[BONUS Plug-In] Gunnery Crew turret plugin - Version 3.02

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Tholian512
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Post by Tholian512 »

Wow

This script is just plain outstanding 8) 8)
I just want to first thank Reven for all his hard work that went into making this plugin. It's just too cool.

I have been using it on Titan for few days and its made that ship deadly. Allmost as strong as a Odi.

I would just like to give just a little feed back on the cargo issue with the Crew if I may. note this is not a complaint I just noticed something that a few of the guys that posted above were talking about.

As if you want to use this on a RAY

Basically on the Boron M2 Ray if use a default weapon loadout of PPC's etc you get this amount of free cargo left 275,
As 2500-(9x150+6x100+3x50)-(5x25)=275
Which now you do not have enough room for the full crew of 420 to man all turret's. Which kind of seems unfair to the player. As the "AI" ray's do not have this problem it has the default PPC's loadout with turret gunners and even has ions and hepts becuase it does not have the "crew" in the cargo hold so it can do this. People Check out one of the a/i rays after you installed this.

So again you have to change your loadout if you want this to work on all turret's. You can drop the appc and use apsg or something to save space This is not really a big deal I just thought I would talk about it. As the a/i as bit of a advantge.

However A fix for me would just be to add some extra cargo on the ray with a x2 editor about 400 just to make it even with the a/i controled Ray this seems only fair to me so can equip your ray like the a/i does. Which I am thinking of doing. What do you guys think? That would not be cheating would it?
Anyone use this on ray yet?

Well again thanks Reven for this plug in. Sorry for such a long post I just thought I just bring the one minor thing I saw about using this on Ray's vs how the AI rays use it. But really good work.

Cheers.
GCU Grey Area
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Post by GCU Grey Area »

Tholian512 wrote:Anyone use this on ray yet?
Getting there, still hiring the crew. 80 so far (so only 2 turrets working) & it's already getting a bit cramped in there. Think I might end up having to remove some of the PPC's to fit them all in (which seems a bit counter productive) or keep most of the crew in one of the Goner drop-tanks docked to the Ray (& try to remember to transfer them over to the Ray before going into combat).
Lanky
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Post by Lanky »

Just a thought, and I'm speaking from the outside as I've not installed the script yet, but can the upgrade be installed on carriers? If it can they've got stacks of cargo space and therefore become quite a bit more deadly.
stella
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Post by stella »

AFAIK, it can be installed on anything that has a turret, but on carriers, definately.
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Kailric
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Post by Kailric »

3iff wrote:So, when you're in your M2 in the pre-aegis script days, how many crew are on your ship??

What if you capture a Xenon K, how many crew are on that??

...not even a handful!
And does that seem "realistic" to you?
"Try not. Do or do not, there is no try."-Yoda

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frymaster
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Post by frymaster »

GCU Grey Area wrote:
Tholian512 wrote:Anyone use this on ray yet?
Getting there, still hiring the crew. 80 so far (so only 2 turrets working) & it's already getting a bit cramped in there. Think I might end up having to remove some of the PPC's to fit them all in (which seems a bit counter productive) or keep most of the crew in one of the Goner drop-tanks docked to the Ray (& try to remember to transfer them over to the Ray before going into combat).
problem with that is the script will take some military personnel off you - any military personnel not needed to a ship are subject to reassignment.
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3iff
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Post by 3iff »

Kailric:

It's not realistic, I accept that.
To be honest, nothing in this game is realistic...I keep playing it though.

I haven't yet installed the script because some of the ways it works have not been properly thought out...where a crew takes up so much space that the ship cannot hold enough energy to jump...where the costs are incredibly high...

I'm not in a situation where I want to complain. Reven has done a great job (I've seen V2.11) but as with some aspects of X2 (BBS and lottery for example), not enough thought has gone into how it should work. That's my opinion only, but I suspect that there are others who would agree with me.

I'm still going to go home tonight and play for another 4-5 hours though!
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Greyhawk1
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Post by Greyhawk1 »

Crew are non-existant in X2 in any sense. They are there but only imaginary. They arent taken into account anywhere else in the X2 universe (one reason why I think this script doesnt fit the universe).

For starters, hull cant get repaired in-space so nobody is needed to repair the hull. The shields are fully automatic. Guns are fully automatic in that they require no reloading. All other ships systems are automatic. There are no crew members on the bridge of your capship. There are only chairs for about three others.

A carrier is too small to fit 150 ships into it let alone a hundred crewmembers. Thats a bit of licence on the part of the devs...

Damn, tea break is over...
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3iff
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Post by 3iff »

What Greyhawk1 said.

If the crew number had been 6 (one per turret on an M2) or 18, one per gun, then although it breaks the 'norm' for the X2 universe in that it creates the concept of crew, I could accept that.

I know the sector traders have crew, but they don't actually exist even though they get paid.

But to go from effectively zero (real) crew for an M2 to 140 to fully equip all the turrets is a radical shift from the X2 universe we know.

I know TANSTAAFL, but it's now a bit like handing over your bank balance for a bite of a sandwich...
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rfoote
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Gun Crews - Ver 3

Post by rfoote »

3iff wrote:What Greyhawk1 said.

If the crew number had been 6 (one per turret on an M2) or 18, one per gun, then although it breaks the 'norm' for the X2 universe in that it creates the concept of crew, I could accept that.

I know the sector traders have crew, but they don't actually exist even though they get paid.

But to go from effectively zero (real) crew for an M2 to 140 to fully equip all the turrets is a radical shift from the X2 universe we know.

I know TANSTAAFL, but it's now a bit like handing over your bank balance for a bite of a sandwich...

First I want to commend Reven for his work......just an outstanding job!! And I have used version 2!

BUT....IMHO the implementaion in Ver 3 breaks the mold. I have not installed it, although I probably will in a probale restart! Oh, No, Not again!

I think the cost of up-grading to the Aegis system is too way high!

I have read you can add a gun crew to any ship that has a turret, but I have not read anywhere what the cost for a gun crew is by itself! I think -this- is good, based on someone's comment that a turret with a crew performs much better than before! Adding a crew to a Nova or even a TS when you are at that level in the game might add a little protection....much needed IMO!

Even today the modern "heavy fighters" only add a weapons officer to the single man fighter crews..........WHY so many " crew" in GC V3? It is not logical.

Considering the sophistication of the corvettes and destroyers in the current game...and their size..... 1. gun crew ( maybe basic) should come with the Aegis system...2. additional crew, maybe adding to the sophistication ( capability ) could have an additional cost, but not millions!!!

Plus....gun crew and staff should not count against the somwhat limited cargo space available to the ships!!!! Note how the Ray is hamstrung with full gun crews.

Just my opinion, of course, but having a military naval back ground makes me cry " FOUL" over the implementaion.


rfoote
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Kailric
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Post by Kailric »

Yeah, The game was not designed to account for crews, at least for the player, which in reality doesn't make sence. The NPC ships appear to be fully crewed though which makes perfecet sence. My thougths would be if your gonna require crews to one aspect you might as well require crews for them all, but that would totaly change the way the game is played. Right now the player can create an empire bigger than all the races put together with nothing more than software. If the player can do it why can't the races figure that out instead of killing off thousands and thousands of people? They could just sit on planet and send out AI piloted ships.

Anyway to force the player to have pilots and crews for all his ships would be, in my mind, a good thing, more realistic and add to the immersion. But that all takes time and programing and X2 would have been released a lot later.

With the script editor as it is now you could create scripts that would require crews to be on all your ships. And certain commands would not appear unless their was enough crew aboard. Someone should make those scripts and balance out the X2 universe :)
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
frymaster
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Post by frymaster »

rfoote - price for crew is, when on standby, 50cr per crew per hour.

1500 per crew per hour when working, or 3000 per crew per hour when working with AEGIS installed
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rfoote
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Post by rfoote »

frymaster wrote:rfoote - price for crew is, when on standby, 50cr per crew per hour.

1500 per crew per hour when working, or 3000 per crew per hour when working with AEGIS installed
Yeah, but what is the cost to "Hire" the gun crews in the beginning??? I've read about players "seeing" Naval Transports moving personnel in system and of having to pre-positon transports to get them before they disappear, but what is the cost/per crew?

I've also read about them seeing "tenders" moving missles and things also!

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fuzzywuzzy
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Post by fuzzywuzzy »

Kailric wrote:
3iff wrote:So, when you're in your M2 in the pre-aegis script days, how many crew are on your ship??

What if you capture a Xenon K, how many crew are on that??

...not even a handful!
And does that seem "realistic" to you?
It's a ROBOT you fool! You expect the Xenon to have crews??????
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Reven
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Post by Reven »

Greyhawk1 wrote:A carrier is too small to fit 150 ships into it let alone a hundred crewmembers. Thats a bit of licence on the part of the devs...
First of all, an M1 doesn't require 100 crewmebers in this script. It requires 50. The M2 requires 140.

Now, let's take a look at the claim - that an M1 can't hold 100 crewmembers. The ship that I am most familiar with is the Titan, so let's look at that. It's not an M1, but most M2's are slightly smaller than M1's.

The Titan is 2.4 km long. The internal volume is about 250 million meters³, or about 9 billion ft³. For those who deal with square footage, it's about .75 million m²/8 million ft² per deck. A VERY conservative estimate, based on 8m/25' high decks, is a total of 36 million m²/400 million ft².

The Colosus is even larger. I haven't ever worked out its exact dimensions, though I will if people believe it's an issue. Anyone want to continue to claim that an M2 can't fit 140 crew, or an M1 can't fit 50?

Yes, the new gunnery crew system is a paradigm shift. Moving to live crews. The old gunnery crew system was supposed to have live crews too, just I didn't do a very good job of implementing it. Ideas don't come all at once, unfortunately, and the idea to make use of an otherwise used "ware" (the "Military Personnel" ware) was late in coming. I was more eager at the time to get the turret code working well. Some of the negative comments seem to make the point that the new method is bad simply BECAUSE it's a paradigm shift. If change is bad, then don't install anything new. Problem solved.

Ok, perhaps that wasn't a fair comment. I do try to take criticism constructively. However, I am becoming more and more convinced that my real mistake was releasing the early versions to the public without making the players actually have to DO anything to get the kind of firepower increase that the script gave. The reaction from people who are seeing the plugin for the first time is almost universally positive.

I'm sorry if the system seems poorly thought out. I assure everyone that a great deal of thought went into it. Honest - 3000 lines of code just don't spring up without a little of it. I'm not saying that it was good thought. I'll leave that up to you to make a value judgement on it.

The issues seem to be consistently focussed on three areas. I will go over each one in detail, and give you mt reasoning:
  1. AEGIS costs too much/The crew cost too much.
    AEGIS costs 54 mil and change. If you want your warship to engage other warships with, AEGIS is not needed. It is an area air defense system - for engaging lots of fighters. I may nerf the basic system a little more in favour of making AEGIS better against capital ships (by comparison). The reason I didn't do this to begin with is I hate nerfing things in order to make something else better by comparison. Hate it with a passion. As I was writing the different new things in version 3, I essentially put most of the new features as a function of the AEGIS upgrade. The only existing feature that was moved to AEGIS was turret tracking speed improvements. Oh, and the Maximize Capture command - but that's a money maker, so I have no sympathy for people who complain about the cost (AEGIS pays for itself in one mission if you capture a couple of Xenon K's). My problem was, I ran out of things to add to the actual turret code. If there were more sources of extreme numbers of fighters, then AEGIS would be very worth the price paid. My next project is to make Carriers a whole lot meaner. What would you say to a system that launched all a carrier's fighters during in-sector combat at once? Beam the fighters out of the ship. :) Now imagine fighting a carrier that actually launched all its fighters. That would be a fight and a half! No one would complain about the cost of AEGIS if they saw it take down a hundred khaak fighters (try it with the stock turrets and watch your destroyer disintigrate).
    As it is now, yes, AEGIS is overpriced for the benefit you get from it. But since you don't need it for capital ship engagements, it's a good "last" upgrade for when you have hundreds of millions of credits and want your flagship to "be all that it can be". When you an get 200mil from a XI mission, and 25 mil a pop from an assassination mission, a single overpriced ware that is a luxury anyway doesn't move me to tears. Sorry if that seems callous.
    The crew aren't overpriced. The crew cost is realistic. This is an area I have experience with. How many in-sector-combat capital ships do you expect to use at once anyways? At the very most, an M2 will cost 420k per hour to operate with full crew on permanent alert. A few crystal fabs or chained SPPs will net you that. A single assasination mission will operate a ship for 50 game hours.
    Those of you who are put off by the cost are looking at the numbers in comparison to the tiny charges other things cost, not in relation to the kind of income it is very easy to get.
  2. Crew are too hard to get
    This is by design, though part of it is because of a "feature" in the game I didn't fully compensate for and will be fixed in the next release.
    Crew disappear even faster than I intended because the game has a system where any ware on an AI dock is "consumed" at a certain rate, to simulate it getting purchased. The rate of consumption is based on the maximum quantity of that ware. The max quantity of Military Personnel on a dock is 10,000 - which means they get consumed VERY quickly. Sometimes within seconds. Of course, the readme makes it clear that these crew are in very high demand, so this is in keeping with the fictional basis for things.
    If you haven't read the XML readme, you may not be aware that if you own your own Equipment Dock, that a command is available that will give you a report of every military transport currently flying. At the cost of 5 fast TPs (I suggest SPlit Iguanas) with jump drives, you can then get your crew as fast as the system produces them. Every 10th transport will give you up to 20 crew. Every 20th will give you up to 100. Crew is hard to get, but not so hard as is made out.
  3. Crew takes up too much cargo space
    I agree. If I could limit the cargo volume used by each crewperson to 1, I would. This requires a mod, though, and I can't offer a signed mod.
    The Ray is the big loser here. 420 cargo space is hard on a Ray. However, even here it can be done with a few minor sacrifices. For example, the ventral guns - lose the Beta PPC's there in favour of GHEPTs only. That's a savings of 255 cargo space. This has a VERY low reduction in combat efficiency. The Ion Disruptors in combination with GHEPTs will take appart fighters quickly. Against capital ships, there is no combat efficiency reduction, as you need to get in fairly close to use the IonD's anyways, and the slower bullet speed of the GHEPT is not a problem against large targets.
    For other ships, I used to regularly stock 800 energy cells on a Titan and Xenon K. That's also stocking 80 mosquitos, 40 wasps, etc etc. Dropping the 800 energy cells to 400 and keeping the extra 400 in a Goner Ship isn't a big sacrifice. And, the same dorsal/ventral Beta PPC/GHEPT swap is still possible.
    All in all, while I sympathize with this issue, it's not insurmountable by ANY stretch of the immagination. I would suggest those that think it is haven't thought it through enough. Turnabout is fair play people :rofl:
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3iff
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Post by 3iff »

Fuzzywuzzy:

I KNOW the Xenon are robots...I was referring to the K when the player has captured it... I'm not a fool either, well, not a complete fool!

Reven:

Referring to the crew, the problem people have had is that the crew take up valuable cargo space. I agree that the average M2 will have massive space but it only has ~3000 available cargo space to put wares into. We suddenly find that necessary crew now eat up much of that valuable space. I accept that you realise this is a problem...

There's lots of talk about Aegis and I think I'm confused. This part costs 54 million, but does this part HAVE to be bought to give me access to the other part of the script, or can I simply acquire crew and have crew controlled gun swapping? I have read the docs, perhaps I'm being a fool!

Finally, when installing this script, the AI gets equivalent benefits. Can this be switched off for the AI?

Thanks.
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stella
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Post by stella »

Reven:

I read your comments, above, and think you have a fair point on most .

The only two (and for me, these are show-stoppers) major deleterious effects are :

1. Whilst I don't have to hire gunnery crews, I'm now at a distinct disadvantage against other capital ships if I don't. Perhaps some NPC ships having them, and some not (like PSG's/IONs) would be an idea.

2. In-sector combat in Khaak sectors has been seriously (imho) unbalanced. The Khaak M2's can now destroy any ship in under 10 seconds.. You used to be able to get away without sustaining losses, by putting so many ships against a single Khaak M2, that it was overwhelmed before it could destroy anything. This is now either no longer possible, or the numbers have gone up significantly. As you say, you hate nerfing with a passion, but I do feel that the Khaak need to be "de-tuned" a little.

As for not putting any thought into it, we both know that's a load of old twaddle. Sometimes, things don't turn out exctly as planned, no matter how much thought gets put into them. Sometimes, though, they do, and they just aren't what everyone expected.

Just as a final question, have OOS combat figures altered in any way as a result of v3.0?
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Reven
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Post by Reven »

3iff wrote:There's lots of talk about Aegis and I think I'm confused. This part costs 54 million, but does this part HAVE to be bought to give me access to the other part of the script, or can I simply acquire crew and have crew controlled gun swapping? I have read the docs, perhaps I'm being a fool!
AEGIS is not requried for the basic gunnery crew functionality. Weapon switching, faster firing rates, basic target prioritization (tries to target the overall ship's target first, then any ships attacking you, then lastly any enemy in range), and the avoidance of area-effect weapons when non-combatants are in the area are all part of the "Gunnery Crews: Action Stations" command. AEGIS is not needed for that.
3iff wrote:Finally, when installing this script, the AI gets equivalent benefits. Can this be switched off for the AI?
Officially, no. I'll talk to ticaki about this and see if it can be done in the signed script. If you want to edit this change in, it's easy enough though. I like Stella's idea, however...
stella wrote:1. Whilst I don't have to hire gunnery crews, I'm now at a distinct disadvantage against other capital ships if I don't. Perhaps some NPC ships having them, and some not (like PSG's/IONs) would be an idea.
I like this idea. Perhaps "official" government ships can have them, but not the spawned capital ships from assassination missions.

Would this be a good compromise?
stella wrote:2. In-sector combat in Khaak sectors has been seriously (imho) unbalanced. The Khaak M2's can now destroy any ship in under 10 seconds.. You used to be able to get away without sustaining losses, by putting so many ships against a single Khaak M2, that it was overwhelmed before it could destroy anything. This is now either no longer possible, or the numbers have gone up significantly. As you say, you hate nerfing with a passion, but I do feel that the Khaak need to be "de-tuned" a little.
I'll take another look at this. What kind of ship are you using?

I hope my last message didn't come off too antagonistic. I am very willing to tweak things to make this enjoyable for as many people as possible.
You were warned... pirates will be hunted down like vermin.

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grays
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Post by grays »

I havent installed this yet but have a question.

If an M2 has a max compliment of 140 (280 cargo units) where does the max cargo space of 420 come from. Is there associated equipment as well?
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3iff
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Post by 3iff »

Reven:

Thanks for the continued replies. Your comments are very fair. Apologies for making you work so hard!

So, if I install the script, to get the general script effects all I need is crew...there's no upgrade to buy?

Then, if I want the extra aegis features, that will cost me 54 million and higher crew costs?


I too like the suggestion from stella about it not being a universal setting for AI ships. I would still like the ability to switch off the AI access to this. I'm fairly rubbish at combat and I use the keyboard which doesn't lend itself to smooth flying.
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