Fleet Cost Calculator and Squadron Builder - design your fleet (UPDATED 26 Sep 2010)

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BeidAmmikon
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Fleet Cost Calculator and Squadron Builder - design your fleet (UPDATED 26 Sep 2010)

Post by BeidAmmikon »

Last updated on: 2010, September 26
[link removed]

I have made a piece of software that allows you to calculate the cost of your fleet in X3:Terran Conflict.
- either because you would want to take part in the X-Verse Fleet Fest and are limited by a cost ceiling for the entire fleet - ships, weapons, missiles and equipment - such as 250,000,000 Credits, or 500 Points.
- or because you want to see how much it has cost you the humongous fleet that you got, with no Player Headquarters to station it to (just kidding)
- or because you want to check on how much will cost you to outfit a single ship
- and for who knows what else.

So - let's have some links for starters, to see where this idea came from.

The original idea of Mutiny for what Fleet Fest should be about is here. A comprehensive reference for names and prices of all X-Universe tech and ware is here.
An Excel calculator can be found here (Excel 2007), and here (97-2003, but it's not guaranteed).
The technicalities of Fleet Fest procedures are here.


Before downloading the Calculator you may want to see its gorgeous interface. Not too much to be worried about, since it's been designed with ease of use in mind - not that simply adding and subtracting prices is something difficult, but anyway.
---- Click here to see it----
---- The actual calculator can be downloaded by clicking here (ZIP archive) ----
The program needs no installation, and when you want to get rid of it you just delete it. When I announce an update, you'll have to delete anything you've extracted from the ZIP archive and place the new version there.
In the ZIP archive there are essential files only:
- xfcalc.exe
- folder: datafiles
which contains the files
- xitems.xml
- xitems_de.xml
- xitems_it.xml
This folder needs to reside in the same folder with the executable (xfcalc.exe), so you can just create a folder for the Fleet Calculator and extract these files from the ZIP archive into it.


- - - - - - - - - -

Since the August 9, 2010 update, these files are not necessary anymore - they are embedded into the executable file, but you can still extract the XML file for your language. Please let me know if you encounter any problems with the program because of this. The old version, with the external XML files, is here (click)
As such, the following information applies to the old version, so ignore it if you use the version without the external XML files.

Subsequent updates since August 9, 2010 are significantly changed from the previous versions, so I strongly advise to use the latest version of the program, without the external XML files.

You can modify the contents of the XML files, NOT their names, as explained below. Be wary though - you must maintain its original structure.
The XML files hold all the info about ships and equipment - name, price, size (S, M, L, XL, ST) and ship class. You can modify them as per following rules.

A ship element of this file looks like this:

<ship id="SS_SH_P_M7_SPECIAL" name="Agamemnon" class="M7" price="38085593" size="XL" weapons="IRE,EBC,MDS,PAC,TBEAM,HEPT,CIG,IBL,FAA,PBE,ISR,FBL,PSG" missiles="mos,was,dra,sil,hor,dis,firef,thu,tem,hur,cyc,tor,typ,ft,aur,rgw,bel,ham,rap,firel,wil,win,ban" race="par" wslots="22" />

Mandatory attributes for each of the SHIP elements are:
id
name
class
price
size
weapons
missiles
race
wslots

The missile names in these attributes are the lowercase (that is, mosquito for Mosquito) first three letters in the name - for example, aur stands for Aurora. Exceptions to this rule are:
bp for Boarding Pod
firef for Firefly
firel for Firelance
flail for Flail Barrage Missile
ft for Firestorm Torpedo
hht for Hammer Heavy Torpedo
rgw for Remote Guided Warhead
tom for Tomahawk Heavy Missile
This ^ is useful to know if you plan to change the missile layout of a ship.

The races' names are the lowercase (that is, argon for Argon) first three letters in the name - for example, par stands for Paranid, gon stands for Goner, ota stands for OTAS and so on, and atf stands for, well, ATF.

A weapon element looks like this:

<weapon id="SS_LASER_PRG" name="PRG" price="149584" size="S" />

Mandatory attributes for each of the non-ship elements are:
id
name
price
size


Note that you can only use numbers for prices, with no commas:
1234567890
not
1,234,567,890
The ship classes that the program knows about are:
M0, M1, M2, M3, M4, M5, M6, M7, M8, TS, TP, TM, TL, ?
so if you write down another class, those ships will not get into the statistics. Unless you call me to hardcode that class into the calculator, of course.

You can always add and delete ships and tech from the lists the calculator operates with. So if you want to fly the Andromeda, or Serenity, or the Space Shuttle, youll just write their specifics down in the XML file, like this: under the <ships> parent element insert this one:

<ship id="id="SS_SH_TERRAN_TP" name="Serenity" class="TP" price="1234567890" size="XL" weapons="CIG,PAC" missiles="mos,aur,firef,firel,ft,typ,hht,flail,was" race="ter" wslots="4" />


What you can modify in the xitems*.xml files
- xitems.xml contains the items' English names
- xitems_de.xml contains the items' Deutsch (German) names
- xitems_it.xml contains the items's Italiano (Italian) names

YOU MAY: Modify the full names of ships, equipment and missiles.
For example, "Barracuda prototype" to "Barracuda Prototipo", "Flak Artillery Array" to "Flakartillerie", and "Thunderbolt" to "Donnerschlag".
However, until a future update, you have to tell me if you have changed the full names of missiles, to implement the changes in the program.
YOU MAY NOT: Modify any abbreviations.
For example, race names (bor, gon, par...), weapons (IRE, PAC, FAA...), missiles (thu, hur, mos...) must remain untouched, otherwise you'll render the program impossible to operate with correctly.

IMPORTANT NOTE
You have the option to revert to the "original" names, prices etc. for ships and equipment. If you have changed the contents of the xitems.xml file, they will not be reflected in the Squadron Builder, but those "original" values will be used instead.
So, if you have build a fleet from customized ships and equipment, it will be erased and you'll have to begin anew.
This functionality has been implemented for all players to work with the same prices, if you know what I mean (and if not, then this is why: I may change/reduce the price for a ship in the xitems.xml file and this would be plain cheating, got it now? ;))
Of course, when entering a competition, all players are assumed to have been entered it using the default values for anything, not that we can do much about it but anyway.


End of info about the pre-9 August, 2010 update
- - - - - - - - - -


You can switch between the Credits-based system to a Points-based one.
In the Credits-based system, everything (except some inconsequential wares such as Space fuel :) ) costs Credits.
In the Points-based system, only the ships and weapons cost Points.
When you switch to this calculation system, you have the option to equip your ships with "free" weapons, but consider this if you enter a competition: not all contestants may be using this cheat-like approach...


---- OUTFITTING THE FLEET ----
The Squadron Builder helps you in outfitting any squadron you create with different layouts from each group to another if you like.
You can only load onto each ship in a squadron a number of weapons (of all kinds) no greater than the maximum number of weapon slots of that ship in its main battery and weapon turrets.
- You can choose to display only those ships that are in a certain class.
- You can choose to display only those ships that can use a certain weapon.
- You can choose to display only those ships that belong to a certain race or faction.
- You can add to a ship only those weapons and missiles that can be used by that ship, as per info gathered from x3tc.ru.
- You can create more than one squadron consisting of the same number of identical ships (for example, 4 squadrons of 10 Mamba Raiders each) and you can outfit each of this squadrons differently from the others.
- You can save your fleet to a file - both in XML, or TXT format.
- You can save your fleet to an XML file which you can use to embed in an XFF battle scripting session.
- You can load such an XML file into the program, to change it and save it again.


When you see red items in the list of wares - this means that you are not allowed to load onto the ship those items, and that the non-red items can be loaded, but there's no guarantee they will be actually mounted on the ship. Any item that is red means that its size is larger than the cargo size of the currently selected ship/squadron, and as such you cannot add it to the cargobay. For example, a 2 GJ shield will not be loaded onto a Discoverer.
Any equipment (weapons, missiles etc.) that you add to a squadron will be installed on each of the ships in that squadron, and the program tells you that.


To run the program you will need the Microsoft .NET Framework 2.0, which you can get by clicking here for the x86 package and here for the x64 one.
If your PC is running any Windows version higher than 98, you can install this package with no problems, and it's very probable that the calculator will run without even having this low version of the .NET Framework installed manually by you (current version is 4.0).

Just try to launch the xfcalc.exe straight on - if it won't run, then you need the .NET 2.0.

About updates: basic functionality is already there, but several things will be added if you suggest them and I am able to fulfil your requests. Update announcements will be posted either in the title of the thread, or in the post immediately below this one.

Feedback on errors, and suggestions are all welcome.
Have fun with it - [link removed]


Last updated on: 2010, September 26
Last edited by BeidAmmikon on Sun, 26. Sep 10, 18:04, edited 47 times in total.
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
BeidAmmikon
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Post by BeidAmmikon »

Update history - read it!

Always download the [link removed at user's request] and replace any existing files with the files inside this ZIP archive.

2010, September 26:
- Fixed a bug where a "ware" item would have been sought for in the XML file as a "software" item

2010, September 09:
- Corrected the Helios - a poor TM wouldn't be able to launch Hornets now, would it?... So, it was reverted to normal: Hornet to Hurricane.

2010, August 25:
MAJOR UPDATE
- you can now load a previously saved fleet, regardless tha language you've been working in, and been saving your fleets
- the format of the XML file for scripting into the Fleet Fest fleet creation procedures has been changed to ease operation with it
- the external datafiles/xitems*.xml files are no longer needed. They are still provided with the package, but you can safely work with the executable only. Also, they can be extracted to a location of your choosing. This means that you can still modify the files you extract, but your modifications will not be taken into account while working with the program.

2010, August 24:
- The Ion Shard Railgun appeared as SS_LASER_ISR in the XML file for Fleet Fest scripting, but its correct ID is SS_LASER_ESR.

2010, August 13:
- Reversed the translations into Italian of the Ion Disruptor and Ion Cannon.

2010, August 12:
- Corrected the number of weapon slots for the Argon Centaur (it had none :roll: and "conflicted" with the Cerberus)

2010, August 10:
- Obtained all of the missiles IDs, thanks to Deadbeat_Spinn (the IDs thread for TC is here), so now you should be able to see the IDs of missiles in the XML file for scripting your fleet in.

2010, August 9:
- The current version can be run without the datafiles folder and the xitems*.xml files in it. That is, you can extract the xfcalc.exe file to a folder and run it, as the XML files with details of ships and equipment are embedded into it.
Note that this version leaves you no option to change the names and details of the items.
If you want to use [link removed at user's request].
You can still extract the XML files using the dedicated menu entry.
If you encounter problems with the new, single-file version, please report the errors as soon as possible.
- Fixed some translation mishaps
- Added 13 IDs for missiles, taken from here (don't know if the info is up to date, though - if anyone has all the IDs of missiles, please send them to me). This will prove useful when you want to save your fleet in XML format used to spawn your fleet with the Fleet Fest Director.

2010, August 1:
Fixed a bug where, after a successful buy, you would have been also able to buy another single piece of equipment even if you did not have the money for it :roll:

2010, July 31:
Localized in Deutsch, by Cpt.Jericho and Italiano, by The Capux.
Italian thread - link to the translation of the opening post (above this one): click.

2010, July 24:
- You can only load onto each ship in a squadron a number of weapons (of all kinds) no greater than the maximum number of weapon slots of that ship in its main battery and weapon turrets.
- You can save the components of your fleet into an XML file which you can use in the X-Universe Fleet Fest battle Director.

2010, July 23:
- Added race attribute to all ship elements in xitems.xml, so now:
- In the Squadron Builder, you can list race-specific ships only.

2010, July 22:
- In the Squadron Builder, you can save your fleet either in an XML file, or in a TXT file.
- In the Squadron Builder, you can set up the name of your fleet - it will be saved in the file ^
- In the Squadron Builder, you can set up your name, as the Conductor of the fleet - it will be saved in the file ^

2010, July 16:
- In the Squadron Builder, you can choose to use the original names, prices etc. of all ships and equipment, in case you have changed the contents of the xitems.xml file and are not happy about the "modded" fleets resulted from that.
- In the Squadron Builder, you can choose to display only those ships that are in a certain class.
- In the Squadron Builder, you can choose to display only those ships that can use a certain weapon.
- In the Squadron Builder, you can create more than one squadron consisting of the same number of identical ships (for example, 4 squadrons of 10 Mamba Raiders each) and you can outfit each of this squadrons differently from the others.

2010, July 15:
- Completed the lists of weapons and missiles that can be mounted on each ship, that you can use in the Squadron Builder. Details are in the OP and in the xitems.xml file.
- Changed the class of Raptor from M2 to M1.

[link removed]
Last edited by BeidAmmikon on Sun, 26. Sep 10, 18:05, edited 29 times in total.
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against the rulers of the darkness of this world, against spiritual wickedness in high places
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Serial Kicked
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Post by Serial Kicked »

Thanks,

I tried it quickly it works just fine.

In a perfect world it would be even nicer to use this to build the XML needed by the fleet builder. Somewhat complicated i know :)

btw, don't really know why i'd want to add spacefuel to my fleet, but hey why not? :D
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Post by Technojerk36 »

Wow. Now we have three threads. Oh well. Great job on the calculator. I'm sure that you will have saved us all countless hours of adding things up for XFF II. :)
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
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Idea
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Post by Idea »

Now this is something you don't see every day :D

This program will be very usefull to me and belive to many others.

Thanks for making it :wink:

Cheers
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Post by Catra »

8)
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Post by Cycrow »

As this is more of a tool for all users than a script/mod, moving to the main forums
BeidAmmikon
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Post by BeidAmmikon »

Update - 13th of July, 2010:
1. Squadron Builder: Outfit the ships with equipment of allowed cargo size only.
2. Removed the text files, so that only 1 XML file is needed now.
Delete the old version (xfcalc.exe and the datafiles folder) and replace them with what's in the ZIP archive.
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against the rulers of the darkness of this world, against spiritual wickedness in high places
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Post by efernal »

I might even try my hand at the next Fleet battle. With a tool like this why not?

And Thank you this will make alot of people less crazy....Myself included :lol:
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Post by Palladin888 »

I was looking at the cost of outfiting a Teran corvette and just the 14 EMPC alone will run me over 4 million after seeing that cost i lost interest in what ships will cost to fit out.
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Post by Triaxx2 »

Odd, it came up with my XFF I fleet as 1mil more than I did. Interesting.
BeidAmmikon
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Post by BeidAmmikon »

Yeah, I too have seen the difference in costs of some winning fleets :) However, the prices the Calculator operates with were taken from the original Excel Calculator, which in turn were taken from x3tc.ru, so...

Stay sharp, I'm (quite slooowwwly) working on what weapons can be mounted on each ship and will upload a new version in the following 2 days. The weapons list for M1, M2, M6, M7 and TL are ready, as are the lists for a lot of M3s and of course for the Sospamo... Solano that is :roll:


In the meantime, download [link removed], as I've been updating it several times today.
Remember - after each update you have to delete the old version and replace it with the new one - in a dedicated folder, the files that come out of the ZIP archive are:
xfcalc.exe
datafiles (folder)
xitems.xml (in the datafiles folder)

Thanks a lot for toying with this program.
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
BeidAmmikon
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Post by BeidAmmikon »

Further functionality added to the Squadron Builder - see the first post after the OP.
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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Olterin
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Post by Olterin »

Hmm... just a user's idea here, would add an awful lot of usability that I didn't find... actually saving the fleet layout somewhere and then of course also being able to read that information back in. With a bit of coding I imagine it'd be possible to make the saved fleet layout fully compatible with the XFF fleet spawner? I'll probably toy around with the calculator some more and write you a PM with ideas.

At any rate, many thanks for this tool :D

Also:
BeidAmmikon wrote:Sospamo
:lol:
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"My Other Overwhelming Mixed Assault Fleet is a Brigantine" -Seleucius, commenting on my ship naming scheme
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Post by travisdh1 »

Nice job with the calculator BeidAmmikon.

I was wondering how hard it would be to port this for use on a website? (My personal site isn't doing anything currently and I was thinking of recreating the spreadsheet version to put up.) Either way I'll be starting on my own coding here shortly. Eventually I would like to have something that can create the code for the fleet spawning scripts, I think that would be difficult but spiffy.
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Post by BeidAmmikon »

Updated as per second post.
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Post by Cpt.Jericho »

Makes building fleets easy peasy. Thanks man! :D
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Post by travisdh1 »

Mind if I use you're xml file for the web-based version I'm working on?
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Post by Olterin »

Yay, great customer support here :D

Saving all your hard work is certainly nice, thanks :D
"Do or do not, there is no try"
"My Other Overwhelming Mixed Assault Fleet is a Brigantine" -Seleucius, commenting on my ship naming scheme
BeidAmmikon
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Post by BeidAmmikon »

travisdh1 wrote:Mind if I use you're xml file for the web-based version I'm working on?
By all means, go ahead with it.
Remember to pass me the URL :)

It would be nice if you'll make it for us to load it from our own computers, HTML+Javascript that is, or as a HTA ;)
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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