X-Verse Fleet Fest I

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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cyberfuzzie
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Post by cyberfuzzie »

Here's my guess about the flight school sabre: The sector belongs to terrans, right? Haven't yet downloaded it, so can't check. But I once modified an earlier version so it belonged to Argon - and then there was a Flight School Buster. So try changing the sector ownership to pirate, there should be no more flight school then.

cf+
Cpt.Jericho
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Post by Cpt.Jericho »

What? No explosion before the battle starts? Aww, spoilsport!
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

Stealth Hunter wrote:...RA2 - Hell March....
I kinda prefer the Hell March I FFTL Remix version, but to each his own.
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Re: flight school ship, DURR. I did change the race of the sector. That would do it. :roll: I'll switch it back to pirate.

I've made a good handful of extra maps around some fun and scenic locations. I turned down the stadium lights, but I think I might turn them down even lower - somewhere around 40/255. If I turn them down much lower than that, they don't really help much anyway and would be better removed.

Re: Hell March, hell yes. :D That and the Soviet March - especially for a battle between lots of very big ships.
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Alex Vanderbilt
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Post by Alex Vanderbilt »

Tenlar Scarflame wrote:Deathmatch Map has been updated.

-Battle now takes place in Oranos orbit, with a big fiery doom planet hanging around that probably isn't usually there.
-Main sun brightness turned down slightly: just trust me on this. :P
-Added four "stadium lights" in a ring around the battlefield's ecliptic. We shall no longer have illumination problems.
-Changed music track to Mars orbit music, because it's awesome.

:)

EDIT

If you want me to build a good handful of other awesome deathmatch arenas, the basic structure of them has already been assembled - that being the stadium lights and the nav beacons. All that's left to do is build pretty backgrounds. There's a whole bunch of pretty backgrounds and such that I could play with...
If you really want to use Uranus than please turn of the insector nebula soup! (Easily to be done by reducing the nebula instances to 0 and exporting the nebula as a new Entry in the TBackgrounds.) Having this ugly dots floating around during the battle spoils, on the one hand, the battle effects, looks ugly (repetitive, I know. :P) and puts unnecessary load on TJ's PC which results in slower and laggier battles. Having another planet with a ring would be possible too... as you can see here:

[ external image ]

I also don't recommend the use of that much suns. This is simply too bright and results in white ships instead of visible details or nice effects. Two suns, one with a rather bright light (240,150, 100) and another with (100,100,100) in opposite directions are fairly enough to illuminate the sector, don't have too dark corners and still not too much light.

AV
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Post by Cpt.Jericho »

Turning off the nebula would also reduce artefacts in video compression. That arena looks good Alex.
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Post by Tenlar Scarflame »

I could also simply switch out for the actual Uranus planet model and use the standard Solar System background. That would achieve the same effect, without the little speckly dots (which I agree are distracting).

I think I'll also reduce to two total suns (main sun and single stadium light opposite to it), though this will still create some weird lighting situations.

This won't be done now, though - I'll be back tonight. :) If battle 1 happens sooner, can we settle for using my 1.0 deathmatch map?

Re: ringed planets, I have another sector with a fun ring situation, too. :D There's also a few in low orbit around planets, one sandwiched between a pair of gas giants, one with the Heaven's Assertion backdrop, and one in a UFJD sector.
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Post by Alex Vanderbilt »

Tenlar Scarflame wrote: This won't be done now, though - I'll be back tonight. :) If battle 1 happens sooner, can we settle for using my 1.0 deathmatch map?
No objections from my side if there was really no other solution and if it wasn't my fleet which would be fighting in this "sector". If it was my fleet, I strongly object against using this sector. :P

I also wouldn't use the solar system background. I don't know if you have noticed it, but the whole thing looks like a blurry pap. Nothing suitable for such epic combats. ;)

AV
Last edited by Alex Vanderbilt on Fri, 16. Apr 10, 20:49, edited 1 time in total.
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Post by Cpt.Jericho »

Heaven's Assertion? Cool. I'd say that one for the final round!
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Post by Tenlar Scarflame »

Alex Vanderbilt wrote:
No objections from my side if there was really no other solution and if it wasn't my fleet which would be fighting in this "sector". If it was my fleet, I strongly object against using this sector. :P

AV
well, neener neener. :P
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Post by Deleted User »

Yes, Imperium3 and I are working on a calc for this event, one for use with every XFF. It will include all ship, missile, shield, and weapons and their prices.

Just to be sure, I'm using X3tc.ru as reference, all ship prices on that page are the average list price without shields correct? I believe the rules said that upgrades were maxed out for free and no software was required so the prices for these won't need to be taken into account right? Or would the general populace want something that included software as well, to make the calc useable for in game too?

Can't price out upgrade costs b/c thats kinda had to calculate per ship...
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Post by Alex Vanderbilt »

Dare it! :P Updated the last post of mine.

AV
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perkint
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Post by perkint »

For the calculator, why not have one sheet with the ships which are valid to be chosen, with a vlookup to a hidden sheet which has all the ships and prices listed in it? That way, the same workbook can be used for each round and it's easy to tailor which ships are valid for any round.

As for what the price includes - does it really matter? So long as everyone plays with the same prices, we get a fair (level) playing field. It would be possible using this method to tinker with the vanilla prices as well (eg raising Xenon prices and the springblossom).

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imperium3
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Post by imperium3 »

What I am doing with the calculator, is having one sheet with the calculator on it, and a second with all the ships and prices (not hidden, it could be useful).

The calculator works by the player simply entering the ship types, weapon etc types and quantities, and a couple of vlookups pull the price out of the tables on the second sheet. Sort of like this:

Code: Select all

Ship       Quantity       Price      Gun type      Quantity(per ship)   Price   Total price
Nova       1                ~~~~        PBG           7                  ~~~~        
                                        IRE           1                  ~~~~       
                                        PAC           1                  ~~~~        ~~~~
So the type and quantity fields would be user input, and the price fields containing a vlookup formula to pull out the needed values, nested in an iferror formula to return blank if there's nothing there. The problem I'm having is with the total price field, because I can't get it to detect accurately where each ship ends and the next begins in order to work out which weapons it should be factoring in. Could anyone with some more Excel knowledge throw me a pointer? Thanks
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Stars_InTheirEyes
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Post by Stars_InTheirEyes »

Tenlar Scarflame wrote: One Winged Angel. 8)
ZOMGZ YES!

Sorry, I just love that too much.
This sı not ǝpısdn down.
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Aro
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Post by Aro »

Regarding my entry it's up to you guys on how to proceed.

Though if you want to change the music for my fight you can use this :wink: :
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Last edited by Aro on Mon, 26. Apr 10, 22:46, edited 1 time in total.
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Yup, haven't worked on deathmatch map 2.1 yet. :roll: That'll be something to do tomorrow.

Looking forward to the completed bracket!
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Graphil
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Post by Graphil »

imperium3 wrote: So the type and quantity fields would be user input, and the price fields containing a vlookup formula to pull out the needed values, nested in an iferror formula to return blank if there's nothing there. The problem I'm having is with the total price field, because I can't get it to detect accurately where each ship ends and the next begins in order to work out which weapons it should be factoring in. Could anyone with some more Excel knowledge throw me a pointer? Thanks
Try with an indicator flag and the sumif function.
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Cpt.Jericho
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Post by Cpt.Jericho »

Aro wrote:Regarding my entry it's up to you guys on how to proceed
Since your fleet is officially on the rooster you should not trouble yourself ;). Can't remember now what it was they figured out (they lost me somewhere on page 55) but your fleet is in.
But would you please be so kind to tell me why you never complained? :gruebel: I was most of the time sure I listed the 4th fleet (which, as I know now, was a correct assumption) but never managed to find out where that fleet was.
Anyway, it would have been shame to miss all those PALCs firing. Looking forward for your first battle.
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NUKLEAR-SLUG
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Post by NUKLEAR-SLUG »

Cpt.Jericho wrote:But would you please be so kind to tell me why you never complained? :gruebel: I was most of the time sure I listed the 4th fleet (which, as I know now, was a correct assumption) but never managed to find out where that fleet was.
He's British. We don't complain, we just give a disapproving look and join a queue someplace and that doesn't translate well in a text medium.

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