[TC] Goner Aran Capped!!!!!!!

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palm911
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Post by palm911 »

IT WILL BE INTERESTING, to see if someone can put a 99% aran and repair it. to see if the ship targeting is back.

:)
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Carlo the Curious
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Post by Carlo the Curious »

palm911 wrote:there is a bug when using unfocused JD. it seems to destroy the transporter device. but will not destroy it if that thing is in a ship docked to the jumper.
I think that's intentional rather than a bug (there's code specifically to do it).
Orion1632
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Post by Orion1632 »

My Marines were lazy and just sat around looking at it.

Doh ! Any sugguestions?
LTerSlash
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Post by LTerSlash »

Orion1632 wrote:My Marines were lazy and just sat around looking at it.

Doh ! Any sugguestions?
Yes put more distance there is a bug if you launch your marines too close to a ship, their will do nothing.
Orion1632
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Post by Orion1632 »

thanks I'll try it again after work.
Orion1632
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Post by Orion1632 »

yeah I got one too ! Now ..... repair or re-engineer?
LTerSlash
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Post by LTerSlash »

Someone need to try to repair it to see if it does come back to normal...

repairing it in the HQ is my best bet because it will disapear for a repair time.
palm911
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Post by palm911 »

repair cycle for 1% should be less, than repair it for 90%? i assume?

gratz on the capture orion.

however i got the feeling , i think it will not work. unless a new one is recreated. has anyone found if the ship actually keeps its ID? or a new one is recreated?
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Targ Collective
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Post by Targ Collective »

Oh, well done Palm911. REing it won't work on an unmodified game due to PHQ cargo limitations - it can barely store enough resources for the successful manufacture of two Titans, let alone something this size. However repairing the Aran through the PHQ may as stated above be a better bet at resetting the radar ping.

Finally, if an Aran conjured through scripting is radar-positive, we can be sure that it is not a ship attribute. If the ship ID is the key through which the game remembers radar status then it will always be invisible to radar.

You don't need to manufacture them anyway, as you can capture as many as you want.
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Aro
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Post by Aro »

Check out "3.08 Sector Management.xml" in 07.cat. Just above the bottom is the UnFocused Jump Drive section.
Find it a bit odd to read, though some things stand out.

Aran:

Code: Select all

chance 10 
name this.tempship 
typename SS_SH_GONER 
race abandoned 
hidden 1 
racelogic 0 
<create_ship> name this.tempship 
typename SS_SH_GO_MSY 
race neutral 
hidden 1 
racelogic 0
Not sure what the chance is 1%, 10%? The hidden flag must be the reason it is untargetable. So RE then making another should remove it.

Code: Select all

<equipment> loadout minimum 
loadoutmask equipment 
<cargo>  
<ware> typename SS_WARE_ENERGY 
min 100 
max 300 
<hull> min 3 
max 30 
Yay for energy and no real equipment.

Losing stuff on entry:

Code: Select all

chance 3
<add_equipment> object {player.ship} 
 
typename SS_WARE_BEAMING 
exact -1 

<ware> typename SS_WARE_TECH276 
exact -1 
 
<ware> typename SS_WARE_SCANNER3 
exact -1
So transporter device, not sure on the second, and a scanner of some sort (duplex/triplex?). Again no clue on how the chance is treated, maybe 30% for each?
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

REing it won't work on an unmodified game due to PHQ cargo limitations - it can barely store enough resources for the successful manufacture of two Titans, let alone something this size.

IIRC the PHQ doesn't need the entire load at one time. If the PHQ ran out of a given product for reproduction the ship being built would be on hold until more of the product that was need was delivered. At least for R, haven't aquired the TC PHQ version as of yet.
Targ Collective
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Post by Targ Collective »

In my experience construction doesn't start until the resources are there. You can queue as many ships as you like; however it stalls until all resources are in place to start construction.

Bear in mind I'm new to the PHQ and my memory may have misled me.
Flector
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Post by Flector »

Thanks palm911, I've got an Aran now as well. Yeah!

Because the sector was infested with 6 K's and 2 J's clustering together, I had to resort to hit and run tactics. Luckily the Springblossom which I was flying at the time is excellent for that. First I used to the repair laser to make the Aran an enemy. Then I ran away and lured the Xenon away, and returned to initiate the boarding. While the boarding process was going on I was flying up and down parallel to the Aran to keep the enemies away from my marines and also to be near enough for when the capture was done to quickly dock and jump away.

Note that you definately don't need a transporter device because you can dock on the Aran with your corvette and then simply transfer the jumpdrive to the Aran.
Aro wrote: So transporter device, not sure on the second, and a scanner of some sort (duplex/triplex?). Again no clue on how the chance is treated, maybe 30% for each?
From personal experience I'm pretty sure it is: transporter device, freight scanner, triplex scanner
X2: Advanced Magnate, Ace of Aces 1st grade ~ X3R: Master Economist, Crusader
X3TC: Magnate, X-TREME ~ X4F: Salesman, Harmless
GCU Grey Area
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Post by GCU Grey Area »

Flector wrote:From personal experience I'm pretty sure it is: transporter device, freight scanner, triplex scanner
Can confirm that - been jumping in & out of unknown sectors all evening looking for one myself & all of those items are now missing from my ship's inventory.
palm911
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Post by palm911 »

i have no idea of how to test this. (ammount of resources) need it to build it. and if PHQ can hold the resources for building it.

anyone with a modified game willing to test?

also no word yet for the repir the ARAN in the HQ, so still in the dark about the posibility brought before of repairing it to see if it is reset back to normal?


thanks!

enjoy the aran (for those who capture one)
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Carlo the Curious
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Post by Carlo the Curious »

Scripting in the blueprints, the reqs to build one are only about twice those for a main race M1:
  • Energy Cells: 187,505 (187,505)
  • Teladianium: 5,856 (29,280)
  • Cloth Rimes: 1,952 (3,904)
  • Rastar Oil: 3,904 (23,424)
  • Ore: 7,809 (62,472)
  • Silicon Wafers: 5,856 (105,408)
  • Crystals: 1,952 (7,808)
  • Quantum Tubes: 1,952 (9,760)
  • Microchips: 3,904 (7,808)
  • Computer Components: 1,952 (1,952)
  • Credits: 55,314,024
  • Cycle time: 4-14:48
= 439,321 total. So it does just about fit.
Last edited by Carlo the Curious on Tue, 31. Mar 09, 00:20, edited 4 times in total.
Flector
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Post by Flector »

palm911 wrote:also no word yet for the repair the ARAN in the HQ, so still in the dark about the posibility brought before of repairing it to see if it is reset back to normal?
I haven't tested it but I think it is highly unlikely that simply repairing the ship solves the odd ships behavior (doesn't matter if you repair at a shipyard or in your own HQ).

Aro was hinting at the hidden attribute and I think that may very well the reason it is acting so strange. My guess is that this attribute should be reset for a ship whenever a player gets possession of it.
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X3TC: Magnate, X-TREME ~ X4F: Salesman, Harmless
palm911
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Post by palm911 »

i love challenges :)

as far as repairing it. in the PHQ. what i heard that happens is that the ship dissapears during the repair cycle and then it reapears. (what we are hoping is that the ship once reapears get reseted.

this does NOT happens in the regular repair me at shipyard. the ship will stay there. so to speak.

Edit : THanks Carlo/ :roll: thats 8 days.

you see we found ourselves a new mission :)

4 days to RE. in the meantime gather resources for it. then another 4 days to get the ship fully functional (assuming the ship remains the same after a repair :)
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Carlo the Curious
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Post by Carlo the Curious »

palm911 wrote:as far as repairing it. in the PHQ. what i heard that happens is that the ship dissapears during the repair cycle and then it reapears. (what we are hoping is that the ship once reapears get reseted.
Not quite. The ship is just removed from player ownership while it's being repaired at the HQ, and then returned to player control when repairs are complete. I wouldn't expect it to change any other flags (although it's not impossible).
Targ Collective
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Post by Targ Collective »

If you're looking for something to do over that week-and-a-bit, you could solve your supply problem by following these instructions. Just a thought.

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