X-Verse Fleet Fest I

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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kalu
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Post by kalu » Sat, 10. Apr 10, 12:29

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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Post by EmperorJon » Sat, 10. Apr 10, 12:30

Not buyable.
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kalu
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Post by kalu » Sat, 10. Apr 10, 12:30

argh -.-

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kalu
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Post by kalu » Sat, 10. Apr 10, 12:52

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.

Cpt.Jericho
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Post by Cpt.Jericho » Sat, 10. Apr 10, 12:54

Still unable to download :cry:- I wonder why. :(
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Spitzeuk
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Post by Spitzeuk » Sat, 10. Apr 10, 13:11

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.

cyberfuzzie
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Post by cyberfuzzie » Sat, 10. Apr 10, 16:03

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+

Merdocharr
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Post by Merdocharr » Sat, 10. Apr 10, 17:08

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

Matticus88
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Post by Matticus88 » Sat, 10. Apr 10, 17:41

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: (gold was cheaper that TC :roll: )

cyberfuzzie
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Post by cyberfuzzie » Sat, 10. Apr 10, 18:50

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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Post by EmperorJon » Sat, 10. Apr 10, 18:53

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.
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.

:D
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cyberfuzzie
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Post by cyberfuzzie » Sat, 10. Apr 10, 19:00

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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Post by EmperorJon » Sat, 10. Apr 10, 19:09

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
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Post by cyberfuzzie » Sat, 10. Apr 10, 19:18

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
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Post by Stars_InTheirEyes » Sat, 10. Apr 10, 19:21

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
Last edited by Stars_InTheirEyes on Tue, 13. Apr 10, 22:17, edited 1 time in total.
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Deadbeat_Spinn
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Post by Deadbeat_Spinn » Sat, 10. Apr 10, 19:47

@007bradz,
24xFFA everywhere else (16,005,504)
The price you calculated was the maximum cost of the weapon, average price for 24 FAA is $14,958,432. So you got just over an extra 1mil to spend on things.


That reminds me I need to add Triplex's to my fleet.


Edit: Fleet updated once again, if only I could buy two Mosquito Missiles at minimum price then I'd be at 250mil exactly.

Cpt.Jericho
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Post by Cpt.Jericho » Sat, 10. Apr 10, 23:49

I'm still not confident that Triplex Scanners on fighter do anything. I spawned several fighter with it far away from a Boreas; some without scanners attack me more or less instantly and some with scanners just idled though I was in range of their scanners - therefore: my fleet shall be without upgrades!
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Stars_InTheirEyes
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Post by Stars_InTheirEyes » Sun, 11. Apr 10, 01:35

cyberfuzzie, your script is good and all and im not sure about what others think. but i find it easier to make ships with the cheat package, clone them and what not and change the ownership.
Now, setting xenon and argon next to eachother in tenlar's map is less eventful than porno at a retirement home, so, although youve done great work, could you change your script to make existing ships turn hostile and fight?
The reason i find the cheat package easier is because of the bit about fitting ships. on the CP you just hit install compatible lasers, shields, missles. What puts me off yours is you cant see whats compatible in which turret, and CP is more pratical for this part.

Edit: just been trying out the Cefa's... i must say, i hope you all have good anti fighter cause your gonna need it! Just done a trial and a squad of Cefa's ripped a Carrack apart in seconds with their PMAML's and Poltergeist's.
Description of a PMAML is a system based for Corvettes and Frigates.. yeah.. its on my fighters.
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Cpt.Jericho
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Post by Cpt.Jericho » Sun, 11. Apr 10, 02:29

Your #cefas better stay away from my Deimos with its PSGs or their puny 50MJs shielding will make them blow! before they can even launch their missles :P
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Deadbeat_Spinn
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Post by Deadbeat_Spinn » Sun, 11. Apr 10, 02:40

Cpt.Jericho wrote:Your #cefas better stay away from my Deimos with its PSGs or their puny 50MJs shielding will make them blow! before they can even launch their missles :P
Likewise, one better have something with substance when going against a PSG platform like Cpt.Jericho's Deimos.....or my own.

And you tested against a Carrack who has the weakest shielding of any of the M7's and a ship not allowed in the first competition.

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