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kalu

Joined: 22 Sep 2009
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Posted: Sat, 10. Apr 10, 12:29 Post subject: |
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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

Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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kalu

Joined: 22 Sep 2009
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Posted: Sat, 10. Apr 10, 12:30 Post subject: |
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argh -.-
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kalu

Joined: 22 Sep 2009
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Posted: Sat, 10. Apr 10, 12:52 Post subject: |
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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 
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 Location: Outer Space

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Posted: Sat, 10. Apr 10, 12:54 Post subject: |
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Still unable to download - I wonder why. 
_________________ Winner of 350 Mil class of X-Verse Fleet Fest Italiano
Boycotting Steam since CS 1.6  |
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Spitzeuk
Joined: 27 Apr 2009 Posts: 77 on topic

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Posted: Sat, 10. Apr 10, 13:11 Post subject: |
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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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Posted: Sat, 10. Apr 10, 16:03 Post subject: |
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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
Joined: 23 Sep 2009 Posts: 78 on topic Location: Queen's retribution

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Posted: Sat, 10. Apr 10, 17:08 Post subject: |
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Cyberfuzzie, if you are modifying your script, how about making it give the playership a triplex scanner and a salvage insurance?
_________________ Cargo bay now contains... Xenon P |
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Matticus88
Joined: 28 Mar 2009 Posts: 259 on topic

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Posted: Sat, 10. Apr 10, 17:41 Post subject: |
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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 (gold was cheaper that TC )
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cyberfuzzie
Joined: 21 Nov 2006 Posts: 58 on topic

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Posted: Sat, 10. Apr 10, 18:50 Post subject: |
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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

Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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Posted: Sat, 10. Apr 10, 18:53 Post subject: |
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| 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.

_________________ _______________________________
The Trade Plugin - Finally out of Beta.
STFUnit - Military Plugin
Find All Crates/Ships!
I Feel Like Killing GoD. |
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cyberfuzzie
Joined: 21 Nov 2006 Posts: 58 on topic

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Posted: Sat, 10. Apr 10, 19:00 Post subject: |
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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

Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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cyberfuzzie
Joined: 21 Nov 2006 Posts: 58 on topic

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Posted: Sat, 10. Apr 10, 19:18 Post subject: |
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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 Location: Plymouth,UK

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Posted: Sat, 10. Apr 10, 19:21 Post subject: |
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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
_________________ This sı not ǝpısdn down.
Laika - first animal in space, will not be forgotten.
Last edited by Stars_InTheirEyes on Tue, 13. Apr 10, 22:17; edited 1 time in total |
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