X-Verse Fleet Fest I
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And as luck would have it, you're facing a mainly a capital fleet in Aro. My fleet is designed for a vs. capital battle which is a plus for my first fight, though I am packing a lot of AoE weapons.Triaxx2 wrote:I'm still sure my fleet would munch through most of the spam fleets. That's why it's armed with so much FAA. Of course it's probably not as devastating VS. capitals.
In other news: Further progess of the XFF Fleet Calculator has been made. Prices have been added for nearly all ships, all guns/shields/ammo/software. However I'm unable to get the thing to function for some reason so I've sent the updated version back to imperium3 since he knows its design best. Still trying to figure out how I managed to break it.
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I'm probably committing to too much here, but I started building a website some time back and haven't done much with it as of yet. Would people be interested in having the fleet calculator in a web site? (Now, to go lookup how to convert excel to sql and that php handbook. I could use a little work to blast the dust off my almost nonexistent skills. ie self taught.)Deadbeat_Spinn wrote:And as luck would have it, you're facing a mainly a capital fleet in Aro. My fleet is designed for a vs. capital battle which is a plus for my first fight, though I am packing a lot of AoE weapons.Triaxx2 wrote:I'm still sure my fleet would munch through most of the spam fleets. That's why it's armed with so much FAA. Of course it's probably not as devastating VS. capitals.
In other news: Further progess of the XFF Fleet Calculator has been made. Prices have been added for nearly all ships, all guns/shields/ammo/software. However I'm unable to get the thing to function for some reason so I've sent the updated version back to imperium3 since he knows its design best. Still trying to figure out how I managed to break it.
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@travisdh1, if you think you can why not. But I'd check with imperium3 first since the calculator is his design (at least the one I worked with). But it would bring up one main issue, and that would be having to be connected to the net. Personally I prefer a non web reliant program for this sort of thing (similar in nature to the X3 Editor, Stats Viewer, or Screenshot Blender).
@Aro, just what are you up to?
I was doing an update to Ship Listing Part II (adding in ships) and noticed you added in the other fleet commanders who already fought (name only). Though I'm sure TJ has the coding for them, I suppose we could do the eight survivors first (since they have to fight again) followed by the eight who fell in battle. Post the fleets and I'll begin on the coding but I think you'll exceed the post size limit adding in 16 more fleet layouts. And they will be in a seperate post if I do another fleet layout set.
Oh and do a post over there, I rather not do a triple post and have LV drop a hammer on me.
Edit: Wait a minute this is all tech related......wrong thread, wrong thread.
Looks at travisdh1.
@Aro, just what are you up to?
I was doing an update to Ship Listing Part II (adding in ships) and noticed you added in the other fleet commanders who already fought (name only). Though I'm sure TJ has the coding for them, I suppose we could do the eight survivors first (since they have to fight again) followed by the eight who fell in battle. Post the fleets and I'll begin on the coding but I think you'll exceed the post size limit adding in 16 more fleet layouts. And they will be in a seperate post if I do another fleet layout set.
Oh and do a post over there, I rather not do a triple post and have LV drop a hammer on me.
Edit: Wait a minute this is all tech related......wrong thread, wrong thread.
Looks at travisdh1.
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The previous winners need to be added, TJ doesn't have the 'code' per say. He has to add the fleets in manually. That's why this fleet spawner is being worked on.
Can stick the others in the spawner, but they are a very low priority.
Multiple language support is now possible. Will use a translation service at the start then others can do better translations later.
A PHP based fleet maker/calculator would be good, was thinking of doing that or a Flash based version. But working on too much stuff as it is. Need to go work on my plot skipper and want to get my game starts going too. Not to mention the other stuff that needs to be worked on.
Can stick the others in the spawner, but they are a very low priority.
Multiple language support is now possible. Will use a translation service at the start then others can do better translations later.
A PHP based fleet maker/calculator would be good, was thinking of doing that or a Flash based version. But working on too much stuff as it is. Need to go work on my plot skipper and want to get my game starts going too. Not to mention the other stuff that needs to be worked on.
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I'm back from Rome!
But not for long 
Anyways, you guys really should open up a thread in S&M about this calculator. I would do it myself but seeing as I have absolutely no part in it, it would best if one of you guys did it.
As for cutting down on ship numbers, we're not going to do that for XFF I as someone already mentioned, it would be unfair to the fleets that have already fought.


Anyways, you guys really should open up a thread in S&M about this calculator. I would do it myself but seeing as I have absolutely no part in it, it would best if one of you guys did it.
As for cutting down on ship numbers, we're not going to do that for XFF I as someone already mentioned, it would be unfair to the fleets that have already fought.
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
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@TJ, XFF S&M. 
Just in case you want to link it to the OP.
I think imperium3 had a heart attack.....when I told him 3 hrs later that I had finished inputting the costs.

Just in case you want to link it to the OP.

I think imperium3 had a heart attack.....when I told him 3 hrs later that I had finished inputting the costs.
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Hi folks. Sorry for asking this quite late in the process, but please, allow me two questions and a comment.
Quote from the OP:
"All ships will be AI controlled.[...]
For turret commands and such, I will spawn one fleet under the race setting of Xenon and the other as Argon. So it will be default AI commands." [...]
Q1: Regarding turrets - which are the default commands? "Protect Ship"?
Q2: I've seen Wasp missiles being used. How does this happen, when the default setting for the probability of missile use is 0%?
And a comment - I think it does not really matter if fleet X is mine or yours, if all we do is putting AI to kill itself - since we cannot set our turrets to work as we may see fit, like in a "proper" battle.
I would very much like to join in, but I want to know what's the status of missiles exactly. As I would use a lot of Typhoons, which are rather expensive, I really wouldn't let them launch with 0% probability.
Excuse me if I missed something, but reading through 118 pages is somewhat difficult. I've been watching all the battles though.
Congratulations for your idea. I'm sure it's been also appreciated in war game halls
Quote from the OP:
"All ships will be AI controlled.[...]
For turret commands and such, I will spawn one fleet under the race setting of Xenon and the other as Argon. So it will be default AI commands." [...]
Q1: Regarding turrets - which are the default commands? "Protect Ship"?
Q2: I've seen Wasp missiles being used. How does this happen, when the default setting for the probability of missile use is 0%?
And a comment - I think it does not really matter if fleet X is mine or yours, if all we do is putting AI to kill itself - since we cannot set our turrets to work as we may see fit, like in a "proper" battle.
I would very much like to join in, but I want to know what's the status of missiles exactly. As I would use a lot of Typhoons, which are rather expensive, I really wouldn't let them launch with 0% probability.
Excuse me if I missed something, but reading through 118 pages is somewhat difficult. I've been watching all the battles though.
Congratulations for your idea. I'm sure it's been also appreciated in war game halls

For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
against the rulers of the darkness of this world, against spiritual wickedness in high places
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Q1. Default ai command? Not sure. If we had done testing before the fighting started we all would have added more guns to our big ships so that they could swap to better weapon sets.
Q2. Missiles have a default fire rate, think it's 5%. But the ai uses them a bit odd. They do get used though.
Next battle may have that percent set to 100. Still up to the ai on how they decide to use 'em.
Now if my network problems would fix themselves the director file shall surely start working the way it is supposed to. STUPID VISTA AND DIRECTOR! (/boldunderlinegiantfontbrightcolouritalic)
Q2. Missiles have a default fire rate, think it's 5%. But the ai uses them a bit odd. They do get used though.
Next battle may have that percent set to 100. Still up to the ai on how they decide to use 'em.
Now if my network problems would fix themselves the director file shall surely start working the way it is supposed to. STUPID VISTA AND DIRECTOR! (/boldunderlinegiantfontbrightcolouritalic)
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Aro: yes, 5% for missiles, excuse me. Still, it's a very low default to count in a battle involving at least one enemy capital ship.
I'm eagerly awaiting for the second round to start, to request a place for myself
Now, I won't be insisting on rewriting the rules (however, for another round, I guess it'd be OK to fire it off with another set of rules), but it'd be good if more than 70% prob. for launching missiles would be used, and if the opponents would be able to set their capitals' (at least) turret commands "by themselves", for realistic battles not just AI self-slaughter.
I motivate my request for a large prob. of missile use with this. For a "first strike" on enemy ships, in the early battle missiles launched with, say, 90%-100% prob. would be effective in reducing the shields of (large, slow) ships in the distance, and once the stock of missiles has depleted, the fighters and weapons would attack the nearby fighters and the slower ships that have come closer.
Now, how would missiles be launched against a capital ship 30 Km away escapes me... But it would be nice, wouldn't it?
Thanks for listening
I'm eagerly awaiting for the second round to start, to request a place for myself

I motivate my request for a large prob. of missile use with this. For a "first strike" on enemy ships, in the early battle missiles launched with, say, 90%-100% prob. would be effective in reducing the shields of (large, slow) ships in the distance, and once the stock of missiles has depleted, the fighters and weapons would attack the nearby fighters and the slower ships that have come closer.
Now, how would missiles be launched against a capital ship 30 Km away escapes me... But it would be nice, wouldn't it?
Thanks for listening

For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
against the rulers of the darkness of this world, against spiritual wickedness in high places
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The XFF Calculator is finished. 
Linky
Much credit is due to ashkrowe, who helped come up with the idea, and Deadbeat_Spinn, who collected all the actual pricing data.
Note that since the file is .xlsx, as far as I know you will need Microsoft Excel 2007 or later to use this calculator. I tried to convert to a more open format (.xls or .ods) but it seems a large chunk of the spreadsheet isn't compatible with that. *shrugs*
What this does is enable you to easily calculate the price of your fleet (when XFF 2 comes around anyway). You would still have to check on compatibility and cargobay limitations etc (ie you may be able to afford 50 PPCs in your Nova, but that doesn't make it actually possible!). I've tried to make it neat enough that you can just submit the file as your fleet without having to type it all up again on the forum, too.
Please bombard with heavy criticism and advice

Linky
Much credit is due to ashkrowe, who helped come up with the idea, and Deadbeat_Spinn, who collected all the actual pricing data.
Note that since the file is .xlsx, as far as I know you will need Microsoft Excel 2007 or later to use this calculator. I tried to convert to a more open format (.xls or .ods) but it seems a large chunk of the spreadsheet isn't compatible with that. *shrugs*
What this does is enable you to easily calculate the price of your fleet (when XFF 2 comes around anyway). You would still have to check on compatibility and cargobay limitations etc (ie you may be able to afford 50 PPCs in your Nova, but that doesn't make it actually possible!). I've tried to make it neat enough that you can just submit the file as your fleet without having to type it all up again on the forum, too.
Please bombard with heavy criticism and advice

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Just one piece of criticism;
It doesn't work.
Office 2003 version (which is why, apparently). It is probably a problem with converting back from the newer .xlsx format but I don't know for sure.
Should this not be fine? I dunno.
It's not finding the prices or anything when I type in a ship, nor is it working for the example fleet. I just get #NAME? appearing in all blue cells.
Spike
It doesn't work.
Office 2003 version (which is why, apparently). It is probably a problem with converting back from the newer .xlsx format but I don't know for sure.

It's not finding the prices or anything when I type in a ship, nor is it working for the example fleet. I just get #NAME? appearing in all blue cells.
Spike
Check out the X3 Wiki!
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Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
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Try widening the columns where #NAME is written.
And yeah, this XLSX version is not too... handy.
Here is Microsoft Excel Viewer
It's a viewer, though. Anyone kind to test it until we get another, more commonly used version?
Anyway, thanks a lot, this will be useful for designing my deadly fleet
And yeah, this XLSX version is not too... handy.
Here is Microsoft Excel Viewer
It's a viewer, though. Anyone kind to test it until we get another, more commonly used version?

Anyway, thanks a lot, this will be useful for designing my deadly fleet

For we wrestle not against flesh and blood, but against Principalities, against Powers,
against the rulers of the darkness of this world, against spiritual wickedness in high places
against the rulers of the darkness of this world, against spiritual wickedness in high places
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Yup, one of my formulas 2003 doesn't like for some reason (either the vlookup or the iferror, i have no idea) so it throws a wobbly. When I have some time, and my brain is in gear, I'll try to convert it properly because I suspect a lot of people still use 2003/OpenOffice.Spychotic wrote:Just one piece of criticism;
It doesn't work.
Office 2003 version (which is why, apparently). It is probably a problem with converting back from the newer .xlsx format but I don't know for sure.Should this not be fine? I dunno.
It's not finding the prices or anything when I type in a ship, nor is it working for the example fleet. I just get #NAME? appearing in all blue cells.
Spike
Sorry!
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Wow. Just had a look at that thread and it blew my mind. Literally. I only understood the sentence bits 
Anyways, I've linked to that and the calculator in the main post.

Anyways, I've linked to that and the calculator in the main post.

My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
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Well I can view the Fleet Calculator with Excel Viewer, except I can't input anything probably because my Excel version is 2001. So I can't test it unless I can find a way to get a newer version.
Well it's my first time doing tech work and if it wasn't for Aro and Alex Vanderbilt, I wouldn't have been able to do what I did.
.....And I'm off to do more coding for fleet layouts.
BTW if the fleet cap for XFF II is going to be 64, then we may need more than just two people doing the coding for fleet layouts (just a heads up).
Oh the world of tech.Technojerk36 wrote:Wow. Just had a look at that thread and it blew my mind. Literally. I only understood the sentence bits
Anyways, I've linked to that and the calculator in the main post.

Well it's my first time doing tech work and if it wasn't for Aro and Alex Vanderbilt, I wouldn't have been able to do what I did.
.....And I'm off to do more coding for fleet layouts.

BTW if the fleet cap for XFF II is going to be 64, then we may need more than just two people doing the coding for fleet layouts (just a heads up).