[Script][14-June-2010] Asteriod Fusion - v4

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Lordaeron
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Post by Lordaeron » Sun, 6. Jun 10, 18:29

Done!

Ok, roids of 300< are a toal waste and the "jumps" of 100< roids are also not that effective.

I suggest a the 300 as the possible maximum and I would post these numbers in your initial post as a guidance for the players.

EZs and Ore Numbers are "per hour" (3600s).
40-41 = 7200 EZs, 1200 Ore, 60s CT
42-45 = 7714 EZs, 1286 Ore, 70s CT
46-49 = 8308 EZs, 1385 Ore, 65s CT
50-53 = 9000 EZs, 1500 Ore, 60s CT
54-59 = 9818 EZs, 1636 Ore, 66s CT
60-65 = 10800 EZs, 1800 Ore, 60s CT
66-74 = 12000 EZs, 2000 Ore, 63s CT
80-89 = 13500 EZs, 2250 Ore, 64s CT
90-99 = 15428 EZs, 2571 Ore, 63s CT
100-119 = 18000 EZs, 3000 Ore, 60s CT
120-149 = 21600 EZs, 3600 Ore, 60s CT
150-199 = 27000 EZs, 4500 Ore, 60s CT
200-299 = 36000 EZs, 6000 Ore, 60s CT
300-599 = 54000 EZs, 9000 Ore, 60s CT
*** 60 EZs per 1 Ore after this point! ***
600-1000 = 1080000 EZs, 18000 Ore, 60s CT
Last edited by Lordaeron on Mon, 7. Jun 10, 17:06, edited 1 time in total.

mark_a_condren
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Post by mark_a_condren » Sun, 6. Jun 10, 19:16

Lordaeron

As suggested, your production values have been added to the OP.

I'm in the process of scripting the user input for max Asteroid yield now, the default value will be 300.

Thank you for your effort, and credit for your work has been given in the OP.

Many thanks
MarCon

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Lordaeron
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Post by Lordaeron » Sun, 6. Jun 10, 19:43

cheers!

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Post by Sorenson » Mon, 7. Jun 10, 05:57

Based on Lord's table, would it be possible to establish two limits on asteroid yields? The first would be a "soft" limit that kicks in at 300 yield, but can be overridden if the player so chooses, whereas the second of 600 is final no matter what. Heck, maybe even use three limits: 200, 300, and 600.

I also had a rather interesting idea of sorts regarding a different means of condensing and creating asteroids to allow for more exact mineral concentrations, though I'm not sure how easy or hard this would be to code:

A) When installed, the script holds four values in the save game memory: StoreAsterOre, StoreAsterSil, StoreAsterIce, StoreAsterNiv
B) When you run the Asteroid Fusion command (though I don't think it can be exactly called this with the idea I've got) you get a prompt for two different actions: Absorb Asteroids, Create Asteroid, and Check Stored Yields. Each one prompts you for a specific asteroid type.
C) Absorb Asteroids, when an asteroid type is chosen, finds the total yield of all the scanned asteroids of the chosen type in the sector of the executing ship, adds this to an appropriate StoreAster value, and removes the affected asteroids from existance. If no scanned asteroids of the type are available it kicks back an audio error message.
D) Create Asteroid, once you've chosen a type, goes to the sector map and prompts you to choose a location. Once the location is chosen, you're then prompted to assign a yield to the new asteroid. If the amount entered is equal or less than the amount that is the StoreAster value of the specific type, the asteroid is created and that amount deducted from the affected StoreAster value. If greater, kick back an audio error message.
E) Check Stored Yields kicks back a log message with a listing of the player's current values for each of the StoreAster values.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.

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Lordaeron
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Post by Lordaeron » Mon, 7. Jun 10, 13:55

Sorenson wrote:Based on Lord's table, would it be possible to establish two limits on asteroid yields? The first would be a "soft" limit that kicks in at 300 yield, but can be overridden if the player so chooses, whereas the second of 600 is final no matter what. Heck, maybe even use three limits: 200, 300, and 600.
Thats my suggestion, basically. The "soft limit" is the player choosen and the "hard limit" is 599 (600 is the first bad yield size).
And I think that 2 limits are enough, I dont see a reason for a 3rd.

@your other suggestion points
I think thats a little to easy then, you could clear up a whole system within a few seconds and thats boring in my opinion.
People should have to manage and think more.
Btw. you would need more then 5 TLs to do this in Orebelt cuz high the amount of energycells you would need.


EDIT:
Just realized that Silicon got total different numbers, starting a Silicon table now. :evil:

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Lordaeron
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Post by Lordaeron » Mon, 7. Jun 10, 16:09

Done with the Silicon table.

Yes, I also spawned a 2000 Silicon Roid and I hoped it would need a whole sector but .......... :(

(Numbers are per hour and with a L size Mine)
88-91 = 1600 EZs, 667 Sil
92-95 = 16615 EZs, 692 Sil
96-99 = 17280 EZs, 720 Sil
100-103 = 18000 EZs, 750 Sil
104-108 = 18783 EZs, 783 Sil
109-113 = 19635 EZs, 818 Sil
114-119 = 20571 EZs, 857 Sil
120-125 = 21600 EZs, 900 Sil
126-132 = 22737 EZs, 947 Sil
133-140 = 24000 EZs, 1000 Sil
141-149 = 25412 EZs, 1059 Sil
150-159 = 27000 EZs, 1125 Sil
160-170 = 28800 EZs, 1200 Sil
171-183 = 30857 EZs, 1286 Sil
184-199 = 33231 EZs, 1385 Sil
200-217 = 36000 EZs, 1500 Sil
218-239 = 39273 EZs, 1636 Sil
240-265 = 43200 EZs, 1800 Sil
266-299 = 48000 EZs, 2000 Sil
300-341 = 54000 EZs, 2250 Sil
342-399 = 61714 EZs, 2571 Sil
400-479 = 72000 EZs, 3000 Sil
480-599 = 86400 EZs, 3600 Sil
600-799 = 108k EZs, 4500 Sil
800-1125 = 144k EZs, 6000 Sil
1126-2000 = 216k EZs, 9000 Sil


Do I want to do that again with Ice? hmmm..........


PS: I found a mistake in the OP
600-1000 = 108000 EZs, 18000 Ore, 60s CT
should be:
600-1000 = 1080000 EZs, 18000 Ore, 60s CT

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Post by mark_a_condren » Mon, 7. Jun 10, 17:50

@Sorenson

I like the idea, sort of an Asteroid Bank, but, it sort of defeats the purpose of this script. I do think thought it would probably make a good stand alone script on its own. if you want to take a stab at it, go for it, otherwise i'll look at doing it when i get v3 of Asteroid Fusion released.


@Lordaeron

Error in production values fixed, and Ore and Silicon production Values moved to the third post to keep them together without cluttering things up.
Hmmm..... Ice, ... is there enough of it to worry about?

Thanks again to both of you for your efforts.

MarCon

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Lordaeron
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Post by Lordaeron » Mon, 7. Jun 10, 18:41

Mission accomplished, I guess. ;)

Good work.


*back to play with my new M.A.S.K. Condor, before wife gets back home* :D

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Post by Sorenson » Tue, 8. Jun 10, 01:06

Lordaeron wrote:Thats my suggestion, basically. The "soft limit" is the player choosen and the "hard limit" is 599 (600 is the first bad yield size).
I'm afraid you're wrong on that: I've tested this on two different complex constructor sites and both have kicked back a result of 108000 ECs for 18000 Ore an hour. To be doubly sure I then booted up TC and made three asteroids of 200, 300, and 600 yield and plonked mines on all of them, and each one complies to the standard EC consumption rate for vanilla RelVals of 6 EC per 1 Ore; 100 to 600, 150 to 900, and 300 to 1800 per minute.
And I think that 2 limits are enough, I dont see a reason for a 3rd.
The only reason I'm suggesting a 200 is because I know that there're a good number of sectors where the total yield sits between 200 and 300, and 200 yield is the first level at which you need an extremily large amount in order to reach the next level of productivity.

EDIT: Welp, this came about three posts too late, disregard then.
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Lordaeron
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Post by Lordaeron » Tue, 8. Jun 10, 02:10

Damn sorry, my bad. Dont know what Ive read there. Youre correct Sorenson.

@Mark
remove -> *** 60 EZs per 1 Ore after this point! ***
edit to -> 600-1000 = 108000 EZs, 18000 Ore, 60s CT


Sorenson wrote: The only reason I'm suggesting a 200 is because I know that there're a good number of sectors where the total yield sits between 200 and 300, and 200 yield is the first level at which you need an extremily large amount in order to reach the next level of productivity.

EDIT: Welp, this came about three posts too late, disregard then.
Well, you will be able to see the possible total yield of the sector and if you want to set it up effective, you will play around with the numbers in this sector.
If you then know, what is possible in this sector and what roid sizes you want there, then you set the limit for it.
Besides that, I dont see a way to script 2 variable limits there.

Let Mark release v3 and take a look, I think you will like it.

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Post by mark_a_condren » Tue, 8. Jun 10, 04:44

Version 3 coming soon.

Sorry about the release of a different version every couple of days people, I know it's a pain to have to keep up with releases and downloads when it's done that way, my appologies.

A full list of changes will be in the change log on release.
A German translation will also be available thanks to Lordaeron.

******************

Ore production values list edited.

It is becoming very apparent that an ingame script to calculate the production values for an asteriod yield would be very handy for a script like this and for general use. (any volunteers?)

EDIT:
Version 3 is with filefront, awaiting approval. I will post links as soon as available.

MarCon

mark_a_condren
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Post by mark_a_condren » Tue, 8. Jun 10, 14:46

Version 3 Now Available for Download from the OP.

Now Available in the following languages;
- English
- German

Change Log
08 – June – 2010 ->
  • New
    - User settable Max Asteroid yield limit for new Asteroids.
    - Colorized Asteroid entries that go over this limit.
    - Max Asteroid yield limit colorized to indicate yield production efficiency.
    - Audio message after new asteroid creation.
    - Asteroid selection Menu has Asteroid counts added to each field.

    - German language version available.

    Changed / Fixed
    - Energy cell requirement changed to 100 Energy Cells required per 1 Asteroid yield up to a Max of 5000 Energy Cells per Asteroid.
    - Typos in text file.
    - Some menus have had visual enhancements.
MarCon

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Post by travisdh1 » Tue, 8. Jun 10, 16:20

Just as a quick reference XL SPPs will product a little more than 88480 EC per hour. Might make it a bit easier to plan asteroid sizes accordingly.

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Lordaeron
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Post by Lordaeron » Thu, 10. Jun 10, 17:27

Hey Mark, you were looking for the yield formula.
Its in the first code box of this topic -> Link. (X3:R and X3:TC formulas are the same.)

I also made a small calculator based on this formula with OpenOffice Calc. -> Link
(not sure if it works with the english OOC)


Edit:
I made a another calculation and went through to yields of 5000.
What you get with Ore at 600 and with Silicon at 2400 is the maximum.

@Mark
Please change following lines in the tables.
600-1000 = 108000 EZs, 18000 Ore, 60s CT
to:
600-... = 108000 EZs, 18000 Ore
**and**
1126-2000 = 216k EZs, 9000 Sil
to:
1126-2399 = 216k EZs, 9000 Sil
2400-... = 432k EZs, 18000 Sil

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Post by mark_a_condren » Fri, 11. Jun 10, 13:27

Lordaeron

Posts have been updated, thanks for the updated information, your updates have been invaluable.

Also, thanks for the links, I will put them to good use. :D

EDIT:
I also made a small calculator based on this formula with OpenOffice Calc. -> Link
(not sure if it works with the english OOC)
It works just fine, thank you. :thumb_up:

MarCon

mark_a_condren
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Post by mark_a_condren » Sat, 12. Jun 10, 20:44

Hi All,

Ok, just thought i'd let you know that there will be an update to Asteroid Fusion in the next day or so.

Yes i know its just been updated and before you get your knickers in a twist and ya Bra in a bunch, i wouldn't be doing it if i didn't think it was worth it with some added content.

As no one answered my sad call for an ingame Mine Production Calculator i figured i may as well do it myself.

As a special bonus offer with every download of Asteroid Fusion v4 you will get the new built in Mine Production Calculator.

As the Mine Production values of both fused and vanilla Asteroids has become a topic of conversation as of late, and i was kindly pointed to the values required to make the calculations i have incorperated it into Asteroid Fusion v4.

At present, only Ore and Silcon values are available, i'll add ice when i get the production values to use.

As you can see, the Asteroid Selection Menu now has a new entry. Mine Production +
[ external image ]

Selecting this collapsable menu section will open the Mine Production values for the selected Asteroid(s).
[ external image ]

For those of you who would like to see the figures that went into the calculation, to double check in your own applications, these can be found under the revealed Technical Information + section.
[ external image ]

This can be used on single or multiple asteroids, only 1 asteroid needs to be selected to make this section available. If you just want to check the values for that lone asteroid in the sector, not a problem as fusion does not have to be performed, just escape back out of the menu.

Hopefully, this will make choosing the right asteroids to use just that little bit easier.

Will be uploading to filefront tomorrow and then just waiting for it to be put up on their site.

If you have any suggestions before then, let me know.

EDIT:
13-June-2010
V4 files are submitted to Filefront and awaiting posting on their site.

MarCon

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Lordaeron
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Post by Lordaeron » Mon, 14. Jun 10, 01:43

Now we need a way to disable the respawning of asteroids. Doesnt make sense if you tide up a sector and the roids respawn.

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Post by mark_a_condren » Mon, 14. Jun 10, 06:46

Asteroid Fusion V4 now available for Download from the OP.

The OP has been updated with the Download locations for version 4 of Asteroid fusion.

Changes in Version 4
13 – June – 2010 -> V4
  • New
    - Mine production values added via Mine Production calculator in the Asteroid selection menu.
I hope the changes and inclusion of the Mine Production Calculator are of benifit to you.

As always feedback and suggestions are always welcome.

@ Lordaeron
Sounds like an idea for someone to tackle (not me).

MarCon

JoeTheDestroyer
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Post by JoeTheDestroyer » Wed, 30. Jun 10, 03:34

Wrote a little program to help me select the optimum asteroids to fuse together and I though others might find it useful.

Instructions are in the readme included in the zip file.
link
(Java 1.6 required)

Here are two examples of the output of the program:
Rhy's Desire - Silicon
Rhy's Desire - Ore

It does what I need so I probably won't be releasing any updates... the source is included, though, so anyone with the inclination/skills feel free to release updates.

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Post by mark_a_condren » Wed, 30. Jun 10, 09:00

JoeTheDestroyer

Interesting utility you have created there. Thanks for posting so others can use it.

I'm going to copy your post to the OP to make it easier for people to find and know it exsits.

One thing, can you change the formatting for the readme to something a bit easier to read please.

Thanks for the effort you have put in in creating this complimentory software.

MarCon

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