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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BeidAmmikon
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Post by BeidAmmikon »

Try this version, Excel 97-2003 of the original (XLST Excel file) fleet calculator: click here.
It worked for me.

It is noteworthy to mention that you have to enter the name of the first ship on the first line immediately below the "Ship Type" cell, otherwise you get a Circular Reference warning that you'll want to Cancel.

If it works for you as well, and if you ever encounter me in battle, I claim to have the right to pwn your first-born capital ship :twisted:
For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
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imperium3
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Post by imperium3 »

BeidAmmikon wrote:Try this version, Excel 97-2003 of the original (XLST Excel file) fleet calculator: click here.
It worked for me.
Works for me too. How did you manage that?
BeidAmmikon
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Post by BeidAmmikon »

When saving as 97-2003:
Step 1
Step 2
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Spychotic
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Post by Spychotic »

Thanks BeidAmmikon. Though one last piece of criticism; you've saved all cells to display the font as white, which on the white cells is a bit of a boo-boo :wink:

Anyway, ta muchly again for this from all of us luddites who still use seven year old Microsoft products :roll:

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Post by BeidAmmikon »

:) Well, Spychotic, I didn't even touch the font color - it must've been my colour scheme (?) or something else, that I cannot put my finger on right now.
Anyway, good to hear it's functional. You may follow the steps I've provided and save it in any color you want.

I'll leave the ZIPped 97-2003 package here, at least until someone replaces the initial XLST or bundles the two versions together for the taking.

See ya (in an unknown sector) ;)
For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

Well I still get the whole #NAME? thing and it's still not functional (for me at least). :evil:

Granted I don't mind building a fleet the old fashioned way, I did it once before and I don't mind too much doing it again though it does take longer. In fact I have several fleets already designed for future XFF fights but they remain incomplete/unfinished until the new rules are stated.


On to other matters, the remaining eight fleet layouts (those who have already fought and survived Round 1) have been finished.

I noticed a few things while doing the layouts,

1. Weapons mounted where they can't be mounted.

2. Though I suspect it's deliberate on part of the fleet submitters, the underarming of ships.
As an example: Mutiny's Thresher. A Thresher can mount 21 guns but his Thresher is only mounting 11 meaning the ship's only half armed.
I know that we take the size/power of the weapons generator into consideration when using energy based weapons and we don't want to deplete the power in a matter of seconds.


So minor suggestion when it comes to XFF II: Those who submit a fleet need to make sure that a given weapon can be mounted in the place wanted. It would also be best for fleet submitters to check up on the thread at least once one week (7 days) prior to the deadline to make sure there are no issues/problems/concerns with their fleet.


Edit: This is assuming Kha'ak/Xenon allowed into XFF II. Now their price of course is ridiculously cheap when it comes to certain ships belonging to them, so my idea is this:

As an example, the M1. Take the cost of all vanilla M1's (barring the Aran) then divide by the number of races to get an average price and make that the price the cost of a Kha'ak/Xenon M1.

Code: Select all

Colossus:          $ 67,092,098
Shark:             $ 61,950,215
Zeus:              $ 86,730,365
Galleon:           $ 86,657,160
Raptor:            $ 80,535,235
Condor:            $ 68,145,250
Tokyo:             $ 68,226,890
Hoshi:             $ 79,987,855
Shuri:             $ 67,092,098

Total:            $ 666,420,166

Divide by 9

Average M1 price:  $ 74,046,685
And make that the buying price of a Kha'ak/Xenon M1.
Last edited by Deadbeat_Spinn on Sat, 10. Jul 10, 11:47, edited 1 time in total.
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Aro
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Post by Aro »

Then add another 40 mil due to Kha'ak stuff being able to obliterate most things...
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Post by Cpt.Jericho »

Except any M2 and most M1 when firing PPCs or PSPs. Heck, leave the Khaak out of this; the KE would probably be even worse than Solano spams.
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X2-Eliah
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Post by X2-Eliah »

Nasty thought, Kha'ak scout spams anyone?
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Spychotic
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Post by Spychotic »

*shudders*
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Technojerk36
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Post by Technojerk36 »

I was hoping to keep XFF II to buy-able ships only. Also, I had an idea that you could only buy ships from one race. This way we would have all Spilt or all Terran fleets. Even an all OTAS fleet :o (of course there would be the ship number rule so Solano spam wouldn't be a problem).

Anyways, I'm doing the Olterin vs stemardue match later today. Right now, I'm encoding the two videos from the previous two matches.
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BeidAmmikon
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Post by BeidAmmikon »

Please, check this out. It's the Fleet Calculator in .NET 2.0 version, which you can download from Micro$oft if you don't have it installed already.
Just unpack the ZIP into a folder and run the exe.

Here is the interface (nevermind the background, it's part of my color scheme)
I want FEEDBACK!
Aka, tell me what's wrong with it, I've been toiling for 5 hours today to make it and now I don't have the patience to test it, even for my fleet. Thoroughly, that is :roll:
For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

@TJ, I'm not so sure on that rule, I mean if a player wants to limit themselves to one race they can. IIRC in XFF I we had one race only fleets submitted for nearly every X Universe race (from the buyable factions).


@BeidAmmikon, Wow. Now I can say I have a functioning calculator. :wink:

One minor thing if you run on a 64 bit system the .NET 2.0 won't install, I just tried. But the Calc works fine. I gather it was built on imperium3's/ashkrowe's/D.B.S.'s work?

I'll see if I can break it.

Out of curiousity what do you know about the director?


Edit: Testing.

You might want to pull the Starburst or give it the same price as the Arrow since it's current price is 0. When I was inputting the costs, the Starburst was one of a few select ships I couldn't get a price for.

The Kea Enhanced (Special) however does need to get pulled. I think that one is the overtuned version from the Tormented Teladi gamestart. Oddly the overtuned Hyperion Vanguard wasn't on the original list.

This might be only me but on ships/weapons/missiles, the text on very last one that's on those lists is cut off (Zeus, TB, and, Wraith, over half is hidden).
Last edited by Deadbeat_Spinn on Sat, 10. Jul 10, 13:50, edited 1 time in total.
BeidAmmikon
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Post by BeidAmmikon »

Deadbeat_Spinn, I know nothing about the mission director, or other innards of the X games.

Anyone can just open the text files in the "datafiles" folder (which is in the same place as the executable) and add, modify and delete names and prices. Then, fire off the program again to load the new lists.
Be careful though, leave the pairs consistent with the model (name,price). If the price is missing, then it is considered to be 0, like for Space Fuel (ahem...)

I've been building this from scratch, arithmetics-wise that is. The text files are just composed of the CSV-ed columns in the original XLST file, and the program just reads them line by line, in (name,price) pairs. For those interested, here is a chunk of the code, it's pretty much spaghetti code, but it'll get polished in due time.
For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

I've seen worse code. I think it's quite readable but that's because I've been doing coding as of late (but I'm still a rookie/n00b at this). :D


Suppose I should bring a few other things,

1. Is it possible to put restrictions on what a given ship can mount?
I ask since I took an Arrow and armed it with PSP's. If not, then I don't think it's too big of a deal since the fleets have to get coded and like before I plan on checking the ships prior to coding to make sure things are on par.

2. The number of weapons a given ship can mount. But like #1 it can be dealt with during coding.


And no, I do not want to face your fleet....though I said the same about Tenlar's and I ended up having to go against him.
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Post by Cpt.Jericho »

Calculator works fine on my computer. Only the Weapons sheet seems to have a slight malfunction: I can add up to 100 units, no more. Missles, Shields etc. seem to work fine in that respect. A workaround of this problem is to add the weapons package-wise (to get 300 PACs (which is a realistic number!) I add 100+100+100)
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BeidAmmikon
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Post by BeidAmmikon »

Thanks a lot for testing, this program has eaten half of my day already but I'm glad no Major errors have been reported.
Ah well, luckily it's summertime, when the weather is fine... :roll:

That 100 for weapons is a hardcoded malfunction :)
So, tell me the maximal amounts and I'll change them. As of now, the minimum amount for everything is 1, and the maximum amount:
Ships: 400
Weapons: 100
Missiles: 100,000
Wares: 100,000
Software: 400
The increment is 1 unit.

I've put a slider to modify the price limit, up to 500,000,000 in steps of 1 million, but there's room for more :)
For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
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Technojerk36
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Post by Technojerk36 »

First off, let me thank all who spent their time getting the director fleet spawner working. It saved me a lot of time. :)

And, congrats to Olterin for his victory over The Desperate Ronins.

On a slightly different topic, when I first tried to record this battle, I accidentally chose Savage Split as my start. When the message popped up on whether to spawn the fleets or not, I said the heck with it and spawned the fleets in. Surprisingly my FPS was at a constant 20! (This is without recording). It was really fun to watch the sector ripped apart by like a gazillion shots of capital grade weaponry :D

I can't wait to try this out in M148 :P
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BeidAmmikon
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Post by BeidAmmikon »

I have cleaned some bugs off my calculator, and have improved and extended it a bit. Among other things, now it shows a listing of ships in each class and can display the whole fleet.

You can download it from here (click). I would insert this link it into my signature, but there's not so much place left there 8)

Now I'm finally able to calculate the composition of my fleet myself :roll:
For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
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Aro
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Post by Aro »

@TJ, that was the spawner 1.0. Did you want any changes for the next fight? Thanks to DS for the ship list!

@BA, sent a PM... will post here anyway. You may find it simpler to make a reply on the script thread then go back and edit your posts with download info to point to that xff script post/topic.


@Everyone!
Take a moment. Sit right there. Look at how big this thread is. Seriously. Then take a gander at the stuff in the scripting offshoot. Are we insane?

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