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X-Verse Fleet Fest I
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perkint



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PostPosted: Sun, 4. Apr 10, 21:58    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
Out of curiousity does the AI ever use missiles (regardless of ship)?

Yeah, it does. Fighters use missiles fairly well. The only ships which don't use them well are ships which are designed to lob out loads (ie M7M and M8 ). They still use them, but they will only throw them out at the same rate as normal fighters.

Having said that, they'll only use them well (in my experience) if you only load them with the right missile type...

Tim


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cyberfuzzie





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PostPosted: Sun, 4. Apr 10, 22:14    Post subject: Reply with quote Print

Hi all,

if I did read everything correctly, you still have nobody to write the script? If I have the time (and as next week are still holidays, this should be no real problem) I could write it.

If however someone else started to work, I now just post my ideas on how to make this rather simple:
The only real problem I have so far been able to think of is the race logic, as it may take some time to spawn all ships, and so one fleet may be ahead of the other.
Here my solution: In section Fly Commands is a command, which should be easy to use: <RefObj> set race logic control enabled to <Var/Number>
Every ship is created, belonging to either argon or xenon, and then race logic is disabled. The ships should then just wait.
After all ships are created, race logic is enabled again, which should then be possible to be done in short time.
There even isn't the need to save the ships in an array, as we can get an list of all ships in a sector(Universe and Sector Commands / <RetVar> = <RefObj> get ship array from sector/ship/station).

Feel free to use this, if you already started to work, but please leave a comment, I think it's not necessary to have two scripts.

cf+

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EmperorJon



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PostPosted: Sun, 4. Apr 10, 22:24    Post subject: Reply with quote Print

I was going to do it if people wanted.

Not only that, I could even get a quick way of changing the missile probability, which would make M8s good.


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modified
PostPosted: Sun, 4. Apr 10, 22:30    Post subject: Reply with quote Print

EmperorJon wrote:
I was going to do it if people wanted.

Not only that, I could even get a quick way of changing the missile probability, which would make M8s good.


Perhaps for XFF II, assuming XFF I goes well but that's up to the leaders.


Well I've altered my fleet to replace the 2 Hades but I'm $11,688 credits over the 250mil limit.

Does anyone care or should I find a way to trim off the excess?


Edit: Nevermind, found a way to get back under budget by ditching some ammo crates.


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Cpt.Jericho





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PostPosted: Sun, 4. Apr 10, 22:46    Post subject: Reply with quote Print

You could get rid of some ammo crates - that's what most do, when they exceed the limit a little...


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PostPosted: Sun, 4. Apr 10, 23:33    Post subject: Reply with quote Print

Since I'm assuming that the fights are a one on one match between two fleets, how will it be decided on who fights who?

Course watching 15+ fleets slug it out would be massively entertaining.


Can we have bets on whose going to win a given match (when the matchup between two fleets are announced) or the overall winner?


When a given fleet wins, do only the survivors move on to the next round or does the whole fleet get to go?


Does ammo/missiles get restocked or remain at the number when the last round ended?

I only ask since it seems the majority of the fleets, mine included, make use of a lot of ammo based weaponry and/or missiles.


And my last question (of the moment), Technojerk36.....where's your fleet?


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Tenlar Scarflame





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PostPosted: Mon, 5. Apr 10, 02:23    Post subject: Reply with quote Print

TJ, I would certainly enjoy doing commentary, but I'm in GMT-4...

Maybe if I were visiting my parents in Abu Dhabi... Very Happy

Anyway, I'm not very sure how reliable I'd be, but I'd still enjoy it.


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xXxSamxXx



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PostPosted: Mon, 5. Apr 10, 13:24    Post subject: Reply with quote Print

By the Way:
I want to get a Savegame of all the fights with my fleet before they fight Wink

What happens with a fleet which lost a fight? Is it a K. O. System?

edit:
Edit german name "Orka" to english name "Orca".
Edit german gun "Phasenrepetiergeschütz" to english gun "Phased Repeater Gun"
Edit "Widfire Missile" to "Poltergeist Missile"

Price over all is the same!

Edited Ships!:

New:

Name: "Terran Légion Étrangère"

12 x Par TM Helios
1. Turret 2 Particle Accelerator Cannon
2. Turret 2 Particle Accelerator Cannon
Shield 2 200 MJ
Rockets 724 Firefly Missile


45 x Arg M3 Nova
Maingun 8 High Energy Plasma Thrower
1. Turret 1 Phased Repeater Gun
Shield 3 25 MJ
Rockets 4 Tempest Missile


1 x Terran M2 Osaka
1. Turret 8 EM Plasma Cannon
2. Turret 8 EM Plasma Cannon
3. Turret 8 EM Plasma Cannon
4. Turret 8 EM Plasma Cannon
5. Turret 8 EM Plasma Cannon
6. Turret 8 EM Plasma Cannon
Shield 6 2 GJ
Rockets 339 Poltergeist Missile

Credits Left:
3

edit:
I had 2 fleets in this post... the old one was spoilered. Deleted the spoilered one


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Last edited by xXxSamxXx on Thu, 15. Apr 10, 17:51; edited 4 times in total
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Cpt.Jericho





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PostPosted: Mon, 5. Apr 10, 13:25    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
Can we have bets on whose going to win a given match (when the matchup between two fleets are announced) or the overall winner?

When a given fleet wins, do only the survivors move on to the next round or does the whole fleet get to go?

Does ammo/missiles get restocked or remain at the number when the last round ended?

And my last question (of the moment), Technojerk36.....where's your fleet?


If you want to bet on a fleet who's gonna stop you? Laughing

As in the rules on both, English and German, boards the fleets will be restored and restocked after each battle. Wink

Edit:

Before anyone starts to ask: PhasenRepetierGeschütz is nothing else than the PhasedRepeaterGun (PSG). Oh, xXxSamxXx, the Wildfire missle is AFAIK not buyable and therefore not allowed, I'm afraid. Also, the Osaka can't fire those - did you mix them with Poltergeists?


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EmperorJon



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PostPosted: Mon, 5. Apr 10, 13:40    Post subject: Reply with quote Print

Quote:
PhasenRepetierGeschütz is nothing else than the PhasedRepeaterGun (PSG)


(PRG) you mean. Wink


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xXxSamxXx



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PostPosted: Mon, 5. Apr 10, 13:48    Post subject: Reply with quote Print

oh, thanks for the Info^^

I want the Poltergeist Missile...
Will Edit the gun of the Orca, too


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PostPosted: Mon, 5. Apr 10, 13:49    Post subject: Reply with quote Print

EmperorJon wrote:
Quote:
PhasenRepetierGeschütz is nothing else than the PhasedRepeaterGun (PSG)


(PRG) you mean. Wink


Dammit! Of course I do...


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Mutiny





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PostPosted: Mon, 5. Apr 10, 17:57    Post subject: Reply with quote Print

Tenlar Scarflame wrote:

Now here's what I want to see - an all-Boron fleet. We don't usually hear much love for the fish-faces' designs, and if I were a Boron I wouldn't stand for it. Very Happy

That, and a couple of Threshers on anti-capital duty could be quite terrifying, if done right...


You say threshers but they are a bit naff if the battle is takin place in sector, they run out of energy to quickly. This just means im gna have to utilise fighters a bit better.

And yes you heard right im puttin together a pure Boron Task Force Smile

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PostPosted: Mon, 5. Apr 10, 18:01    Post subject: Reply with quote Print

cyberfuzzie wrote:
Hi all,

if I did read everything correctly, you still have nobody to write the script? If I have the time (and as next week are still holidays, this should be no real problem) I could write it.

If however someone else started to work, I now just post my ideas on how to make this rather simple:
The only real problem I have so far been able to think of is the race logic, as it may take some time to spawn all ships, and so one fleet may be ahead of the other.
Here my solution: In section Fly Commands is a command, which should be easy to use: <RefObj> set race logic control enabled to <Var/Number>
Every ship is created, belonging to either argon or xenon, and then race logic is disabled. The ships should then just wait.
After all ships are created, race logic is enabled again, which should then be possible to be done in short time.
There even isn't the need to save the ships in an array, as we can get an list of all ships in a sector(Universe and Sector Commands / <RetVar> = <RefObj> get ship array from sector/ship/station).

Feel free to use this, if you already started to work, but please leave a comment, I think it's not necessary to have two scripts.

cf+


I don't think anyone else has started work on a script. Thanks for helping us out. Also, why don't you throw in a fleet of your own?

Deadbeat_Spinn wrote:
And my last question (of the moment), Technojerk36.....where's your fleet?


Since it's going to be set up in a tournament kind of way, there must be an even number of fleets so that one person doesn't get a free pass to the next round. If we end up with an odd number of participants, I'll quickly put a fleet together so that we have an even number.

Tenlar Scarflame wrote:
TJ, I would certainly enjoy doing commentary, but I'm in GMT-4...

Maybe if I were visiting my parents in Abu Dhabi... Very Happy

Anyway, I'm not very sure how reliable I'd be, but I'd still enjoy it.


With a 8 hour difference, it might be hard to get all the matches done. But I'm sure we can work something out.

I've added xXxSamxXx to the fleet list and I'm looking forward to seeing this all Boron fleet Smile

Also, if you haven't already, don't forget to name your fleet Very Happy


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GCU Grey Area



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PostPosted: Mon, 5. Apr 10, 19:06    Post subject: Reply with quote Print

Technojerk36 wrote:
Also, if you haven't already, don't forget to name your fleet Very Happy

Been wondering about that myself & finally decided that the Yaki fleet should be referred to as The Reavers

Also been considering changing the Reaver fleet a bit, losing the Hoshi (it's just a bit too expensive, can't afford to arm it properly & fill it with good fighters), replacing it with Chokaros to carry the fighters & some M6s.

If there are no objections would ideally prefer to use Pirate Centaurs & Ospreys. They're a bit undershielded, but the paint job more than makes up for that. Planning to cost the fleet out as if they're the standard versions (which I'll use instead if anyone dislikes the idea of me fielding pirate ships).

From looking at the PHQ production costs the price of pirate M6s would, if they were sold anywhere, be either the same price or slightly cheaper than the standard versions: i.e. Pirate Osprey requires exactly the same resources & production cost is the same as the Teladi Osprey; Pirate Centaur requires slightly fewer resources & production cost is about 10k cheaper than the Argon Centaur.

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