EMX Entertainment Mogul X-Universe Mod | Updates & Always looking for Help! 12-09-07

The place to discuss scripting and game modifications for X³: Reunion.

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What do you think of this possible Mod?

I've always wanted to be the Master of Entertainment!
46
46%
It sounds ok, and I may try it out
39
39%
It sounds interesting, but I'm a combat junkie.
13
13%
You guys are waisting your time.
1
1%
 
Total votes: 99

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KanineLupus
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Post by KanineLupus »

Flybye wrote:The front nose of this thing has been a MAJOR PITA!!! Well, at least for me it has LOL. It would have probably taken an editing veteran to do this in a few minutes as opposed to the entire day for me :mrgreen:

Seeing as you mentioned a little while back you've started using 3DS, can give you this pointer. Have a look in the Modifier list for the 'Taper' function. Btwn that and moving/modifying edges (as opposed to polys), it should make much lighter work of any similar objects in future :)
Ooops!!
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Flybye
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Post by Flybye »

PhantomDG1 wrote:WOW nice one Flybye, actually looks like the hull of a real ship !
Thanks! :)
Was up till like 4am reading through several 3DS forums. I've perfected my method :mrgreen:

KanineLupus wrote:.....Not if you set things up properly they won't.

Firstly, is best to add a 'cut-out' into the main model itself (use a 'boolean' operation, using either a box or campher box as your template).

Also, be sure to take note of the docking-bay dummy's position and rotation when placing via the scene-file ...and DON'T FORGET TO CHECK THE PIVOT POINTS!!

If all is set up correctly, then you shouldn't end up flying through the ship's walls at all :)
Yeah, I know how to position/rotate the external dummies and modify the ship in whatever way. The problem is you can not control the direction of the ship once it is docked....well...at least I know of no way to control it. :)

So lets say I want the cockpit of the ship docking to show when docked, I would have to rotate the docking dummy a certain way for the ship's cockpit to show. But X3 only allows docking to come from a certain angle to the docking dummy. So I can either make the ship dock normally, but its belly will show, or I can make the ship dock flying through the ship and allow its cockpit to show.

Sure, I can make holes through the ship, but sometimes that is not very convenient for aesthetics :) Well, this is with external docking in order to make the outside life pods show. As far as internal docking, I haven't played around with that yet. :)
SpaceMonkey1119 wrote:Well,

The only reason I want a seperate casino ship is because I don't want to have all my assets traveling through hostile sectors. It's not by any means vital, I just think having a Casino ship in the saftey of Argon Prime would be a nice, stable income. It would be slower because the ships would have to travel farther for supplies, but atleast it stands a fighting chance if a khaak destroyer shows up.
Well, the ships don't necessarily have to travel through dangerous sectors in the beginning. Argon Prime has safe passage ways to Paranid Prime and Kingdom's end. That's how you could start the business. Traveling to nearby ports. As time progresses, then you can make it across the universe with additional ship support. Think about it, you can make it from Argon Prime to Kingdom's end with no enemy sectors in between. You can also make it as far down as Mysts of Elysium travelling through Paranid, Boron, Teladi & Split sectors with minimal pirate activity.

If you wanted to go to Blueish Snout, you can take the long way by going to Kingdom's end, heading east through Family Whi and into Share Holder's fortune and east, south, and further east and you are in Boron space.

Of course, to make things interesting, we should have Xenon Migration installed. We can even make it to Light of Heart taking the LONG way around from Argon Prime if we traveled through Boron, Teladi & Split space. Actually, we would still have to travel through 1 pirate sector.

If anything, then maybe we should have just a Casino ship that hovers around (still needing resources) and we can also have the cruise liner WITH a casino, too.



Thanks KanineLupus. I'll keep that in mind. Currently, I have been using the Loft method. I've perfected it a bit, and have the hull looking almost exactly how I want it to look.
matches
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Post by matches »

And the Answer IS.........42!

ok, basicly I have the problem figured out. A=wares pruchased B=retail $ of wares puchased(A - B = profit margin) # of passengers reflect the speed in which profit margin is achived. I figure 5 units of the basic food stuff for each race + 5 units of each race spice ought to last 100 people a day (with a competant chef) That puts the food bill close to 10000 to set sale (you'll get it back- food is PUCHASED buy the passengers - this is a casino, not a charity) So money spent is money earned in this case.
(A - B = $ x #passengers/24 hours) Garenteed profit. I like that.
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Flybye
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Post by Flybye »

Cycrow's Fleet Crew script has chefs :)

We should make a list of scripts to use with this mod, and once the list is complete, we ask the script's creator their permission to include it.

2 that come to mind:

Cycrow:
Capital Ship Crew
Xenon Migration
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KanineLupus
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Post by KanineLupus »

Flybye wrote: Yeah, I know how to position/rotate the external dummies and modify the ship in whatever way. The problem is you can not control the direction of the ship once it is docked....well...at least I know of no way to control it. :)

So lets say I want the cockpit of the ship docking to show when docked, I would have to rotate the docking dummy a certain way for the ship's cockpit to show. But X3 only allows docking to come from a certain angle to the docking dummy. So I can either make the ship dock normally, but its belly will show, or I can make the ship dock flying through the ship and allow its cockpit to show.
OK - let me throw a suggestion at you - I'll try and explain as best as I can. Firstly you don't really need to worry about the docking issue (ie, flying through the ship's body). You may well be able to make the escape pods included in the ship at purchase by adding a new entry to the WareList.txt file and the adding that to the ships 'wares' via the TShips.txt file.

As for aligning the ship when docked, basically as far as I can tell the direction is set by matching the ship's pivot point (direction) with the docking point's pivot - you'll need to ensure they match up the way you want.

Then of course there is another possible sollution, making use of custom internal docking bays. Rather than trying to make the cockpits of each pod visible, why not instead design the 'hatches' on the exit points as some sort of specialised dome ...the sky's the limit really, but that way you could end up with the look you are after without a huge amount of fiddling around :D
Ooops!!
matches
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Post by matches »

Capital ship crews was exactly what I was thinking too. Didn't Xai Corps do a "Way-Points" script? That would ensure the ship meets its time schedual (pre-fly set course with a fighter all on auto-pilot to get an exact time-frame) or possibly Explorer Software, also by Xai Corps -lots of permission to be had!
Side note: Can it dock a TP for emergency booze re-supply?
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Flybye
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Post by Flybye »

I guess the real problem here is.....I'm anal :mrgreen:

I won't be happy if I see the pods flying through the liner while docking.
And in the movie, you can clearly see the pods are an external part of the ship. Granted, I probably won't be able to make the ship look exactly how it does in the movie, but I'd like to get as close as possible.

[ external image ]
[ external image ]

This movie came out in 97, and I can't tell if this is a live model or a render.


Matches, I don't know about a Way-Points Script. Makes sense though to be able to tell the autopilot exactly where to go.

I can make it dock a TS if we want.
matches
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Post by matches »

External dock for a single TS makes sense, for emergencys. And the Escape pods......you might want to put the OUT-OF-ORDER sign on them, and call it good....you have your work cut out for yourself as it is. You might want to save making them acctually function for version 2.0 (assuming vesion 1.0 goes well)
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PhantomDG1
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Post by PhantomDG1 »

Flybye wrote...
We should make a list of scripts to use with this mod, and once the list is complete, we ask the script's creator their permission to include it.
Tut Tut Flybye :shock: Read all the posts !

I already did this ! :D

LV has agreed to let us use his 'player response fleet' script. :D

And I'm waiting to hear from Cycrow as to let us use his 'Capital ship crews' script and 'BBS Advertisiments' script. !

All comming together nicely so far !


Phantom
PhantomDG1
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Post by PhantomDG1 »

As for 'way-ponts' !

Well surely each docking station will be the way-point !

When you start off you just have your main hub/station and one turnaround point (way-point)

Then as you earn more you buy additional hubs/stations and the cruise routes get longer and more profitable ! :D

Matches made a valid point...
How long are the cruises going to last, average? I know 2 stop minimum but how many sectors between stops?
I think we should put a limit on the 'maximum' number of sectors between way-points !!

I suggest NO more than 2 jumps between each point !
(other variations/suggestions welcome)


Phantom
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Flybye
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Post by Flybye »

PhantomDG1 wrote:....Tut Tut Flybye :shock: Read all the posts ! ...
Hehe. I did! I can't find any other list.

I edited the front page of the thread and it lists "approved" script. I made it a little prettier to try to have it a bit more organized.

I'll put a list for "possible scripts" and any I should add to it let me know.
Last edited by Flybye on Sat, 12. May 07, 20:08, edited 1 time in total.
matches
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Post by matches »

If docking stations are the only way-point, then it won't be a very long cruise- at a low speed of 100 you can cross ALOT of sectors in less than a day( typical cruise ought to last AT LEAST 2 days, don't ya think?) If you make it scenic, ie..tour each sector before moving on to the next, the trip takes longer making it more cruise, less taxi, plus keeps your clientel on board gambling and consuming longer, resulting in more profit. Way-points might allow you to send the ship on its way, and forget about it. Jump in to help with the occational bandit raid, but otherwise, as long as she has resorces she should be self-sufficiant. Round trip or One-way tickets?
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Flybye
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Post by Flybye »

In the beginning, we have to deal with small cruises. Just think if it as a weekend cruise :mrgreen: Miami has cruises which only take a few hours to reach the Bahamas. As time progresses, and you are able to upgrade the ship, then you can make use of the further away ports.

Hmm...what if we calculated the time it takes to go from one port to another at 50m/s. Log the time. The ship may be capable of doing 150m/s, but if you shorten the trip time, you will loose profitsss.
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KanineLupus
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Post by KanineLupus »

Flybye wrote:I guess the real problem here is.....I'm anal :mrgreen:
OK - I'll throw another possible solution at you (be warned - you'll have your work cut out!!) Personally I'm not so sure why you're worried about the docking with ship issue, as really, how often are you going to be using the escape pods except to depart the ship ...but anyhow....

Now before I go into to much detail (to give a hint, you're basically creating invisible internal bays - which would allow your pods to be seen when docked), do you have a pic of one of the escape pods separated from the main ship. Will be a little easier to guide the process involved for you :)


*EDIT*

To answer your other question, from what I can tell here it was a live (2 meter long) model - I guess CG modelling was still in its early days in '97
Ooops!!
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Flybye
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Post by Flybye »

LOL you're right. Maybe I just shouldn't worry about them docking :) I guess, as time progresses, we will see if it is worth while creating these little ships and setting up docking dummies for them around the liner. It is not difficult only time consuming.

I don't have any pics of the life pods. The movie doesn't really have any good shots of them. Although they mostly seem to look like a 1/4 of a sphere with an extension in the back.

Oh and thanks for the model pics!!
Remmick
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Post by Remmick »

I know you moved off the topic of the ship a while back, but you mentioned having more than one sort of ship, do you mean like TS/TL sort of difference, or just TS/TP differrence?
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Flybye
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Post by Flybye »

The Liner will probably have to be a TL/M1/M2 since I don't believe ships can dock with a TP. I know for a fact ships can not dock with a TS.
Squelch
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Post by Squelch »

I highly recomend the AStar Pathfinder Commands script for incorporation into the route/patrol script. I have succesfuly modified it to accept different costs which depend on changing circumstances in the universe. This should address the assets/hostile sector problem and could even come into effect/ be adjusted as the ship commander gains skill. It would have repercussions on journey times, and therefore customer satisfaction etc.

Also use of LV's MK3 Warning system bundled in UT protection would be highly beneficial for instructing escorts to intercept incoming enemies.
Last edited by Squelch on Sat, 12. May 07, 22:47, edited 1 time in total.
Remmick
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Post by Remmick »

Flybye wrote:You / the player will start off with an old cruise liner and enough credits to buy a departure / turnaround dock and a few supplies. You will need to position them in sectors of your choice and prepare for your first run (buy the basic supplies / wares) and hope you picked a good route !

A few runs later and you should have enough to start upgrading your ship.
A little idea, you mentioned upgrading the ships, why not have multiple ship clases, small ships for the fledgling organization (you) and larger ships for the tycoons of the trade?
Flybye wrote:The Liner will probably have to be a TL/M1/M2 since I don't believe ships can dock with a TP. I know for a fact ships can not dock with a TS.
you might not need to have them docked, just use the freight beamer, admittedly, a TP sized liner wouldn't be able to have docked escorts, so it'd be more at risk.
matches
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Post by matches »

Ah yes, but the model (Floston ship) DID have docking, and thats what Flybye is working with. Good point for smaller variants, though!! It'll be interesting to see how this develops into the future!! Cruise fleets.....mmmmm, MUCH profit :D
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