[Script][14-June-2010] Asteriod Fusion - v4
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@Retiredman
@Sorenson
The only part way complicated script in it is
'plugin.mc.ast.fusion.asts.select', and this is the rotating asteroid selection menu, the second menu where you actually choose the asteriods to fuse.
The rest is all pretty basic stuff.
I've just been testing on two different installs, both 2.5, and one is working fine and the other is doing some really wierd stuff, even calling the wrong script from the command console .
It's got me really annoyed now, and i AM going to get to the bottom of it !!!
I'm going to edit the OP and remove it from DL until i get it fixed. Sorry folks.
If anyone else wants to fiddle with it and see what they come up with, by all means do so, and please keep me informed as to your progress, either here or via PM.
MarCon
Retiredman wrote:Loaded and ran into this issue.
Existing game. 2.6
Umm.... please forgive my confusion?Retiredman wrote:]Running 2.5 game as stated..
@Sorenson
The only part way complicated script in it is
'plugin.mc.ast.fusion.asts.select', and this is the rotating asteroid selection menu, the second menu where you actually choose the asteriods to fuse.
The rest is all pretty basic stuff.
I've just been testing on two different installs, both 2.5, and one is working fine and the other is doing some really wierd stuff, even calling the wrong script from the command console .
It's got me really annoyed now, and i AM going to get to the bottom of it !!!
I'm going to edit the OP and remove it from DL until i get it fixed. Sorry folks.
If anyone else wants to fiddle with it and see what they come up with, by all means do so, and please keep me informed as to your progress, either here or via PM.
MarCon
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lordmuck
HOLD your fire for about 15mins.
I have found and fixed the problem about 10 mins ago, i fubar'ed the setup script, just need to get it packed up and Uploaded.
MarCon
HOLD your fire for about 15mins.
I have found and fixed the problem about 10 mins ago, i fubar'ed the setup script, just need to get it packed up and Uploaded.
Thanks for the praise and faith, mind you it got tested todayGood script will download, as I always do with your mods
Well, that will be a new test for it.Also I am using 2.7 RC 4 I am sure It will work ( They are only roids after all )
MarCon
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sorry..
it 2.6
(Shouldn't have posted the second one..)
Added.
Loaded the new spk
and it seems to be working and no issues or previous popups appearing.
Nice to see some 90+ Nividium/Ore/Silicon roids made.
Used both a Mammoth and a AL to combine many roids.
Seems tractor beam doesn't need to be equipted, just onboard.
and all this was completed OSS.
Great job.
it 2.6
(Shouldn't have posted the second one..)
Added.
Loaded the new spk
and it seems to be working and no issues or previous popups appearing.
Nice to see some 90+ Nividium/Ore/Silicon roids made.
Used both a Mammoth and a AL to combine many roids.
Seems tractor beam doesn't need to be equipted, just onboard.
and all this was completed OSS.
Great job.
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Retiredman
Sounds like you like the script, i'm glad.
Thanks for the feedback.
MarCon
Oh so glad to hear that !!!Loaded the new spk
and it seems to be working and no issues or previous popups appearing.
As TLs can mount Tractor Beams, if there is on in the cargobay, all the techs have to do is fit it. didn't want to load the script down just to check if it was fitted, in cargobay is enough un the circumstances i think.Seems tractor beam doesn't need to be equipted, just onboard.
Thats why you have ship captains, surely they can manage that by themselves, you give the orders, they do.and all this was completed OSS.
Sounds like you like the script, i'm glad.
Thanks for the feedback.
MarCon
Yep.Working as intended.Finally I can get rid of those silly low level asteriods cluttering my mining sectors(legally).Many thanks.
What I'd suggest that it may be integrated to the main menu you have.I'm using it too and It saved my sanity in many occasions.The search and combine asteriods sub menu would be great both for IS and OOS.
What I'd suggest that it may be integrated to the main menu you have.I'm using it too and It saved my sanity in many occasions.The search and combine asteriods sub menu would be great both for IS and OOS.
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Glimpse
I'm glad you like this and my other main menu script.
Me saving your sanity nearly cost me mine writing it .
When i decide to pull my hair out again and update the main menu i think i will incorperate this into it, as well as a few other improvements to the asteroid search area, that i can't believe i didn't think to include in the first place. Along with some other ideas for improvements that i have.
Thanks for the feedback and suggestion. Always welcome.
MarCon
I'm glad you like this and my other main menu script.
Me saving your sanity nearly cost me mine writing it .
When i decide to pull my hair out again and update the main menu i think i will incorperate this into it, as well as a few other improvements to the asteroid search area, that i can't believe i didn't think to include in the first place. Along with some other ideas for improvements that i have.
Thanks for the feedback and suggestion. Always welcome.
MarCon
Aw yeah, awww yeeeah, now we're cookin' with gas, baby [ external image ]
Whoever's running the script library these days better get this added right quick, this is too dang good to sit in obscurity.
Whoever's running the script library these days better get this added right quick, this is too dang good to sit in obscurity.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
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@Sorenson
Sounds like you are liking it, just a little bit. Oh, and as for the offer of a kiss, it better involve flowers as well LOL.
Will get it into library when i get back, will give it some shake down time first.
@lordmuck
Have no idea as to respawning by GOD, will have to wait and see i think.
And ... umm... yeah ... as Requiemfang said re SNAFU.
Read below as i going away for a while.
General notice, (warning long blurb)
In about 18 hrs I will be leaving for Queensland to see my mum and dad (16 hr drive to get there) and I will be gone for about 12 days. So if there are any more problems, I’m sorry I won’t be able to do much about it until I get back. Mum and dad don’t have internet. (Mum says if you want to talk to someone, ring or write a letter, want info, go to the library).
Food for thought,
While I’m away I’d like you, if your interested, to give some thought to the cost structure for asteroid fusion in regards to how many ecells it should cost. I don’t want to make it a credit cost because after that certain point in the game, credits mean nothing, they roll in by the bucket full. At least with ecells you have to do some logistics as well to keep your TL supplied with ecells, and they cost credits anyway. Gives some incentive to try to get them as cheap as possible to make Asteroid Fusion cheaper.
At present it is set at 5000 ecells per asteroid. Perhaps this would be better if it was a bit more dynamic in regards to the yields of the asteroids involved.
My current thinking is this,
For every 1 asteroid yield, it costs 100 ecells
So you have 2 asteroids to fuse, 1 is yield 5 and the other is yield 25.
(5 x 100 = 500) + (25 x 100 = 2,500) = 3,000 ecells to fuse them into a 30 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
3,000 x 16 = 48,000 Cr
So you have 2 asteroids to fuse, 1 is yield 45 and the other is yield 65.
(45 x 100 = 4,500) + (65 x 100 = 6,500) = 11,000 ecells to fuse them into a 110 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
11,000 x 16 = 176,000 Cr
So you have 3 asteroids to fuse, 1 is yield 20, another is yield 55 and the other is yield 65. (you want big yield roid)
(20 x 100 = 2,000) + (55 x 100 = 5,500) + (65 x 100 = 6,500) = 14,000 ecells to fuse them into a 140 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
14,000 x 16 = 224,000 Cr
The maths is pretty easy to do in your head when you are looking at the roids too. Add them together, no matter how many you are fusing, to get the total yield and put 2 zeros after it to get the Qty of ecells required.
At the moment it costs 15,000 ecells to fuse 3 roids with a yield of 5 each.
Remembering most TL’s fall in the 30,000 to 60,000 cargobay size (maxed out)
Please give it some thought and post your ideas.
MarCon
Sounds like you are liking it, just a little bit. Oh, and as for the offer of a kiss, it better involve flowers as well LOL.
Will get it into library when i get back, will give it some shake down time first.
@lordmuck
Have no idea as to respawning by GOD, will have to wait and see i think.
And ... umm... yeah ... as Requiemfang said re SNAFU.
Read below as i going away for a while.
General notice, (warning long blurb)
In about 18 hrs I will be leaving for Queensland to see my mum and dad (16 hr drive to get there) and I will be gone for about 12 days. So if there are any more problems, I’m sorry I won’t be able to do much about it until I get back. Mum and dad don’t have internet. (Mum says if you want to talk to someone, ring or write a letter, want info, go to the library).
Food for thought,
While I’m away I’d like you, if your interested, to give some thought to the cost structure for asteroid fusion in regards to how many ecells it should cost. I don’t want to make it a credit cost because after that certain point in the game, credits mean nothing, they roll in by the bucket full. At least with ecells you have to do some logistics as well to keep your TL supplied with ecells, and they cost credits anyway. Gives some incentive to try to get them as cheap as possible to make Asteroid Fusion cheaper.
At present it is set at 5000 ecells per asteroid. Perhaps this would be better if it was a bit more dynamic in regards to the yields of the asteroids involved.
My current thinking is this,
For every 1 asteroid yield, it costs 100 ecells
So you have 2 asteroids to fuse, 1 is yield 5 and the other is yield 25.
(5 x 100 = 500) + (25 x 100 = 2,500) = 3,000 ecells to fuse them into a 30 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
3,000 x 16 = 48,000 Cr
So you have 2 asteroids to fuse, 1 is yield 45 and the other is yield 65.
(45 x 100 = 4,500) + (65 x 100 = 6,500) = 11,000 ecells to fuse them into a 110 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
11,000 x 16 = 176,000 Cr
So you have 3 asteroids to fuse, 1 is yield 20, another is yield 55 and the other is yield 65. (you want big yield roid)
(20 x 100 = 2,000) + (55 x 100 = 5,500) + (65 x 100 = 6,500) = 14,000 ecells to fuse them into a 140 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
14,000 x 16 = 224,000 Cr
The maths is pretty easy to do in your head when you are looking at the roids too. Add them together, no matter how many you are fusing, to get the total yield and put 2 zeros after it to get the Qty of ecells required.
At the moment it costs 15,000 ecells to fuse 3 roids with a yield of 5 each.
Remembering most TL’s fall in the 30,000 to 60,000 cargobay size (maxed out)
Please give it some thought and post your ideas.
MarCon
I think that's reasonable seems about right id say go for itmark_a_condren wrote:
My current thinking is this,
For every 1 asteroid yield, it costs 100 ecells
So you have 2 asteroids to fuse, 1 is yield 5 and the other is yield 25.
(5 x 100 = 500) + (25 x 100 = 2,500) = 3,000 ecells to fuse them into a 30 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
3,000 x 16 = 48,000 Cr
So you have 2 asteroids to fuse, 1 is yield 45 and the other is yield 65.
(45 x 100 = 4,500) + (65 x 100 = 6,500) = 11,000 ecells to fuse them into a 110 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
11,000 x 16 = 176,000 Cr
So you have 3 asteroids to fuse, 1 is yield 20, another is yield 55 and the other is yield 65. (you want big yield roid)
(20 x 100 = 2,000) + (55 x 100 = 5,500) + (65 x 100 = 6,500) = 14,000 ecells to fuse them into a 140 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
14,000 x 16 = 224,000 Cr
The maths is pretty easy to do in your head when you are looking at the roids too. Add them together, no matter how many you are fusing, to get the total yield and put 2 zeros after it to get the Qty of ecells required.
At the moment it costs 15,000 ecells to fuse 3 roids with a yield of 5 each.
Remembering most TL’s fall in the 30,000 to 60,000 cargobay size (maxed out)
Please give it some thought and post your ideas.
MarCon
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I heard that it means:I won't say what SNAFU or FUBAR are abbreviated for... not appropriate to say on these forums
(PG-12 rating)
Situration Normal All X2 sagt Bussi auf Bauch Up.
X2 sagt Bussi auf Bauch Up Beyond ALL Repair.
(Pg-17)
Submit Fouled for X2 sagt Bussi auf Bauch
Mark C:
Not worried with the cost.(In my case) I'm just happy that this script works so well.
[I have more TL's than sense.]
The only thing with using a yield-based calculation system is that there are a couple of sectors where the total yield of each particular resource might get so high as to make it impossible to totally fuse them due to TL cargo bay size limits - I'm not sure of any off-hand, but the Kha'ak sectors are what I think of first in this conundrum.
Is there maybe some way you could use a combination of the current flat 5K setup and this yield-based proposition? Perhaps have it so that total yields below 50 simply use yieldx100 in EC (which would be good if you mainly want to get rid of the junky low-yield 'roids from a sector) but then have anything higher than that simply use the flat 5K per asteroid being fused.
EDIT: And if I'm correct in reading this, wouldn't this make the cost of fusing asteroids cumulative? That could get kinda' annoying if you have to make 3 or 4 trips back to your local EC depository instead of 1 or 2 to fuse a sector.
Is there maybe some way you could use a combination of the current flat 5K setup and this yield-based proposition? Perhaps have it so that total yields below 50 simply use yieldx100 in EC (which would be good if you mainly want to get rid of the junky low-yield 'roids from a sector) but then have anything higher than that simply use the flat 5K per asteroid being fused.
EDIT: And if I'm correct in reading this, wouldn't this make the cost of fusing asteroids cumulative? That could get kinda' annoying if you have to make 3 or 4 trips back to your local EC depository instead of 1 or 2 to fuse a sector.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
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Leaving on trip now, taking a PC with me, (still no internet while away though).
Sorenson, lordmuck and Retiredman, thanks for the feedback so far, all food for thought.
Will look into using yield x 100 upto total of 5000 ecells then switch to 5000 per asteroid after that and see how it works out while i'm away.
I had a bit of a look into the interface but at present i can't find a good way of doing it other than the way it is at present and still keep it nice and simple. If you have any ideas, post em. Also going to look into putting an "operation complete" notification after Fusion, because as you know now it just drops back to the command menu with no indication that anything has actually happened.
So take care all and be well while i'm away, and please try not to break anything .
MarCon
Sorenson, lordmuck and Retiredman, thanks for the feedback so far, all food for thought.
Will look into using yield x 100 upto total of 5000 ecells then switch to 5000 per asteroid after that and see how it works out while i'm away.
I had a bit of a look into the interface but at present i can't find a good way of doing it other than the way it is at present and still keep it nice and simple. If you have any ideas, post em. Also going to look into putting an "operation complete" notification after Fusion, because as you know now it just drops back to the command menu with no indication that anything has actually happened.
So take care all and be well while i'm away, and please try not to break anything .
MarCon