[BONUS Plug-In] Gunnery Crew turret plugin - Version 3.02
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
ticaki
- Posts: 4861
- Joined: Wed, 6. Nov 02, 20:31

Your arguments are good and i shall mostly agree with you.
But I have concerns about the balancing of the GPPC (a very good weapon with a very bad turret turning rate).
Anyway, please take a minute to find out about the benefits of levels/ranks/payment for the KI-gunmen in the turrets...
Greets ticaki
But I have concerns about the balancing of the GPPC (a very good weapon with a very bad turret turning rate).
Anyway, please take a minute to find out about the benefits of levels/ranks/payment for the KI-gunmen in the turrets...
Greets ticaki
Zur Zeit nicht aktiv
-
Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

Warning this reply is semi-rant.
Since we're getting further and further into areas that I disagree with, I think I'll be withdrawing this script from consideration towards signing. Making a script that is intentionally dumbed down until it gains levels is not something I agree with. BPH, Universe Trader... even a bunch of the unsigned XAI scripts are this way. it's going to be impossible to keep track of all the little levels that everything has soon.
When the auto-trader was introduced with this level idea I admit that at first I actually thought it was kind of cool. But now the trend is that everything has different behavior depending on what "level" it is. Like the BPH script... can't use it on an equipment dock until it's level 4. Well, what if I only ever want to use it on equipment docks - all my other factories are loops, and BPH isn't appropriate for factory loops. I'll freely admit, I artificially jacked my two BPH ships up levels so I could use them (I mean, come on, how much brains does it take to sue a jump drive?)
The point is, if this continues, there are going to be dozens of scripts that have levels; where the behavior is different depending on those levels, and we will have to have all their README files printed out and at the desk just so we can remember what we can or can't do with them at what levels.
This is getting rediculous.
In lighter news, I have packaged up this script for public release. It is now at version 1.04, and is available from ftp://ftp.excelcia.org/x2/scripts/GunneryCrews104.zip.
Since we're getting further and further into areas that I disagree with, I think I'll be withdrawing this script from consideration towards signing. Making a script that is intentionally dumbed down until it gains levels is not something I agree with. BPH, Universe Trader... even a bunch of the unsigned XAI scripts are this way. it's going to be impossible to keep track of all the little levels that everything has soon.
When the auto-trader was introduced with this level idea I admit that at first I actually thought it was kind of cool. But now the trend is that everything has different behavior depending on what "level" it is. Like the BPH script... can't use it on an equipment dock until it's level 4. Well, what if I only ever want to use it on equipment docks - all my other factories are loops, and BPH isn't appropriate for factory loops. I'll freely admit, I artificially jacked my two BPH ships up levels so I could use them (I mean, come on, how much brains does it take to sue a jump drive?)
The point is, if this continues, there are going to be dozens of scripts that have levels; where the behavior is different depending on those levels, and we will have to have all their README files printed out and at the desk just so we can remember what we can or can't do with them at what levels.
In lighter news, I have packaged up this script for public release. It is now at version 1.04, and is available from ftp://ftp.excelcia.org/x2/scripts/GunneryCrews104.zip.
You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum
Ex Turbo Modestum
-
Vaylon
- Posts: 214
- Joined: Sat, 28. Feb 04, 19:14

Well looking in to the script, being as the turrets switch guns as the enemy comes in to range the GPPC will almost always be the first gun loaded and fired and there fore at first the turning rate would not be affected. Only when the target gets closer to the ship will the gun be changed, the turret will only switch back to GPPC when the target moves off its attack run away from the ship. So for the most part the turret turning will not be affected.But I have concerns about the balancing of the GPPC (a very good weapon with a very bad turret turning rate).
As for levels/ranks, I agree with Raven on this. There are far too many scripts using this. The MK3 Trader was okay but the BPH sucks when using that idea.
Perhaps to balance out issues you could hire Basic and Elite Gun Crews? Basic Crews not being able to use Ions/PSG or should thing like that?
Well keep up the good work Raven,
-NJ
Live Life without Fear
-
Cobraking001
- Posts: 652
- Joined: Thu, 2. Sep 04, 23:53

you would not be taking raw recruits to man your ships, not they would have gone through intensive training back at the academy, they would have been trained to a high level or they would not have passed, perhaps they could improve a bit more in the feild but only up to a point, a human can only be so good
-
Cobraking001
- Posts: 652
- Joined: Thu, 2. Sep 04, 23:53

-
Cobraking001
- Posts: 652
- Joined: Thu, 2. Sep 04, 23:53

-
Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

-
The_Abyss
- Posts: 14933
- Joined: Tue, 12. Nov 02, 00:26

-
Vaylon
- Posts: 214
- Joined: Sat, 28. Feb 04, 19:14

Yep I got the same problem, it's not showing up in Argon Prime and at Omicron Lyrae. I've checked both equipment docks and it's not there.
To make sure I dropped the files from your tutorial file {Tutorial2-NewCommandExtensionWare} in to the script and t folders and the wares type {Hire gunnery crews} shows up in Argon Prime which tells me there is something missing in the GunneryCrews104 pack.
I could do with a little help here as I've only just started to play about with scripts and don't know where to start.
Update:
I've just tried the GunneryCrews200Beta2 pack and getting the same problem, it's not showing up in and of the equipment docks. Iv'e have a better look at it tonight when I get back from work.
-NJ
To make sure I dropped the files from your tutorial file {Tutorial2-NewCommandExtensionWare} in to the script and t folders and the wares type {Hire gunnery crews} shows up in Argon Prime which tells me there is something missing in the GunneryCrews104 pack.
I could do with a little help here as I've only just started to play about with scripts and don't know where to start.
Update:
I've just tried the GunneryCrews200Beta2 pack and getting the same problem, it's not showing up in and of the equipment docks. Iv'e have a better look at it tonight when I get back from work.
-NJ
Live Life without Fear
-
Cobraking001
- Posts: 652
- Joined: Thu, 2. Sep 04, 23:53

-
Cobraking001
- Posts: 652
- Joined: Thu, 2. Sep 04, 23:53

-
2verb
- Posts: 106
- Joined: Wed, 11. Aug 04, 02:30

It seems to me like there should be another game balance method besides leveling up.
Two things, the gun crew maybe has a base salary and a bonus for every kill. If the player is short, the crew leaves the next time the ship docks. (Don't strike in the middle of a fight.) Hmm, what to do with ships that don't dock?
Thier kills don't count towards your combat rank. (They would count thier kills to thier own combat rank, as with real life.)
Two things, the gun crew maybe has a base salary and a bonus for every kill. If the player is short, the crew leaves the next time the ship docks. (Don't strike in the middle of a fight.) Hmm, what to do with ships that don't dock?
Thier kills don't count towards your combat rank. (They would count thier kills to thier own combat rank, as with real life.)
-
Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

The only thing I can think of suggesting is to send me a zip file with the following:Cobraking001 wrote:some help please people
- <X²>/Xnn.SAV (where nn is the number of the save game slot)
- <X²>/scripts/*.*
- <X²>/t/*.*
Sorry I can't help more without that. It's just impossible to see what the problem might be.
You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum
Ex Turbo Modestum
-
Vaylon
- Posts: 214
- Joined: Sat, 28. Feb 04, 19:14

-
Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

Oh! Duh. I should ask - all the folks having problems with it not showing up in the equipment dock, are you all using non-english games? I don't have non-english language files yet. I'll work on that and 1.93 will have the best that Google Languages can come up with. 
You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum
Ex Turbo Modestum
-
Vaylon
- Posts: 214
- Joined: Sat, 28. Feb 04, 19:14

-
Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

-
Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

I've tracked down and fixed the problem. For anyone using the version 2 beta, please get and install GunneryCrews200Beta3.zip
For anyone still using version 1 who doesn't want version 2 until it comes out of beta, I have backported the bug fix for you too. Please get: GunneryCrews104b.zip.
These updates fix the bug and also adds Spanish, French, and German language files.
For anyone still using version 1 who doesn't want version 2 until it comes out of beta, I have backported the bug fix for you too. Please get: GunneryCrews104b.zip.
These updates fix the bug and also adds Spanish, French, and German language files.
You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum
Ex Turbo Modestum
