
[TC] Goner Aran Capped!!!!!!!
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Oh, well done Palm911. REing it won't work on an unmodified game due to PHQ cargo limitations - it can barely store enough resources for the successful manufacture of two Titans, let alone something this size. However repairing the Aran through the PHQ may as stated above be a better bet at resetting the radar ping.
Finally, if an Aran conjured through scripting is radar-positive, we can be sure that it is not a ship attribute. If the ship ID is the key through which the game remembers radar status then it will always be invisible to radar.
You don't need to manufacture them anyway, as you can capture as many as you want.
Finally, if an Aran conjured through scripting is radar-positive, we can be sure that it is not a ship attribute. If the ship ID is the key through which the game remembers radar status then it will always be invisible to radar.
You don't need to manufacture them anyway, as you can capture as many as you want.
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Check out "3.08 Sector Management.xml" in 07.cat. Just above the bottom is the UnFocused Jump Drive section.
Find it a bit odd to read, though some things stand out.
Aran:
Not sure what the chance is 1%, 10%? The hidden flag must be the reason it is untargetable. So RE then making another should remove it.
Yay for energy and no real equipment.
Losing stuff on entry:
So transporter device, not sure on the second, and a scanner of some sort (duplex/triplex?). Again no clue on how the chance is treated, maybe 30% for each?
Find it a bit odd to read, though some things stand out.
Aran:
Code: Select all
chance 10
name this.tempship
typename SS_SH_GONER
race abandoned
hidden 1
racelogic 0
<create_ship> name this.tempship
typename SS_SH_GO_MSY
race neutral
hidden 1
racelogic 0
Code: Select all
<equipment> loadout minimum
loadoutmask equipment
<cargo>
<ware> typename SS_WARE_ENERGY
min 100
max 300
<hull> min 3
max 30
Losing stuff on entry:
Code: Select all
chance 3
<add_equipment> object {player.ship}
typename SS_WARE_BEAMING
exact -1
<ware> typename SS_WARE_TECH276
exact -1
<ware> typename SS_WARE_SCANNER3
exact -1
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REing it won't work on an unmodified game due to PHQ cargo limitations - it can barely store enough resources for the successful manufacture of two Titans, let alone something this size.
IIRC the PHQ doesn't need the entire load at one time. If the PHQ ran out of a given product for reproduction the ship being built would be on hold until more of the product that was need was delivered. At least for R, haven't aquired the TC PHQ version as of yet.
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Thanks palm911, I've got an Aran now as well. Yeah!
Because the sector was infested with 6 K's and 2 J's clustering together, I had to resort to hit and run tactics. Luckily the Springblossom which I was flying at the time is excellent for that. First I used to the repair laser to make the Aran an enemy. Then I ran away and lured the Xenon away, and returned to initiate the boarding. While the boarding process was going on I was flying up and down parallel to the Aran to keep the enemies away from my marines and also to be near enough for when the capture was done to quickly dock and jump away.
Note that you definately don't need a transporter device because you can dock on the Aran with your corvette and then simply transfer the jumpdrive to the Aran.
Because the sector was infested with 6 K's and 2 J's clustering together, I had to resort to hit and run tactics. Luckily the Springblossom which I was flying at the time is excellent for that. First I used to the repair laser to make the Aran an enemy. Then I ran away and lured the Xenon away, and returned to initiate the boarding. While the boarding process was going on I was flying up and down parallel to the Aran to keep the enemies away from my marines and also to be near enough for when the capture was done to quickly dock and jump away.
Note that you definately don't need a transporter device because you can dock on the Aran with your corvette and then simply transfer the jumpdrive to the Aran.
From personal experience I'm pretty sure it is: transporter device, freight scanner, triplex scannerAro wrote: So transporter device, not sure on the second, and a scanner of some sort (duplex/triplex?). Again no clue on how the chance is treated, maybe 30% for each?
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X3TC: Magnate, X-TREME ~ X4F: Salesman, Harmless
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i have no idea of how to test this. (ammount of resources) need it to build it. and if PHQ can hold the resources for building it.
anyone with a modified game willing to test?
also no word yet for the repir the ARAN in the HQ, so still in the dark about the posibility brought before of repairing it to see if it is reset back to normal?
thanks!
enjoy the aran (for those who capture one)
anyone with a modified game willing to test?
also no word yet for the repir the ARAN in the HQ, so still in the dark about the posibility brought before of repairing it to see if it is reset back to normal?
thanks!
enjoy the aran (for those who capture one)
X gamer , one at a time.
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Scripting in the blueprints, the reqs to build one are only about twice those for a main race M1:
- Energy Cells: 187,505 (187,505)
- Teladianium: 5,856 (29,280)
- Cloth Rimes: 1,952 (3,904)
- Rastar Oil: 3,904 (23,424)
- Ore: 7,809 (62,472)
- Silicon Wafers: 5,856 (105,408)
- Crystals: 1,952 (7,808)
- Quantum Tubes: 1,952 (9,760)
- Microchips: 3,904 (7,808)
- Computer Components: 1,952 (1,952)
- Credits: 55,314,024
- Cycle time: 4-14:48
Last edited by Carlo the Curious on Tue, 31. Mar 09, 00:20, edited 4 times in total.
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I haven't tested it but I think it is highly unlikely that simply repairing the ship solves the odd ships behavior (doesn't matter if you repair at a shipyard or in your own HQ).palm911 wrote:also no word yet for the repair the ARAN in the HQ, so still in the dark about the posibility brought before of repairing it to see if it is reset back to normal?
Aro was hinting at the hidden attribute and I think that may very well the reason it is acting so strange. My guess is that this attribute should be reset for a ship whenever a player gets possession of it.
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i love challenges
as far as repairing it. in the PHQ. what i heard that happens is that the ship dissapears during the repair cycle and then it reapears. (what we are hoping is that the ship once reapears get reseted.
this does NOT happens in the regular repair me at shipyard. the ship will stay there. so to speak.
Edit : THanks Carlo/
thats 8 days.
you see we found ourselves a new mission
4 days to RE. in the meantime gather resources for it. then another 4 days to get the ship fully functional (assuming the ship remains the same after a repair

as far as repairing it. in the PHQ. what i heard that happens is that the ship dissapears during the repair cycle and then it reapears. (what we are hoping is that the ship once reapears get reseted.
this does NOT happens in the regular repair me at shipyard. the ship will stay there. so to speak.
Edit : THanks Carlo/

you see we found ourselves a new mission

4 days to RE. in the meantime gather resources for it. then another 4 days to get the ship fully functional (assuming the ship remains the same after a repair

X gamer , one at a time.
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Not quite. The ship is just removed from player ownership while it's being repaired at the HQ, and then returned to player control when repairs are complete. I wouldn't expect it to change any other flags (although it's not impossible).palm911 wrote:as far as repairing it. in the PHQ. what i heard that happens is that the ship dissapears during the repair cycle and then it reapears. (what we are hoping is that the ship once reapears get reseted.