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

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Reven
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Post by Reven »

Expect a tweak to the transports code in the next few days. The update is in QA now.
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Night Shadow
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Gunnery Crews where fo you get them from..?

Post by Night Shadow »

where do i get gunnery crews from and how do i get them please help..
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therjw
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Post by therjw »

Hi stop me if you heard this but seing that the gunnery crew go to trade stations maybe in your update you can give the command to player owned trade stations to request for crew which will bring the transporter to deliver them but it costs you something like 100,000 per person who lands on your trade station, it would give it another function. :)
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therjw
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Post by therjw »

from trading stations just follow the TS that have the name Trans M-31 or something like that read this
http://www.egosoft.com/x2/forum/viewtopic.php?t=71484
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Reven
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Post by Reven »

therjw wrote:Hi stop me if you heard this but seing that the gunnery crew go to trade stations maybe in your update you can give the command to player owned trade stations to request for crew which will bring the transporter to deliver them but it costs you something like 100,000 per person who lands on your trade station, it would give it another function. :)
This was actually something that ticaki asked for originally. I resist this because I don't want it to become a simple money issue. If getting crew were simply a money issue, then it really wouldn't mean anything. The reason for this is because after a certain point, money doesn't mean anything. It's so ludicrously easy to get at high levels that you might as well have your own money printing-press.

Which is why, if I had my way, the costs in this plugin would be double... heck times ten. Even the AEGIS, I would have loved to make it 200mil or more. Of course, the reaction would have been hideous.

So, I decided that the effort involved in getting crew wouldn't be shortcutted with money. It also opens the way for future quests. Do a favour for the military, for example, and get a ship full of crew as a reward. Things like that.

I still ask myself, though, would the reaction to the cost of things have been this negative if this was part of the game from the beginning? If it was a "when you get to really high levels, then this is the type of equipment and crew you can get for your ships", would people have screamed it was too expensive? (that's a rhetorical question - I think we all know the answer)
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CrystalOmega
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Post by CrystalOmega »

Reven wrote:I resist this because I don't want it to become a simple money issue. If getting crew were simply a money issue, then it really wouldn't mean anything. The reason for this is because after a certain point, money doesn't mean anything. It's so ludicrously easy to get at high levels that you might as well have your own money printing-press.

Which is why, if I had my way, the costs in this plugin would be double... heck times ten. Even the AEGIS, I would have loved to make it 200mil or more. Of course, the reaction would have been hideous.

So, I decided that the effort involved in getting crew wouldn't be shortcutted with money. It also opens the way for future quests. Do a favour for the military, for example, and get a ship full of crew as a reward. Things like that.

I still ask myself, though, would the reaction to the cost of things have been this negative if this was part of the game from the beginning? If it was a "when you get to really high levels, then this is the type of equipment and crew you can get for your ships", would people have screamed it was too expensive? (that's a rhetorical question - I think we all know the answer)
You know, a lot of people don't do the XI and assassination missions for money, on the grounds that they essentially end the game. They render every fab obsolete, which completely eliminates the economic feature that is pretty much the selling point of X2.

Advancing in combat ranking is easy and cheap. XI and assassination missions are relatively easy to get and do. It is very possible to reach the high level BBS missions without buying a single fab. However, up until your AEGIS plugin, there was no necessity to do that. XI and assassination missions were, up until now, an optional bonus meant only as something to do for fun. Hell, they weren't even included in the original release of X2. Now they're pretty much required in order to use your plugin.

Please don't do that. Your script is damn fantastic but your price reasoning is liable to kill the game.
Nanook
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Post by Nanook »

CrystalOmega wrote:
Reven wrote:I resist this because I don't want it to become a simple money issue. If getting crew were simply a money issue, then it really wouldn't mean anything. The reason for this is because after a certain point, money doesn't mean anything. It's so ludicrously easy to get at high levels that you might as well have your own money printing-press.

Which is why, if I had my way, the costs in this plugin would be double... heck times ten. Even the AEGIS, I would have loved to make it 200mil or more. Of course, the reaction would have been hideous.

So, I decided that the effort involved in getting crew wouldn't be shortcutted with money. It also opens the way for future quests. Do a favour for the military, for example, and get a ship full of crew as a reward. Things like that.

I still ask myself, though, would the reaction to the cost of things have been this negative if this was part of the game from the beginning? If it was a "when you get to really high levels, then this is the type of equipment and crew you can get for your ships", would people have screamed it was too expensive? (that's a rhetorical question - I think we all know the answer)
You know, a lot of people don't do the XI and assassination missions for money, on the grounds that they essentially end the game. They render every fab obsolete, which completely eliminates the economic feature that is pretty much the selling point of X2.

Advancing in combat ranking is easy and cheap. XI and assassination missions are relatively easy to get and do. It is very possible to reach the high level BBS missions without buying a single fab. However, up until your AEGIS plugin, there was no necessity to do that. XI and assassination missions were, up until now, an optional bonus meant only as something to do for fun. Hell, they weren't even included in the original release of X2. Now they're pretty much required in order to use your plugin.

Please don't do that. Your script is damn fantastic but your price reasoning is liable to kill the game.
I agree with this 100%!! I never take XI missions due to the obscene payout. It would ruin my game. I only take the occasional assassination mission, mostly to increase my race rep, not for the money.

Personally, I downloaded the turret script, but may never use it. I don't like the idea that the AI ships get it for free, but I have to jump through many hoops and pay through the nose to use it. This script has the kind of AI improvements that should be an across-the-board addition to all ships in the game, not just the player and a few select AI ships. Actually, it's what the turret AI should have been in the first place.

And I also don't like the 'optimized for capturing' setting, either. Capturing is already too easy, and what's the point once you've got enough cash to afford an M2 and the AEGIS?
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Reven
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Post by Reven »

Thanks to the whichever moderator has been combining threads in here.

Nanook: Would you suggest that I make the other races search for gunnery crews too? :) The transports for other race's factories buy goods for free, yet you have to pay for them. Equipment docks and trade docks simply "dissappear" goods that are on them - they just vanish, no one buys them at all. This is to simulate other behind-the-scenes purchasing. I do something similar with the military personnel that transports carry around. And, as I've already mentioned, there are tweaks in the pipeline to make this process a little less painful. Actually, at least three times less painful. :p If you think that it's too expensive to be fair, simply take on a couple more of those assassination missions that you eschew and all is fair again.

I should ask this question, what sort of upgrade would I have to make if I wanted to make a very high-end upgrade for late-stage players?
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stella
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Post by stella »

that's a rhetorical question
What's a rhetorical question?
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The_Tigers_Eye
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Post by The_Tigers_Eye »

stella wrote:
that's a rhetorical question
What's a rhetorical question?
A question to which no answer is required... just for effect or meaning, for instance:

How Many roads must a man walk down before he considers himself a man??? (Simpsoms. :lol: )
I should ask this question, what sort of upgrade would I have to make if I wanted to make a very high-end upgrade for late-stage players?
Hmm, Aegis and all it's associates should have been there from the start, fantastic as it is!

As a high level player I would really appreciate some kind of inter sector war perhaps? A script that once a mission is completed the pirates do a massive invasion, or the Split and Boron... tis why the war mods are so popular. :twisted:

More specific customisable controls for capital ships such as having energy cells and being able to divert the extra power to shields or weapons. I think this is done to a limited extent with Tuning MK1. Also having a type of 'engine' room control panel where I can allocate my energies from weapons to shields or engines etc... This could be some kind of "overhaul" that can only be brought only at shipyards if you have both the cash and race relation. :)
stella
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Post by stella »

stella wrote:
Quote:
that's a rhetorical question


What's a rhetorical question?


A question to which no answer is required... just for effect or meaning, for instance
:lol:

GOTCHA!!
Attack enemies in radius -here
CrystalOmega
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Post by CrystalOmega »

Reven wrote:If you think that it's too expensive to be fair, simply take on a couple more of those assassination missions that you eschew and all is fair again.
No, it's not fair. You're asking him to do something that he, on principle, doesn't wish to do. I realize that this is your script and that you have every right to impose your pricing beliefs upon us, but would it really be so bad if AEGIS was reduced to the ~16 mil price range?
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Burianek
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Post by Burianek »

Last edited by Burianek on Sun, 19. Dec 04, 22:28, edited 1 time in total.
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Burianek
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Post by Burianek »

Reven has also posted some great film recordings of engagements using the new gunnery crews.

Please take a look here and then come on back to this thread to discuss the cosequences / ramifications / divine insight acquired. ;)
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therjw
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Post by therjw »

you are being very busy Burianek are you trying to meet your locking threads targets? :lol:
Anyway I think the AEGIS system should be kepted at that price as it gives you another reason to get rich and make it intresting
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Burianek
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Post by Burianek »

therjw wrote:you are being very busy Burianek are you trying to meet your locking threads targets? :lol:
I get a bonus every month if I lock a certain number of threads :D

(only kidding of course)
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NZ-Wanderer
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Post by NZ-Wanderer »

This isn't really a rant or anything, just a couple of thoughts and posted in here cause there was no-where else to put it. :lol:

Actually No I don't see why the locking of all the threads except this one had to be done... :twisted: :twisted:

Personally having to wade through 19 pages of stuff just to read about 1 or 2 things is WAY overkill, especially when the first 13 pages are only about unsigned beta type versions and are mostly irrelevent to the new signed script...

Why couldn't a subsection just be created and all the Gunnery threads be moved into there??

And no this message isn't just because the thread I started got locked, it's all about ease of use... - Sure having multiple threads may of been a bit of an inconvience, BUT having 1 monster thread with a lot of outdated posts IMHO is far worse... - Just imagine the poor guy who only manages to login once a week and wants to read up on just 1 aspect of the gunnery script, comes into here to find that there are another 23 new pages of stuff, even on broadband that would take a while to get through...

Anyway, my appoligies for the message, but I just felt I had to reply to Burianek's post. :D
Burianek wrote:Multiple threads dealing with the gunnery crews have been locked and referred here.
Hmmmm, see why that needed to be done? :D
Cheers.
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Burianek
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Post by Burianek »

PM'ed you.
If anyone else has questions about why the threads were locked, please pm me. There's no reason to clutter up Reven's thread.
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therjw
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Re: [BONUS Plug-In] Gunnery Crew turret plugin - Version 3.1

Post by therjw »

Reven wrote: 2. Orbital lasers are supported
I think it a miss type Burianek for in the readme it says laser tower weapon as some people have scripted in the laser tower weapon so it will work on other ships
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Burianek
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Post by Burianek »

Yep, lasertowers mount the orbital laser weapon.
I see how this could get confusing, I've changed the sticky, thx.
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