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X-Verse Fleet Fest I
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kalu





Joined: 22 Sep 2009



PostPosted: Sat, 10. Apr 10, 12:29    Post subject: Reply with quote Print

Just a question before I start to create my fleet...

Is it allowed to use Hyperions or are the "non-buyable" ships?

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EmperorJon



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PostPosted: Sat, 10. Apr 10, 12:30    Post subject: Reply with quote Print

Not buyable.


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kalu





Joined: 22 Sep 2009



PostPosted: Sat, 10. Apr 10, 12:30    Post subject: Reply with quote Print

argh -.-

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kalu





Joined: 22 Sep 2009



modified
PostPosted: Sat, 10. Apr 10, 12:52    Post subject: Reply with quote Print

Haha, I now also spam^^

So, I'm happy to introduce to you the

ZAP Gamma Fleet

TP Split Iguana (328.675)
2x 25MJ Shields (each 85.700)
5x Particle Accelerator Cannon (4xFront and 1xTurret) (each 38956)

cost: 694.855 each

and so, I have 359 of them
Total cost: 249.452.945
Money left: 547.055


Kalu

PS: The best: I don't need any TMs or M1s, because TPs aren't fighters Smile



Last edited by kalu on Thu, 15. Apr 10, 14:44; edited 5 times in total
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Cpt.Jericho





Joined: 17 Jul 2006
Posts: 1983 on topic
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PostPosted: Sat, 10. Apr 10, 12:54    Post subject: Reply with quote Print

Still unable to download Crying or Very sad- I wonder why. Sad


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Spitzeuk



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Joined: 27 Apr 2009
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PostPosted: Sat, 10. Apr 10, 13:11    Post subject: Reply with quote Print

I don't think I'd use a hyperion given the choice, for the same price you can get any M7, or if you picked a shrike you could get an additional 2-6 M3s. If you wanted it just for compatibility with wraiths then I'm sure it would be better value for money to just get some yokohamas or even katanas.

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cyberfuzzie





Joined: 21 Nov 2006
Posts: 58 on topic

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PostPosted: Sat, 10. Apr 10, 16:03    Post subject: Reply with quote Print

I will do a few test to see whether the weapons stay where you put them or not. If not, then there is no problem with just putting all weapons in the cargo bay, else I will modify my script so the weapons can be placed.

cf+

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Merdocharr



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PostPosted: Sat, 10. Apr 10, 17:08    Post subject: Reply with quote Print

Cyberfuzzie, if you are modifying your script, how about making it give the playership a triplex scanner and a salvage insurance?


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Matticus88





Joined: 28 Mar 2009
Posts: 259 on topic

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PostPosted: Sat, 10. Apr 10, 17:41    Post subject: Reply with quote Print

eem.... Don't want to sound pushy but.. When will the teaser battle Video be posted?

I want something to watch while waiting for my copy of x3:gold to arrive since i broke my TC disc Evil or Very Mad (gold was cheaper that TC Rolling Eyes )

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cyberfuzzie





Joined: 21 Nov 2006
Posts: 58 on topic

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PostPosted: Sat, 10. Apr 10, 18:50    Post subject: Reply with quote Print

ok, script updated
same download-link: http://cyberfuzzie.cy.ohost.de/xff.spawnfleets.xml (right-click, save as...)

Triplex and salvage insurances (and video enhancement goggles) will be installed.

For the turrets:
As there is no way (or I don't know it) to get the number of available turrets for a ship before the ship is spawned, there are 7 turrets available at each ship.
Turret #0 are ALWAYS the main guns, even if the ship has none.
The sequence for the other turrets is: front, right, rear, left, up, down.
But if a ship has only n turrets, these are turret #1 - #n.

A few examples:
Titan:
Turret #0: main lasers (none)
Turret #1: front
Turret #2: right
Turret #3: rear
Turret #4: left
Turret #5: up
Turret #6: down

Cerberus:
Turret #0: main lasers
Turret #1: right
Turret #2: rear
Turret #3: left
Turret #4: up
Turret #5: down
Turret #6: -

Nova:
Turret #0: main lasers
Turret #1: rear
Turret #2: -
Turret #3: -
Turret #4: -
Turret #5: -
Turret #6: -

Should be clear now (I hope so).

You do not have to add the weapons as cargo, too, they are added automatically.
As the script has no information whether the selection is possible, everything will be accepted (I have however no idea what happens, if you install 3 cahoonas in a titans main turret), just be careful, what you do.

I can't remeber having said that earlier, so: If you ever make a mistake while adding cargo/lasers, just select the wrong cargo in the menu and press enter, this will remove it.

cf+

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EmperorJon



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PostPosted: Sat, 10. Apr 10, 18:53    Post subject: Reply with quote Print

Quote:
As there is no way (or I don't know it) to get the number of available turrets for a ship before the ship is spawned, there are 7


Why does that need to be done before spawning? Surely you can add the guns as you spawn it.

Quote:
As the script has no information whether the selection is possible, everything will be accepted (I have however no idea what happens, if you install 3 cahoonas in a titans main turret), just be careful, what you do.


There is an option to get array installable lasers in turret:

In weapon information, at the bottom.

Very Happy


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cyberfuzzie





Joined: 21 Nov 2006
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PostPosted: Sat, 10. Apr 10, 19:00    Post subject: Reply with quote Print

There is also a command get number of turrets, but they can only be used on existing ships, not on ship types.

I add the guns after spawning, but you first input a list of all ships, including cargo and weapons, and then both fleets are spawned, so no ship has the chance to fly, before all ships are spawned. And this means that you have to input the weapons, before the ship is spawned, so the script cannot provide you with a list of available turrets.

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EmperorJon



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PostPosted: Sat, 10. Apr 10, 19:09    Post subject: Reply with quote Print

But you can spawn all the ships at the same time. Or alternatively, you can spawn them all, then apply the Command for them to attack.


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cyberfuzzie





Joined: 21 Nov 2006
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PostPosted: Sat, 10. Apr 10, 19:18    Post subject: Reply with quote Print

That's exactly what the script does. First, a list of ships is created, this list also conatains the weapon information, and then all ships are spawned. So at the time the list is created and the weapon information are gathered, no ship exists, so no information about how many turrets are available.

I do not understand, why those commands need a <RefObj> (a ship) and do not work with a Ship Type, as the number of turrets should be the same for each ship of one type, but the commands are as they are, I can't use them with a ship type.

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Stars_InTheirEyes





Joined: 09 Jan 2007
Posts: 995 on topic
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modified
PostPosted: Sat, 10. Apr 10, 19:21    Post subject: Reply with quote Print

OK my fleet, im somewhat.. in a holiday mood so my calculations are most probably wrong... Ok im pretty sure im wrong.

Trans-Intergalactic Terrorists (TiTs)

Im going for a fleet of hard-hitters, hopefully to kill faster than die.

Caps -

1xBoreas (90,989,930)
16xPPC Left + Right (14,958,464)
24xFFA everywhere else (16,005,504) <- if im reading x3tc.ru right which i dont think i am..
5x2GJ shield (3,739,620)

Think thats all..
125,693,518 Cr


1xPanther @ (36,309,152)
4x1GJ (1,196,672)
10xIBL Front, L +R (9,003,100)
12xEBC everywhere else (1,813,728)
ammo x 200 (310,200)

total = 48,632,852

1xDeimos
main 6xPSG
left/right 2xIBL
up/down 1xPSG
back 2xPSG
6x 1GJ

50,436,607

222,959,222

Now, Fighters -

It is with max cargo bay, right?
6x#Deca.Cefa @ (867,300) <- you can buy at Aldrin.
2x25mj sheild (171,400)
2xPMAML (903,744)
4xEEMPC (1,294,848)
2xEMPC (turret) (645,080)
warheads x 30 (27,000)
last minute addition - 2xPoltergeist missles <- not factored into cost, just added after as i assumed i had enough left
total = 3,909,372

x6 =23,456,232

Total cost = 246,415,454


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Last edited by Stars_InTheirEyes on Tue, 13. Apr 10, 22:17; edited 1 time in total
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