[SCRIPT] Overtune BBS V1.50 : Updated 19/06/2006

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

What do you think of the current pricing

Poll ended at Sun, 27. Nov 05, 12:32

Its too cheap
11
31%
i think its about right
18
51%
it should be cheaper
6
17%
 
Total votes: 35

User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

ok

Post by Malakie »

Cycrow wrote:it could be a bug, or an unfinished feature.
althou the overtune scripts doesn't do anything with autopilot, and just adds tunings to ur ships, so it sohuldn't make a difference

so theres obviosuly something else thats causing it, but u never know, it might just start working again when the final patch is out
I will keep you posted and let you know once the final patch is out... I figured that there was nothing in the script that would cause this which is why it is such a wierd issue... If I had some other scripts installed that messed with the engines, like the afterburner script, I would think there is some conflict that way. But I do not have any others installed so...

Malakie
User avatar
Unknown object 003
Posts: 197
Joined: Thu, 17. Nov 05, 18:08
x4

Post by Unknown object 003 »

@cycrow
the price is ment to be based off the price of the actaully ship

so if its the first tune up, it should cost roughtly half the price the ship would cost to buy
I am overtuning my M6 fleet. So I have to switch from the already tuned M6 to the next one. Each ship has about 3 tunings. Alltogether I gave my fleet about 20 tunings.

My problem: When I switch to another untuned M6, the price for its first tuning refers to the last ships tuning price and not to the cost of the ship. I am now at a price of 40.000.000 cr for the first speed update of a new ship. The new speed is about the same amount as it should be for a first tuning (about 15-20%). Is this the correct pricing model?

My version of "plugin.overtune.getprice.xml" is dated 16/12/2005 (german translation) and xml file shows version 1.0.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

hmm, it founds like it could be using global varible instead of local
ill have to have to have a look at it

thanks for the info :)
User avatar
Unknown object 003
Posts: 197
Joined: Thu, 17. Nov 05, 18:08
x4

Post by Unknown object 003 »

Just tried another ship class. The offer for the first rudder tuning of my Argon M5 was 227.221 cr.
User avatar
Khaakbuster
Posts: 393
Joined: Sun, 8. Jan 06, 18:43
x3tc

Post by Khaakbuster »

Now I know, why I'm charged that much! :o

I first tuned my Split M5 two times (was about 15k and 28k credits). For the next tuning I was supposed to pay about 46k but instead I tuned my Hawk Defender several times. Now I have to pay over 200k credits for the tuning of the Split M5 instead of 46k. :(

That means that I already got charged way to high for the tunings of the Hawk Defender because the script thought that I already tuned it two times (the two from the M5). :(
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

now i know what the problem is, i know what to look for :)
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

ok, updated a fixed version
the pricing should be fine now for differnet ships ;)
User avatar
Unknown object 003
Posts: 197
Joined: Thu, 17. Nov 05, 18:08
x4

Post by Unknown object 003 »

@ cycrow

Thanks a lot for the immediate fix! It safed me for getting bankrupt :) .
User avatar
Rakeris
Posts: 407
Joined: Wed, 31. Dec 03, 04:25
x4

Post by Rakeris »

Btw, is there any chance you could upload a .rar or a .zip version of the script?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

keeping rar archives is too much hassle when updating them all the time
which is partly y i made the XScript Packager to make it easier

so all my scripts will now be in spk format as it makes it much easier to keep them uptodate with all the correct files
User avatar
Khaakbuster
Posts: 393
Joined: Sun, 8. Jan 06, 18:43
x3tc

Post by Khaakbuster »

That's MUCH better.

Before your patch I would have had to pay about 5.5M credits for a speed tuning of my Hawk, after the patch the price went down to about 1.3M.

Thanks for the quick response and good work. :)


I'm still ab bit sad about the wasted money though. :cry:
But even more sad I am about losing captured ships without even knowing why they have vanished. But that is not your concern. :wink:
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

its not all a lose thou, for ships that already had tunines on will now be the price as if they hadn't, so u save abit of money on those ships ;)
Socio
Posts: 111
Joined: Wed, 11. Jun 03, 03:13
x3

Post by Socio »

I am still getting some pretty high prices I think;

Just purchased a Nova and maxed out speed and rudder, then wanted to buy the overtune from the BBS and it was just over 1,444,000.00 for the first tune is that right? I mean the first overtune on my buster was less than 140,000.00 if I remember correctly so that is a big jump.
User avatar
|karus
Posts: 446
Joined: Mon, 22. Mar 04, 20:57
x3

Post by |karus »

Shouldn't the first tuning cost about half the price of the ship? In that case 1,4 million sounds about right for a Nova.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

yes it is half the price of the ship

and remember, if its a variant, it will cost alot more ;)
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Update V1.40

Post by Cycrow »

New updated, adding shield draining

* If you overtune the ship too much, it will start to use you shields energy to maintain its speed.
* This can be disabled in the Artifical Life Settings.
djssuk
Posts: 183
Joined: Thu, 11. Dec 03, 21:43
x3tc

Post by djssuk »

Any idea what the too fast would be on a Nova (my top speed is currently 202.

If it is too fast and you want to reduce the top speed, is this possilbe or an idea for the next version. The option to 'undertune' the speed.
User avatar
Stevio
Posts: 2271
Joined: Sat, 4. Jun 05, 10:36
x3tc

Post by Stevio »

you can undertune at Trading stations, and EQ docks.

your engine tuning should be displayed in minus numbers.

you just buy some like you would normally and the minus number goes down.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

yes, stevio is correct, you can remove the extra tunings in trading stations and equipment docks

althou ,it only takes effect when ur moving at that speed, so if you overtune to 400 but only travel at 200, it wont make a differece ;)

althou the speed you can travel is random, between 2 and 3 times the max speed of your ship when you buy the overtune

so, if your nova can travel at 160 and you get overtuning, then you can travel at least 320 without any effect
djssuk
Posts: 183
Joined: Thu, 11. Dec 03, 21:43
x3tc

Post by djssuk »

Great, thanks both of you for clarifying the points.

Return to “X³: Reunion - Scripts and Modding”