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X-Verse Fleet Fest I
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Tenlar Scarflame





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PostPosted: Tue, 6. Apr 10, 22:09    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
I suspect that like your Terraformer Mod Tenlar, a monster has been created.


I appreciate the free advertising. Very Happy


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Cpt.Jericho





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PostPosted: Tue, 6. Apr 10, 22:56    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
Spitzeuk wrote:
I think we should allow Cpt.Jericho 1 energy cell.

Laughing , that was good and I'd bet he'd do it just to boast that he hit 250mil on the dot.


Average price for 1 EC is 16Cr, not 14Cr. Rolling Eyes, but yes, I would have added 1 EC just to boast with it Very Happy

@EmperorJon:

I meant, do you have enough docking bays for your 250mio fleet of Spitfyres? It would be great if you could edit your fleets post so everybody can see what you're up to Wink

Did some some testing with FC and TpS and came to no conclusion. I don't know what the AI needs to be triggered... Well, more testing, I suppose, blowing things up, teehee!


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imperium3





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PostPosted: Wed, 7. Apr 10, 00:30    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
Quote:
There are a few others out there though (like xXxSamxXx's) which pack quite a punch, though.


I dunno, granted xXxSamxXx has an Osaka and a lot of fighters but he's bringing 4 TL's to the table and while they may enjoy protection from his M2 (which oddly isn't mounting any anti-cap or flak), I think the TL's are going to be the first to get dusted.


You should see the fleet I'm building for the next battleground. Twisted Evil


On a sidenote, I wonder if it's possible to hit exactly 250mil, think the closest anyone's gotten is Cpt.Jericho with 14 credits left.


Oh, seems I didn't look closely enough at the fleet. So I just saw an Osaka, four (admittedly very fragile) capital ships, and a whole horde of Scimitars. But looking at how woefully undergunned that Osaka is, I think an opposing fleet need only really worry about the fighters.

@Gavrushka
A league could work really well, and we could organise who goes in what division, roughly based on the results of this tournament (eg someone who put in a team that got to the final, would have preference for top division). Are you volunteering to help out with that? Razz

@EmperorJon
Ah, I didn't see your other post because it's not the one linked from the first page. Like Cpt.Jericho says though, you don't seem to have any hangars for those Spitfyres.


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Deadbeat_Spinn



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PostPosted: Wed, 7. Apr 10, 00:36    Post subject: Reply with quote Print

Just how well does the AI handle fast moving ships because I've seen the AI do some really stupid moves when they're given a fast ship to fly IS.


On another note, the battleground/sector. Is the sector going to be free of obstacles (i.e. ship/station wreaks, debris, asteroids) or will the sector have some stuff in it to make things.....different?


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Tenlar Scarflame





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PostPosted: Wed, 7. Apr 10, 03:38    Post subject: Reply with quote Print

The battleground sector that I cooked up is totally empty of obstacles, save for a few neutral Navigational Beacons and a ring of player-owned Adsats around the perimeter.

It wouldn't be terribly difficult to add some debris to the mix, but... well, the AI doesn't deal with that very well. Although some scattered rocks could at least add some flair and a bit of chaff for early engagements.

Re: fast ships doing stupid things, since my battleground universe will have LITERALLY no ships anywhere except the two spawned fleets, the AI might be a bit more responsive. Might. Razz At the very least, we should be catching a good frame rate for the whole battle.


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EmperorJon



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PostPosted: Wed, 7. Apr 10, 09:30    Post subject: Reply with quote Print

Grr, I thought we agreed we weren't going with the hangar rules? When did we change this!


As for the hangars, I don't think you should, or at least the ships shouldn't be onboard.

M1s have a tendancy to die before unloading much of their fleet.


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Gavrushka



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PostPosted: Wed, 7. Apr 10, 10:27    Post subject: Reply with quote Print

I don't think the ships have to be docked do they - Just have a parking space available?

@Deadbeat_Spinn - I thought fast moving ships spent there time in collision avoidance instead of firing - but whoever has the Springblossom fleet tried it against my Shrikes and Massacred them. Some tactical input from others would be a great help as I finalise my fleet.. Smile

imperium3 - I'd be happy to administer the leagues, if Technojerk36 was agreeable but don't have a computer that could handle the battles with any degree of reliability - But the rest of it, hell yes.


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EmperorJon



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PostPosted: Wed, 7. Apr 10, 10:37    Post subject: Reply with quote Print

Quote:
I thought fast moving ships spent there time in collision avoidance instead of firing - but whoever has the Springblossom fleet tried it against my Shrikes and Massacred them


Was my previous fleet. The Spitfyres are just as good.

The Springies flew at full speed until firing range, then slowed right down and ran rings around it. Worked amazingly...


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GCU Grey Area



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PostPosted: Wed, 7. Apr 10, 12:01    Post subject: Reply with quote Print

Anyone know how far apart the opposing fleets going to be are at the start of the battle?

Currently trying to decide what fighters to use for the new improved Reaver fleet (if they're a long way apart think fast fighters may be no good - they'll probably all get slaughtered long before the big guns turn up).

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EmperorJon



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PostPosted: Wed, 7. Apr 10, 12:03    Post subject: Reply with quote Print

Hm, I'm thinking about redesigning my entire fleet as something better...


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imperium3





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PostPosted: Wed, 7. Apr 10, 12:04    Post subject: Reply with quote Print

@ Gavrushka
Yes, I have the same trouble, unfortunately, else I'd be queuing up to volunteer too!

I just had a horrible thought with regard to the battle...

We're making one fleet Xenon and one fleet Argon, right? While the player sits somewhere and observes, and has Adv sats around so he can see what's going on.

What's going to stop some of the Xenon ships haring off after those satellites, or worse, the probably invincible playership? Which puts that fleet at something of a disadvantage. Sad

It might be possible to get around this by making the fleets into two races that are enemies of each other, but friendly to the player, eg Argon/Paranid. Still might need some more clever scripting to make sure the fight works properly...


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EmperorJon



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PostPosted: Wed, 7. Apr 10, 12:11    Post subject: Reply with quote Print

I also think it'd be much better if we're allowed to set turret commands, missile prob. etc.

That can be done using the SE...


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EmperorJon



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modified
PostPosted: Wed, 7. Apr 10, 14:30    Post subject: Reply with quote Print

Editing my previous setup, again:

A Spitfyre with 6x PMAML, 13x Ammo, 3x 25MJ sheild, both FCS, and a Triplex.

Might be a few ammo probs, but... meh!

=

5,648,285 per Spitfyre!

32 ships = 180,745,120

250,000,000-180,745,120 = 69,254,880 left


36,309,152 for a Panther.

- 155,816 (200Mj)

+ 4x 299,168 (2gj shields)

+ 10x 841,412 (IBLs) 6 front 2 l/r

+ 8x 38,956 (PACs) up/down

+ 4x 623,268 (FAAs) rear

+ 9828 for a triplex

= 48,578,676

Total left: 20,676,204


Claymore = 5,302,660

+ 4x 85,700 (5x 25mj shields, one in shipcost)

+ 9828 for triplex

+ 2416 FCS1
+ 3508 FCS2

+ 40x 22460 (Phantom missile)

Total = 6,559,612

x 3 = 19,678,836


20,676,204 - 19,678,836

= 997,368cr.



Hmmm. How about some missile for the Panther?

29x 33692 = 977,068

29 Typhoon missiles!

4x Silkworms!

4x 5,052 = 20,208



92 cr left.


So:

The Aldrin Protection TaskForce

32x Spitfyre 'FastStrike Defenders'
6x PMAML, 13x Ammo, 3x 25MJ sheild, both FCS, and a Triplex.

1x Panther 'Aquired from Zyarth'
10x IBL, 8x PAC, 4x FAA, 4x 1Gj, 29x Typhoon, and a Triplex.

3x Claymore 'Resident HeavyStrike'
5x 25Mj, both FCS, 40x Phantoms and a Triplex.

20,300cr left.



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Last edited by EmperorJon on Fri, 9. Apr 10, 16:28; edited 1 time in total
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cyberfuzzie





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PostPosted: Wed, 7. Apr 10, 16:01    Post subject: Reply with quote Print

http://cyberfuzzie.cy.ohost.de/xff.spawnfleets.xml

Just copy the script in the scripts folder, open the script editor and run xff.spawnfleets.
Select your ship as the object on which the script is run.

This script sets the xenon friendly - the will still show up as red, which is ok so we can easily see when there is only one fleet left, but they will not attack you. Also collision detection is disabled for your ship, which makes you almost invincible.

For the moment there is only the possibility to select which weapons are on a ship, they are assigned automatically, all ships have the command kill enemies. I tried without a command, but if the ships did not spawn within firing range, they just did nothing.

Every ships is spawned at position (0|0|+/-10)km, but X3 does not take these coordinates too exactly...


So now it's your turn, try it out.

cf+

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EmperorJon



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PostPosted: Wed, 7. Apr 10, 16:15    Post subject: Reply with quote Print

CF, last time I checked setting the Xenon to 1M Notoriety isn't enough, you have to select ever Xenon ship and set them to Neutral or Friend. (might have changed though)


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