X-Verse Fleet Fest I

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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EmperorJon
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Post by EmperorJon »

1. Custom map? Might have scripting problems...

2. It takes a while for the script to kick in...
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Gavrushka
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Post by Gavrushka »

This is what happened with me in the Custom map - They will interact only if interacted with - a bit like 'No Pilot' ships - This is why we needed a custom combat script for the custom map as I understand it. You surely just need to copy script in that's been created and run it using the script editor?
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Technojerk36
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Post by Technojerk36 »

I'm using the map the Tenlar created. I've watching the Xenon on SETA X10 for around a minute now, and nothing has happened.
Gavrushka wrote:This is what happened with me in the Custom map - They will interact only if interacted with - a bit like 'No Pilot' ships - This is why we needed a custom combat script for the custom map as I understand it. You surely just need to copy script in that's been created and run it using the script editor?

Are you talking about Cyberfuzzies script?
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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EmperorJon
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Post by EmperorJon »

Making a custom map often leads to no scripts running... well, ome setup ones, but no combat, no ships spawn at all...
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Gavrushka
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Post by Gavrushka »

Technojerk36 wrote:
Are you talking about Cyberfuzzies script?
Yes. Isn't that what he created it for? To engage the two fleets in combat?
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Technojerk36
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Post by Technojerk36 »

Yeah but I only managed to download it after I spawned the two fleets using the cheat package though. :( Also, his script doesn't allow for weapon positioning. Any idea what the combat script is? I'll try running that from the script editor.
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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EmperorJon
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Post by EmperorJon »

Yes. Isn't that what he created it for? To engage the two fleets in combat?
Spawn them, not fight them IIRC

EDIT:
Any idea what the combat script is? I'll try running that from the script editor.
Erm... there's loads of them?

There actually, is.
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Post by Master of the Blade »

:headbang: :headbang: :headbang:

So, when do we think anything's going to work? :(

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Technojerk36
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Post by Technojerk36 »

EmperorJon wrote:
Yes. Isn't that what he created it for? To engage the two fleets in combat?
Spawn them, not fight them IIRC

No, his script makes the two fleets spawned fight each other. The only problem is that you can't set in which turrets the weapons are.
Last edited by Technojerk36 on Fri, 9. Apr 10, 17:17, edited 1 time in total.
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
Gavrushka
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Post by Gavrushka »

Would it be worthwhile PMing Gazz? - There isn't anyone who knows as much about Combat Scripts. - He may be able to help if he has time.
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EmperorJon
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Post by EmperorJon »

Or you could just not use a custom universe as I said... :wink:
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Post by Technojerk36 »

The thing about a custom universe is that there are no other sectors. This way I get much better frame rate as all of my CPU is available for that one sector only.

EDIT: Screw it. I'll use Cyberfuzzies script. The weapons and turrets are going to be a bit messed though.
Last edited by Technojerk36 on Fri, 9. Apr 10, 17:22, edited 1 time in total.
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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EmperorJon
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Post by EmperorJon »

Kill everything else then?

A quick setup script, destorys every ship and station.

They shouldn't respawn too quickly... :twisted:
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Post by Gavrushka »

Technojerk36 wrote:The thing about a custom universe is that there are no other sectors. This way I get much better frame rate as all of my CPU is available for that one sector only.
You are right - I tried this in the X Universe and it grinds to a halt with two large fleets - There is far too much going on AND rogue ships could enter / spawn during combat otherwise - This is purely a slight technical issue - LV had said it would be easy to do - so it just needs someone with the right knowledge I guess.

And I did a sector KILL first - the OOS scripts take up MASSES of CPU time
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Post by imperium3 »

Technojerk36 wrote: EDIT: Screw it. I'll use Cyberfuzzies script. The weapons and turrets are going to be a bit messed though.
Probably not such a problem, because the AI turretswitching will automagically sort things out. It just might not be what the fleet commander originally intended.
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EmperorJon
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Post by EmperorJon »

Make sure you add weapons in a sensible order so it sorts them out quite right...
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Yup, I'm running into the same thing with my Terraformer War universe. :/ That'll take a bit of work to get sorted.

Does Cyber's script make ships engage each other correctly though?
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Post by Alex Vanderbilt »

imperium3 wrote:Looking at everyone's fleets, it shows how silly it is that the Panther's the only reasonably priced ship which can carry lots of fighters. Oddly enough, no one seems to want to shell out >70million on an M1 with LESS firepower :roll:

I should do something about my 1million surplus... but there's nothing to spend it on...
I also calculated with a Condor, it has about the same weaponry, but more shields and 60 slots. But when I comes to the price and the limiting 250 Million, I could have just half of the M3 I currently have, which makes the Condor obsolete. M4 would be a possibility, but they are even more worthless against Flak and the like than M3 are.

I also tried it with Helios and 12 Medusae. Then again, I had too much money left, but too less for another Helios + 4 Medusae. Since there's the rule with the docking slot per ship, I even couldn't use 20 Pegasi from the remaining money....

Conclusion: Panther is the one and only reasonable carrier. :roll:
imperium3 wrote:Probably not such a problem, because the AI turretswitching will automagically sort things out. It just might not be what the fleet commander originally intended.
Obviously not. I'm certain that the AI will put the ISRG in the front turret or somewhere else, but not in the rear turret in my Oddy. -.-

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Technojerk36
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Post by Technojerk36 »

Tenlar Scarflame wrote:Yup, I'm running into the same thing with my Terraformer War universe. :/ That'll take a bit of work to get sorted.

Does Cyber's script make ships engage each other correctly though?
Yes, it does.

I got it to work and the battle was shorter than I expected. I'm assuming you guys don't mind me recording with the HUD on? Cause other wise you won't be able to see all the ships and their hull/shield statuses.
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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Tenlar Scarflame
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Post by Tenlar Scarflame »

Technojerk36 wrote:I'm assuming you guys don't mind me recording with the HUD on? Cause other wise you won't be able to see all the ships and their hull/shield statuses.
Doesn't bother me. It would be like watching sports without little score cards and player profiles flying around everywhere. :roll: Not the same!
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