[SCRIPT] Assimilator v1.00 by Nividium 10/06/2007

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Nividium
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[SCRIPT] Assimilator v1.00 by Nividium 10/06/2007

Post by Nividium »

Nividium Assimilator Factory for X3 Reunion, Script Package.

Name of Script Package Assimilator
Version Number 1.00
Date Released 10/06/2007
Last Updated n/a
Script Created For X3 Reunion v 2.0.02
File Package Available X3 Script Installer "SPK"

NOTE: Do not use this script with XTM Mod

Download the "SPK" file format package here: Assimilator v1.00

Description:

The Assimilator is a very unique and unusual object. In fact it is sold in all shipyards as an "Unknown Object" because they simply don't know what it is or what it does. But, Nividium knows and will share the secret with you. The fools at the shipyards are selling these "Unknown Objects" for only 64 credits. If they only knew. These objects are actually from an as yet undiscovered Race. Nothing is known of them, their cultures, ships, stations or factories. Yet, these "Unknown Objects" keep turning up and creatures keep selling them to the shipyards for peanuts, so there seems to be a steady supply of them.

Here is what Nividium knows about these "Unknown Objects". They are actually a sealed, self-contained Factory of sorts. They don't seem to have any set Products, but I learned that the Resources are indeed set and consist of the basic minerals and also require energy. When I first had my TL place one of these objects into space, it took about 1 minute and then the name of the object changed and had a red "No Product" tag added and looked like this "Assimilator No Product". This was curious, so I flew over to the object (to within 1km away from it and stopped) and then after about 1 more minute the name of the object changed again. Now it showed "Assimilator Jumpdrive". This was pretty weird. So, I looked at the objects details and it now showed "Jumpdrives" as it's products. How could this be? My ship had a Jumpdrive and so this got me wondering.

So, I had my TL place another one of these objects into space and sent one of my TS near it. Unbelievable, that object then showed a name of "Assimilator Hornet Missles". When I looked at the cargo hold of the TS that I had sent over to it, it had Hornet Missles onboard. Hmm...this was starting to piece together somehow. I believe these objects assimilate whatever comes near to it soon after it is placed into space and then sets whatever ware it finds as it's Product. After many trials, I discovered that it has a preferrance too. If a ship (that is empty) goes within 1km of the object, it will assimilate a Jumpdrive (if one is installed in the ship) if you remove the Jumpdrive and send the ship over to it with a Transporter Device, then it will assimilate that. But, it's primary preferrance is for regular wares (even if a Jumpdrive and Transporter are installed) it will assimilate whatever is in the cargo hold. If multiple types of wares are in the ship's cargo hold, then it will pick one at random and assimilate that as it's Product.

This was incredible. A Factory that can synthesize anything using only base minerals and energy for 64 credits. But, that's not all. I soon discovered that once the object has set it's Product, it just sits there waiting for any ship to pass within 10km of it. Then the thing uses one of those blue eyes it has and Transports (teleports) any base minerals or energy right off the freaken ship. It does not care if it is one of my ships or an NPC ship. It steals the wares it needs in order to produce it's set Product. This was very strange indeed. But, it gets even more strange. I asked myself, the object doesn't even have docking ports, so how the heck do you get the Products out of it? There are no docking ports on these objects. Also the size of these objects are Xtremely small, giving rise to the belief that they must use some unbelievable compression technologies in order to store all that base minerals and products.

Well, same deal as how it steals wares off of ships that pass by, it also beams Product to any of your ships, if they pass within 10km of the object. Need a Jumpdrive? Fly one of your ships within 10km of an "Assimilator Jumpdrive" and it will beam one over to that ship (if one is not already installed). Same deal with the Transporter Device. It does not set as Product any other ship extensions though. But, who cares. Any Product you want plus Jumpdrives and Transporter Devices to boot. All for 64 credits. Don't tell the Shipyard owners about this!

There are numerous tactics and strategies to best placing these objects to maximize the free resources they can steal. You figure it out. Plus, you can always manually top-up any resource that it is not getting. Keep it fed. Also, these objects refuse to allow any ship to assign it as it's HOMEBASE. So, forget about that. I sure would like to know more about the Race that created these objects, I bet they have some pretty cool stuff in their Sectors. Maybe we will see more types of "Unknown Objects" in the future.

NOTE: Usual warning applies. This script may not be compatible with other scripts/mods. This script package should not be used when playing the game for the first time or a Plot-Based game. Make a backup of your saves before installing using this script package.

Required Equipment: none

Installation: Use the X3 Script Manager/Installer.

Uninstall: Use the X3 Script Manager/Installer. There is no uninstaller for this. You buy the objects and keep them.

Version History: Version 1.00 Initial Release.

Command Slots Used: none

Text File Used: 448090.pck
Last edited by Nividium on Sun, 7. Oct 07, 10:39, edited 1 time in total.
RaGodofTehSun
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Post by RaGodofTehSun »

Very awsome
Thraxwhirl
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Post by Thraxwhirl »

Sounds impressive - my only quibble is the price. These things really should cost an ENORMOUS amount of money, IMHO.

Otherwise, very very good.
Pogi
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Post by Pogi »

.................. :o
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fud
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Post by fud »

Thraxwhirl wrote:Sounds impressive - my only quibble is the price. These things really should cost an ENORMOUS amount of money, IMHO.

Otherwise, very very good.

I agree. Just add six zeros to it and I think it'd be about right. :)
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Nividium
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Post by Nividium »

fud wrote:
Thraxwhirl wrote:Sounds impressive - my only quibble is the price. These things really should cost an ENORMOUS amount of money, IMHO.

Otherwise, very very good.

I agree. Just add six zeros to it and I think it'd be about right. :)
Yes, I know the price is very low. But the X3 game sets the price for items sold in Shipyards, so I don't want to tamper with that. Great bargin that's for sure. Funny thing happened while I was working on another script package. I was adding Energy Cells to my ship to get ready for a Jump to a test area I was working on and everytime I went to Jump, it said I did not have enough fuel. I must of refueled my ship like 5 times wondering what the hell is going on. Then it dawned on me when I looked in the corner of my eye, yup, there was an Assimilator there stealing my fuel. I completely forgot about those guys and laughed my head off when I realized what was going on :D
Thraxwhirl
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Post by Thraxwhirl »

Lol. Maybe you ought to reduce the range of its sensors.

OR perhaps change it so that it only assimilates cargo from docked ships?

Just a thought. :)
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Nividium
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Post by Nividium »

Thraxwhirl wrote:Lol. Maybe you ought to reduce the range of its sensors.

OR perhaps change it so that it only assimilates cargo from docked ships?

Just a thought. :)
Yes, I did play around with reducing the range, but then the NPC would seem to stay too far away from them to assimilate anything :D

Docked ships? These Assimilators don't have any docking bays to dock at :D
GlorfindelX
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Post by GlorfindelX »

So I checked out the assimilator, bought and deployed it, and sidled up to it in my LX. Then I saw the name change: Assimilator: Autonomous-Hull Repair System.

It had a cycle time of, I kid you not, 360 days. It required 77 million ECells. I blew it up after that.

Still, I'm going to see if I can make XTM military shields in it. :twisted:
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Nividium
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Post by Nividium »

So, I guess this script is not compatible with the XTM mod then.
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Nividium
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Post by Nividium »

GlorfindelX wrote:So I checked out the assimilator, bought and deployed it, and sidled up to it in my LX. Then I saw the name change: Assimilator: Autonomous-Hull Repair System.

It had a cycle time of, I kid you not, 360 days. It required 77 million ECells. I blew it up after that.

Still, I'm going to see if I can make XTM military shields in it. :twisted:
It was designed not to assimilate any "installed" equipment, except for Jumpdrives and Transporter Devices. But, with XTM screwing the X3 game up anythings possible I suppose.
B-O'F
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Post by B-O'F »

Hi Nividium,

I know that I have told you that I am not installing other scripts at the moment, as I need a stable platform for the scripts that I am currently writing ----- but this one is a real temptation.....

Nice, slightly warped (in the right direction) write-up.. F*ing briliant idea.. Must remember to use my Effing Lump (modified Elephant) to service it...

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killuminati-ita
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Post by killuminati-ita »

Very smart idea Nividium! :)

And know I'm thinking.. would it be possible to use a device to beam products over ship from a station, using the way your script works?

That is, an M6(7/8 XTM) or M1/2 (wich can't dock to anything smaller than a EQ-PHQ) could be loaded with weapon produced from complex/station without the need of an expensive and almost useless EQ-dock.
This would be a really nice logistic improvement!
Think about it!

BTW very good script ;)
CYA
E POI IL PYTHON E' SGRAVO!! ^^
Thraxwhirl
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Post by Thraxwhirl »

Nividium wrote: Yes, I did play around with reducing the range, but then the NPC would seem to stay too far away from them to assimilate anything :D

Docked ships? These Assimilators don't have any docking bays to dock at :D
Errrr... then how do you make use of whatever goods they've assimilates and started producing?

I don't get it.

You've got an assimilator churning out, say, Jumpdrives, but how do you put those jumpdrives into your ships if you can't dock them at it? :?
Killa17
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Post by Killa17 »

Read the OP...it says the Assimilator will beam the product over automatically once it get in range.
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Nividium
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Post by Nividium »

killuminati-ita wrote:Very smart idea Nividium! :)

And know I'm thinking.. would it be possible to use a device to beam products over ship from a station, using the way your script works?

That is, an M6(7/8 XTM) or M1/2 (wich can't dock to anything smaller than a EQ-PHQ) could be loaded with weapon produced from complex/station without the need of an expensive and almost useless EQ-dock.
This would be a really nice logistic improvement!
Think about it!

BTW very good script ;)
CYA
Yes, I think there is a script out (don't remember the name of it) that uses Transportor device to beam stuff from a Station to a ship within range, but I believe it is a manual "select staton, select ship, select product, select qty etc" type script.

Yes, it is possible to have an automatic beam over (transport device) that would automatically beam stuff over to any ship from any station (if ware class transport is compatible) ie a Discoverer can't carry Lasertowers, so code needs to check for that and not beam anything if a Discoverer comes near etc. A person can decide in advance how and under what conditions that an "automatic beam over" would take place and write the code for that. Could be generalized or very specific. However, my concern is tht XTM is screwing with regular wares and regular "installed" type status, so any script any Scripter writes may/maynot work with XTM thus making any scripting effort a waste of time.
Gammel
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Post by Gammel »

Wow, how nifty.
I might give these a raz. Save a bundle in buying wares like transporters, jumpdrives and ooooohhhhh Cartel Shield Hackers! :o
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Boris_The_Blade
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Post by Boris_The_Blade »

Well this will save me some cheating time now!
First getting my hands on some Nividium first.......then i'll make my Khaak Fleet :D

Though getting some kyons is another problem too :D

Awsome work, cheap so i can afford it now!
bob hope
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Post by bob hope »

hmmmm maybe it would be fun to assimlate off everyone and then give stuff to everyone, i would then put this script in just to then get it to make spaceflies, and watch as every ship panicks because its been pumped full of spaceflies :D

or space fuel/spaceweed in the sectors that the stuff is actually illegal in, way to main the whole economy really lol
About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"

i was born and raised argumentative i dont mean to offend ...... sorry
Lancefighter
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Post by Lancefighter »

/me pokes the thread

Should the ware in the SY be 0? That is what I am getting...

/me is annoyed

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