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If you design combat with limited turret coverage you'll have to rewrite all combat scripts because they do not deal with this issue very well.Funjifore wrote:Wouldn't be able to do an Eve mod just like Eve. Is there any way to "lock" turrets into forward position? If there is, that would solve the problem. So you can broadside with the Abaddon and still shoot at the stuff in front of you with a hotkey.
Most Eve ship models should allow you to have at least some of the turrets point forward. Probably will have to add small turrets in key locations for the battleships, in Eve, the bigger ships aren't supposed to be better than the smaller ones (battleships don't hit small ones at all unless they have drones). They have completely different purposes. Tactical possibilities are interesting for X3, though.
Initially, capital ships execute an "attack run" at each other, where mainly their forward turrets fire.
Then, when they get close enough to avoid collisions, they start circleing each other where random turrets will be able to fire.
If you limit big ships to "broadside only", combat will look terribly stupid.
You could make a compromise, like you see on the Python.
Attack runs can be aborted earlier than the collision avoidance kicks in. You'll have to script this, though.Cougar81 wrote:4. EVE's Drones system: You would need to rewrite X3's AI system to get this to work. The way Drones are spelled out in EVE - it doesnt seem that complicated (orbit at 5000m , fire weapons until the target is dead) the problem with X3 is the whole maintain distance and collision thing. EVE drones are also much hardier than X3 fighter mk1/2s.
Hardiness is no issue when you're modding anyway.
Orbiting and firing does not work. Drones with fixed lasers shoot forward. A simplistic turret script that only fires at "the" main target is not too hard, though.
Just delete all the logic from an ES turret script so it's reduced to...
if Ship.Attack.Target in range, fire until no longer in range. Repeat.
MARS drones will more or less "hold position" behind their mothership, hiding behind it when an enemy ship is chasing them. That way they are luring it into the mothership's firing range, which does more good than using their single IRE.
So custom navigation is not entirely impossible.
If you can imagine it, you can write it.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Hell yeah!
Been playin Eve for a while now.
Actually I'm reading my second EVE novel, the burning life. Good book, recommend it to any scifi fans.
An EVE mod for X3 would be awesome. The one thing I've always said eve is missing is hardcore dog-fighting simulation, it's perfect!
Need any quest writers for missioning agents or just someone who's into alot of the eve lore let me know!
(Also any fellow capsuleers that want to hit me up in game my pilot name is "Kaldrath Drakar".)

Been playin Eve for a while now.
Actually I'm reading my second EVE novel, the burning life. Good book, recommend it to any scifi fans.
An EVE mod for X3 would be awesome. The one thing I've always said eve is missing is hardcore dog-fighting simulation, it's perfect!
Need any quest writers for missioning agents or just someone who's into alot of the eve lore let me know!
(Also any fellow capsuleers that want to hit me up in game my pilot name is "Kaldrath Drakar".)
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You want the old DDs? Easy way to completely wipe out your own fleet, your enemies, the entire sector and the sectors adjacent to it!
Besides can you implement AOE weapons in TC?
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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Yes, think of hammerhead missiles.
This mod is an interesting idea. But I'm sceptical about how well it would work without some definite re-imagining of the standard EVE models. Yes, you could make them operate exactly the same as they do in EVE, but it would probably lead to major game imbalance.
For example (Based on reading the topic through) you want to keep the EVE guns ridiculously strong, but all based on turrets? Without a rework of the vanilla script code, (Say, MARS mod) this could lead to ships being pathetic in sector, especially at the ranges you are talking about. At 30km, a ship attempting to shoot any M5 would miss horribly.
But the on the other hand, OOS the EVE ships will be OP due to the higher stats. Hmm.
I'd be quite amused if you managed to integrate some sort of smartbomb weapon into X, though...
Disco Mega time in Argon Prime
This mod is an interesting idea. But I'm sceptical about how well it would work without some definite re-imagining of the standard EVE models. Yes, you could make them operate exactly the same as they do in EVE, but it would probably lead to major game imbalance.
For example (Based on reading the topic through) you want to keep the EVE guns ridiculously strong, but all based on turrets? Without a rework of the vanilla script code, (Say, MARS mod) this could lead to ships being pathetic in sector, especially at the ranges you are talking about. At 30km, a ship attempting to shoot any M5 would miss horribly.
But the on the other hand, OOS the EVE ships will be OP due to the higher stats. Hmm.
I'd be quite amused if you managed to integrate some sort of smartbomb weapon into X, though...

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Well if you have a cruiser or a battlecruiser in EVE shooting at a frigate 30km away using medium sized guns you would probably miss unless that frigate was heading straight towards you.
Of course, missiles would have to be completely reworked as they always hit if target is in range and cannot be shotdown unless you use defender missiles.
Of course, missiles would have to be completely reworked as they always hit if target is in range and cannot be shotdown unless you use defender missiles.
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, the gun range, i thought, the ships would be much bigger than the x-schips. And guns firing at low range... that looks terrible.
Otherwise, we have a lot of laser guns now.
And I think the range will be max. 30 km. Except of Titan guns
Well, I'm just working on LODs. thats a hard work, I need about 10 hours per ship. So that doesn't make fun anymore. I think Im going to concentrate on the map for the next time.
greetings
Falcon
Otherwise, we have a lot of laser guns now.
And I think the range will be max. 30 km. Except of Titan guns

Well, I'm just working on LODs. thats a hard work, I need about 10 hours per ship. So that doesn't make fun anymore. I think Im going to concentrate on the map for the next time.
greetings
Falcon
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Capitals should not be able to use jumpgates. They should have to use cynos! Jump beacons are already in the game and it wouldn't be too hard to implement. Just make the capital ships larger than the gates.
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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As far as I know the Carriers are considered Capital class ships, they are of a big size, larger even then battleships in EVE. Had a corp mate bring our stuff down all the time via jump point to null sec space so we could farm there. But this being X3 I think you can make an exception... though
Carriers, Motherships, Dreads, and Titans I think would be the only ships capable of using Cyno or jumpdrives in this case of the game
*shrugs*


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Well, the last tests with the Titans have shown, that these huge ships look horrible, when they're scaled like in EVE. The texture is horrible, the LOD is horrible and its moving is horrible.
So I decided either I import Titans and scale them much much smaller. Maybe a bit bigger than the Carriers or I don't import them.
It doesn't have anything with majesty in common. The Avatar, scaled, that its 20 km long, is there just for laughing at.
Other ships are Ok. But not the titans.
greetings
Falcon
So I decided either I import Titans and scale them much much smaller. Maybe a bit bigger than the Carriers or I don't import them.
It doesn't have anything with majesty in common. The Avatar, scaled, that its 20 km long, is there just for laughing at.
Other ships are Ok. But not the titans.
greetings
Falcon
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Can't you re-texture it?
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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Muah, I'll go gleich under die Decke!!! There are nur zwei members in the team and a webdesigner und ihr want to tell me, I should gefälligst hinne machen?
I try, but without a MD-Scripter, some modder und some other Hilfe, Egosoft will have released X-Online.
Can someone translate ist, bitte? My English stoßes under ist's Grenzen.
greetings
Falcon

I try, but without a MD-Scripter, some modder und some other Hilfe, Egosoft will have released X-Online.
Can someone translate ist, bitte? My English stoßes under ist's Grenzen.
greetings
Falcon
