your rudder as well
there is seperate BBS entires for both engine and rudder, so you which ever ones you want on