Federation Betrayal - Gunnery Crews must die! (X2)

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StJude
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Federation Betrayal - Gunnery Crews must die! (X2)

Post by StJude »

Having scoured the universe for those blasted military personel I finally had enough crew for my AEGIS equipped Titan (which did not show 50 million credits worth of improvement IMHO, but that's neither here nor there). After which I had one little guy (or girl) left over, which I put on the back turret of my Nova manning (or womanning) the Mass Driver, expecting large improvements in fire rate. But for some bizarre reason the fire rate dropped, averaging about a shot per second. Except when a missile has locked on to me, then he (she) lets rip at the regular 20rounds/second. I double checked, the turret command is definitely set for action stations, not missile defence.
Am I missing something? Is there some ultra-secret toggle for slapping some life into that little turreteer? Is the whole Gunnery Crew/AEGIS some old joke thrown in by egosoft developers ot have a laugh at our expense?
:?
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StJude
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Post by StJude »

But its a signed script, part of the upgrade patch. Why moved?
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Cycrow
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Post by Cycrow »

because its a script, so it belongs in the Scripting forum.

have you got enough crews for your ship for it to work ?

it isn't some joke, it does improve the performance of your turrets, but its not simply about increase fire rate, The fire rate is fixed for each weapon.

the turret crews allow auto switching of the weapons for the best target, faster moving turrets to lock onto ships better, etc.

also, you dont need the upgrade, all you need is the crew.
the upgrade gives you extra options, like allowing your crews to go for the capture instead of the kill, etc
Sever101
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Post by Sever101 »

I've had similar experiences in my dragon. Four MDs firing at 20 rps (or something) is quite impressive to listen to. Makes a mess of missiles too, but they only seem to fire at that rate when targeting missiles.

Gunnery crews certainly aren't a joke. The joke, it would seem, is how poor some of the M2s perform without them. The bonus rate of fire that gunnery crews provide is significant. Especially when you consider that most other M2s and M1s have the benefits of GCs without actually having crew. If you have the all in one bonus pack installed, you're at a distinct disadvantage when facing off M2 vs M2 without a gunnery crew.
blazer1121
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Post by blazer1121 »

I actually remember after attacking a Paranid sector, and anihallating everything in it, I set a few capships to patrol the sector, to cut off the trade lanes from the Paranid ran through. Unfortunately for my capships, the race responce fleets script is on so, when they attacked a whole fleet of M2 and M1's jumpeed in and blew one of my caps to all hell. After I manned the other caps ships and a replacemnet one for the lost one, to the max with those marines/ gunners, those ships have mannaged to wipe out superior foes all the time.
Gunnery crews is definately a big imporvement, but you have to have extra marines, not just one or two per turret, I have about 300 per cap ship.
Sever101
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Post by Sever101 »

I thought that Cunnery Crew commands only worked with the minimum number required and had no bonus when they were in excess. In fact, i've lost 30 crew in one hit when i stocked my titan with 210 crew (minimum to run action stations on a titan is 30 + 10 per turret = 90). Excess crew go walkabout over time and provide no bonus to efficiency or combat.
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Post by Cycrow »

yeah the number of crew doesn't make a difference, you either have enough and they function, or you dont, and they act like standard turrets.

if you have extras they tend to leave after some time.

if you need 210 and you only have 209, then it wont work at all
Sever101
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Post by Sever101 »

Cycrow wrote: if you need 210 and you only have 209, then it wont work at all
Not quite. You can still run the action stations command on 5 of the six turrets.
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StJude
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Post by StJude »

My problem isn't the number of crew. According to the script help file, the turret on a Nova only needs one crew (and yes it is 90 for a M2). And this self-same help file claims a rapid increase in MD fire rates. Which I'm not getting...
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Sever101
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Post by Sever101 »

StJude wrote:My problem isn't the number of crew. According to the script help file, the turret on a Nova only needs one crew (and yes it is 90 for a M2). And this self-same help file claims a rapid increase in MD fire rates. Which I'm not getting...
In what situations have you tried it?
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StJude
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Post by StJude »

normal combat siutations. flying around in my nova, attack some pirates. All you hear is the occasional put put put. Then someone launches a missile and it revs-up to whirrrr (very scientific i know). Like its stuck on missile defence, but it says its on action stations.
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Sever101
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Post by Sever101 »

hehe, scientific indeed. What you describe is pretty much the same as what happens in my dragon. Full fire rate for missiles and "semi" for anything else. I do not know if this is a limitation of the script or not. I hope not. Anyone know what we're doing wrong if it's not the script?
Nelly
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Post by Nelly »

I have an Osprey, Installed "aegis" and spent nights chasing around and waiting in cold "free trading stations" for the transports to come in.
Now after collecting 70 crew, 30 to run the system and 10 for each of the 4 turrets.
Now I have only 27 left and all turrets are still working, and working very well. I could have saved myself a lot of chasing around had I known.
I picked the Osprey because I could mount 2 PSG's in the back. I just fly straight through a Khaak cluster and keep going they clear all in seconds and I usually have 5 or 6 captures ( the unknown objects are worth a lot of money) :D
My problem is:
They cost a fortune while in action and I always forget to turn them off.
While they are real good at capping they are sooooo stupid in built up areas, I got them 2 gamma PAC's and went after a Xenon mob, just as I was passing a Power plant they opened up on the Xenon with the PSG's, that was 14 hours ago and its still red
I haven't loaded any script It seems It came with the game, and I cant see any script in here to control them a little better
Anyone know of any :?:
magic_ghost
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Gunnery crews - Question about required crew

Post by magic_ghost »

As I understand it, the readme says that you need 10 crew / turret. So does that mean each individual turret or each turret as listed in ship stats?

To put it more clearly, the ship stats for a Titan says 6 turrets, yet there are actually 18 guns on the ship, so do i need 50 (support crew) + 18 (number of guns equipped) * 10 (crew required for each turret) or 50 + 6 * 10?
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kampfkoloss13
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Post by kampfkoloss13 »

@ Nelly

The Osprey only has 3 turrets (the cockpit doesn't count) and each only needs 3 crew (since it is an M6). And you don't need a support crew. So everything above 9 will diminish.


@ magic_ghost
Only the number of turrets is important, not the number of guns you can mount in each turret. So a Titan needs 30 support + 6 * 10 turret = 90 total crew to be fully operable. With a minimum of 40 crew you can activate 1 turret.



• M3 (Argon Nova) - one crew member
• TS/TP - two crew members
• M6 - three crew members per turret
• TL (non-Teladi) - five crew members per turret
• TL (Teladi Albatross) - fifteen crew members per turret
• M1 - Twenty (as "support" crew) plus five crew members per turret
• M2 - thirty (as "support crew") plus ten crew members per turret

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