[Script][14-June-2010] Asteriod Fusion - v4
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Retiredman
- Posts: 795
- Joined: Fri, 4. Sep 09, 02:35

sorry..
it 2.6
(Shouldn't have posted the second one..)
Added.
Loaded the new spk
and it seems to be working and no issues or previous popups appearing.
Nice to see some 90+ Nividium/Ore/Silicon roids made.
Used both a Mammoth and a AL to combine many roids.
Seems tractor beam doesn't need to be equipted, just onboard.
and all this was completed OSS.
Great job.
it 2.6
(Shouldn't have posted the second one..)
Added.
Loaded the new spk
and it seems to be working and no issues or previous popups appearing.
Nice to see some 90+ Nividium/Ore/Silicon roids made.
Used both a Mammoth and a AL to combine many roids.
Seems tractor beam doesn't need to be equipted, just onboard.
and all this was completed OSS.
Great job.
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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

Retiredman
didn't want to load the script down just to check if it was fitted, in cargobay is enough un the circumstances i think.
Sounds like you like the script, i'm glad.
Thanks for the feedback.
MarCon
Oh so glad to hear that !!!Loaded the new spk
and it seems to be working and no issues or previous popups appearing.
As TLs can mount Tractor Beams, if there is on in the cargobay, all the techs have to do is fit it.Seems tractor beam doesn't need to be equipted, just onboard.
Thats why you have ship captains, surely they can manage that by themselves, you give the orders, they do.and all this was completed OSS.
Sounds like you like the script, i'm glad.
Thanks for the feedback.
MarCon
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Glimpse
- Posts: 141
- Joined: Thu, 29. Apr 10, 14:05

Yep.Working as intended.Finally I can get rid of those silly low level asteriods cluttering my mining sectors(legally).Many thanks.
What I'd suggest that it may be integrated to the main menu you have.I'm using it too and It saved my sanity in many occasions.The search and combine asteriods sub menu would be great both for IS and OOS.
What I'd suggest that it may be integrated to the main menu you have.I'm using it too and It saved my sanity in many occasions.The search and combine asteriods sub menu would be great both for IS and OOS.
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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

Glimpse
I'm glad you like this and my other main menu script.
Me saving your sanity nearly cost me mine writing it
.
When i decide to pull my hair out again and update the main menu i think i will incorperate this into it, as well as a few other improvements to the asteroid search area, that i can't believe i didn't think to include in the first place. Along with some other ideas for improvements that i have.
Thanks for the feedback and suggestion. Always welcome.
MarCon
I'm glad you like this and my other main menu script.
Me saving your sanity nearly cost me mine writing it
When i decide to pull my hair out again and update the main menu i think i will incorperate this into it, as well as a few other improvements to the asteroid search area, that i can't believe i didn't think to include in the first place. Along with some other ideas for improvements that i have.
Thanks for the feedback and suggestion. Always welcome.
MarCon
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Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

Aw yeah, awww yeeeah, now we're cookin' with gas, baby [ external image ]
Whoever's running the script library these days better get this added right quick, this is too dang good to sit in obscurity.
Whoever's running the script library these days better get this added right quick, this is too dang good to sit in obscurity.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
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Rheikon
- Posts: 40
- Joined: Sun, 19. Jul 09, 07:47
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lordmuck
- Posts: 1829
- Joined: Sun, 1. Mar 09, 12:25

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Requiemfang
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24

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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

@Sorenson
Sounds like you are liking it, just a little bit. Oh, and as for the offer of a kiss, it better involve flowers as well LOL.
Will get it into library when i get back, will give it some shake down time first.
@lordmuck
Have no idea as to respawning by GOD, will have to wait and see i think.
And ... umm... yeah ... as Requiemfang said re SNAFU.
Read below as i going away for a while.
General notice, (warning long blurb)
In about 18 hrs I will be leaving for Queensland to see my mum and dad (16 hr drive to get there) and I will be gone for about 12 days. So if there are any more problems, I’m sorry I won’t be able to do much about it until I get back. Mum and dad don’t have internet. (Mum says if you want to talk to someone, ring or write a letter, want info, go to the library).
Food for thought,
While I’m away I’d like you, if your interested, to give some thought to the cost structure for asteroid fusion in regards to how many ecells it should cost. I don’t want to make it a credit cost because after that certain point in the game, credits mean nothing, they roll in by the bucket full. At least with ecells you have to do some logistics as well to keep your TL supplied with ecells, and they cost credits anyway. Gives some incentive to try to get them as cheap as possible to make Asteroid Fusion cheaper.
At present it is set at 5000 ecells per asteroid. Perhaps this would be better if it was a bit more dynamic in regards to the yields of the asteroids involved.
My current thinking is this,
For every 1 asteroid yield, it costs 100 ecells
So you have 2 asteroids to fuse, 1 is yield 5 and the other is yield 25.
(5 x 100 = 500) + (25 x 100 = 2,500) = 3,000 ecells to fuse them into a 30 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
3,000 x 16 = 48,000 Cr
So you have 2 asteroids to fuse, 1 is yield 45 and the other is yield 65.
(45 x 100 = 4,500) + (65 x 100 = 6,500) = 11,000 ecells to fuse them into a 110 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
11,000 x 16 = 176,000 Cr
So you have 3 asteroids to fuse, 1 is yield 20, another is yield 55 and the other is yield 65. (you want big yield roid)
(20 x 100 = 2,000) + (55 x 100 = 5,500) + (65 x 100 = 6,500) = 14,000 ecells to fuse them into a 140 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
14,000 x 16 = 224,000 Cr
The maths is pretty easy to do in your head when you are looking at the roids too. Add them together, no matter how many you are fusing, to get the total yield and put 2 zeros after it to get the Qty of ecells required.
At the moment it costs 15,000 ecells to fuse 3 roids with a yield of 5 each.
Remembering most TL’s fall in the 30,000 to 60,000 cargobay size (maxed out)
Please give it some thought and post your ideas.
MarCon
Sounds like you are liking it, just a little bit. Oh, and as for the offer of a kiss, it better involve flowers as well LOL.
Will get it into library when i get back, will give it some shake down time first.
@lordmuck
Have no idea as to respawning by GOD, will have to wait and see i think.
And ... umm... yeah ... as Requiemfang said re SNAFU.
Read below as i going away for a while.
General notice, (warning long blurb)
In about 18 hrs I will be leaving for Queensland to see my mum and dad (16 hr drive to get there) and I will be gone for about 12 days. So if there are any more problems, I’m sorry I won’t be able to do much about it until I get back. Mum and dad don’t have internet. (Mum says if you want to talk to someone, ring or write a letter, want info, go to the library).
Food for thought,
While I’m away I’d like you, if your interested, to give some thought to the cost structure for asteroid fusion in regards to how many ecells it should cost. I don’t want to make it a credit cost because after that certain point in the game, credits mean nothing, they roll in by the bucket full. At least with ecells you have to do some logistics as well to keep your TL supplied with ecells, and they cost credits anyway. Gives some incentive to try to get them as cheap as possible to make Asteroid Fusion cheaper.
At present it is set at 5000 ecells per asteroid. Perhaps this would be better if it was a bit more dynamic in regards to the yields of the asteroids involved.
My current thinking is this,
For every 1 asteroid yield, it costs 100 ecells
So you have 2 asteroids to fuse, 1 is yield 5 and the other is yield 25.
(5 x 100 = 500) + (25 x 100 = 2,500) = 3,000 ecells to fuse them into a 30 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
3,000 x 16 = 48,000 Cr
So you have 2 asteroids to fuse, 1 is yield 45 and the other is yield 65.
(45 x 100 = 4,500) + (65 x 100 = 6,500) = 11,000 ecells to fuse them into a 110 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
11,000 x 16 = 176,000 Cr
So you have 3 asteroids to fuse, 1 is yield 20, another is yield 55 and the other is yield 65. (you want big yield roid)
(20 x 100 = 2,000) + (55 x 100 = 5,500) + (65 x 100 = 6,500) = 14,000 ecells to fuse them into a 140 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
14,000 x 16 = 224,000 Cr
The maths is pretty easy to do in your head when you are looking at the roids too. Add them together, no matter how many you are fusing, to get the total yield and put 2 zeros after it to get the Qty of ecells required.
At the moment it costs 15,000 ecells to fuse 3 roids with a yield of 5 each.
Remembering most TL’s fall in the 30,000 to 60,000 cargobay size (maxed out)
Please give it some thought and post your ideas.
MarCon
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lordmuck
- Posts: 1829
- Joined: Sun, 1. Mar 09, 12:25

I think that's reasonable seems about right id say go for itmark_a_condren wrote:
My current thinking is this,
For every 1 asteroid yield, it costs 100 ecells
So you have 2 asteroids to fuse, 1 is yield 5 and the other is yield 25.
(5 x 100 = 500) + (25 x 100 = 2,500) = 3,000 ecells to fuse them into a 30 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
3,000 x 16 = 48,000 Cr
So you have 2 asteroids to fuse, 1 is yield 45 and the other is yield 65.
(45 x 100 = 4,500) + (65 x 100 = 6,500) = 11,000 ecells to fuse them into a 110 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
11,000 x 16 = 176,000 Cr
So you have 3 asteroids to fuse, 1 is yield 20, another is yield 55 and the other is yield 65. (you want big yield roid)
(20 x 100 = 2,000) + (55 x 100 = 5,500) + (65 x 100 = 6,500) = 14,000 ecells to fuse them into a 140 yield asteroid.
AVG ecells cost 16 Cr, so the Cr value would be,
14,000 x 16 = 224,000 Cr
The maths is pretty easy to do in your head when you are looking at the roids too. Add them together, no matter how many you are fusing, to get the total yield and put 2 zeros after it to get the Qty of ecells required.
At the moment it costs 15,000 ecells to fuse 3 roids with a yield of 5 each.
Remembering most TL’s fall in the 30,000 to 60,000 cargobay size (maxed out)
Please give it some thought and post your ideas.
MarCon
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Retiredman
- Posts: 795
- Joined: Fri, 4. Sep 09, 02:35

I heard that it means:I won't say what SNAFU or FUBAR are abbreviated for... not appropriate to say on these forums
(PG-12 rating)
Situration Normal All X2 sagt Bussi auf Bauch Up.
X2 sagt Bussi auf Bauch Up Beyond ALL Repair.
(Pg-17)
Submit Fouled for X2 sagt Bussi auf Bauch
Mark C:
Not worried with the cost.(In my case) I'm just happy that this script works so well.
[I have more TL's than sense.]
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Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

The only thing with using a yield-based calculation system is that there are a couple of sectors where the total yield of each particular resource might get so high as to make it impossible to totally fuse them due to TL cargo bay size limits - I'm not sure of any off-hand, but the Kha'ak sectors are what I think of first in this conundrum.
Is there maybe some way you could use a combination of the current flat 5K setup and this yield-based proposition? Perhaps have it so that total yields below 50 simply use yieldx100 in EC (which would be good if you mainly want to get rid of the junky low-yield 'roids from a sector) but then have anything higher than that simply use the flat 5K per asteroid being fused.
EDIT: And if I'm correct in reading this, wouldn't this make the cost of fusing asteroids cumulative? That could get kinda' annoying if you have to make 3 or 4 trips back to your local EC depository instead of 1 or 2 to fuse a sector.
Is there maybe some way you could use a combination of the current flat 5K setup and this yield-based proposition? Perhaps have it so that total yields below 50 simply use yieldx100 in EC (which would be good if you mainly want to get rid of the junky low-yield 'roids from a sector) but then have anything higher than that simply use the flat 5K per asteroid being fused.
EDIT: And if I'm correct in reading this, wouldn't this make the cost of fusing asteroids cumulative? That could get kinda' annoying if you have to make 3 or 4 trips back to your local EC depository instead of 1 or 2 to fuse a sector.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
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lordmuck
- Posts: 1829
- Joined: Sun, 1. Mar 09, 12:25

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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

Leaving on trip now, taking a PC with me, (still no internet while away though).
Sorenson, lordmuck and Retiredman, thanks for the feedback so far, all food for thought.
Will look into using yield x 100 upto total of 5000 ecells then switch to 5000 per asteroid after that and see how it works out while i'm away.
I had a bit of a look into the interface but at present i can't find a good way of doing it other than the way it is at present and still keep it nice and simple. If you have any ideas, post em. Also going to look into putting an "operation complete" notification after Fusion, because as you know now it just drops back to the command menu with no indication that anything has actually happened.
So take care all and be well while i'm away, and please try not to break anything
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MarCon
Sorenson, lordmuck and Retiredman, thanks for the feedback so far, all food for thought.
Will look into using yield x 100 upto total of 5000 ecells then switch to 5000 per asteroid after that and see how it works out while i'm away.
I had a bit of a look into the interface but at present i can't find a good way of doing it other than the way it is at present and still keep it nice and simple. If you have any ideas, post em. Also going to look into putting an "operation complete" notification after Fusion, because as you know now it just drops back to the command menu with no indication that anything has actually happened.
So take care all and be well while i'm away, and please try not to break anything
MarCon
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Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

Just to add onto my earlier statement, there ARE sectors with yields that would be impossible to fuse were you to use yieldx100: Kuiper Belt's ore resources top out at ~1040, and I while don't have specific measurements of Seizewell I can bet you the total will be far more than any vanilla TL can handle by virtue of the asteroid count alone (trust me on this, as I spent a crapton of time mining each and every one of the suckers).
EDIT: Here's a bit of food for thought for you to snack on when you come back: how about a limiter that cuts off adding additional asteroids to fuse when the total yield of your current lot is 600+ (give or take depending on your last selection and your available asteroids, of course)? This would be good to use for two good reasons: at 600+ yield Ore asteroids gain no benifit from further fusions and have the same 300 ore production a minute no matter if its yield is 601 or 6001 (and Silicon's not nearly in enough quantities to make the matter worth discussing, though interestingly the complex calculator says Silicon mines don't suffer from this limit in the same way Ore mines do) so you're getting the optimal drilling for your dollar, and including this limit makes it possible (with the larger TLs, anyway) to use your yieldx100 paradigm for EC cost.
EDIT: Here's a bit of food for thought for you to snack on when you come back: how about a limiter that cuts off adding additional asteroids to fuse when the total yield of your current lot is 600+ (give or take depending on your last selection and your available asteroids, of course)? This would be good to use for two good reasons: at 600+ yield Ore asteroids gain no benifit from further fusions and have the same 300 ore production a minute no matter if its yield is 601 or 6001 (and Silicon's not nearly in enough quantities to make the matter worth discussing, though interestingly the complex calculator says Silicon mines don't suffer from this limit in the same way Ore mines do) so you're getting the optimal drilling for your dollar, and including this limit makes it possible (with the larger TLs, anyway) to use your yieldx100 paradigm for EC cost.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
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Glimpse
- Posts: 141
- Joined: Thu, 29. Apr 10, 14:05

I believe a small menu which will let you specify ships that ecells could be drawn from on combine would counter the lack of storage.Something similar to add ships to shipyards function of MarCon MM.
Gotta say,I'm loving this.I combined entire ore belt into 5 asteroids and set up mines to become number one mining corporation.I bet Argon would be pissed if they could realise that I was in their base,stealing their roids.(Perhaps a penalty could be applied when you are stealing from other races backyards?)
A note however,if you go over 500 yield in ore,you are wasting other asteroids.Since max. amount of products made per cycle is 300 (for mines only?) you won't be getting much out of them.Silicon has a higher amount which I cannot find out at the moment due to lack of silicon roids.However it will literally eat your entire supply of ecells on it's own.
Gotta say,I'm loving this.I combined entire ore belt into 5 asteroids and set up mines to become number one mining corporation.I bet Argon would be pissed if they could realise that I was in their base,stealing their roids.(Perhaps a penalty could be applied when you are stealing from other races backyards?)
A note however,if you go over 500 yield in ore,you are wasting other asteroids.Since max. amount of products made per cycle is 300 (for mines only?) you won't be getting much out of them.Silicon has a higher amount which I cannot find out at the moment due to lack of silicon roids.However it will literally eat your entire supply of ecells on it's own.
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Lordaeron
- Posts: 501
- Joined: Tue, 17. Jul 07, 16:51

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WildAce
- Posts: 356
- Joined: Thu, 2. Nov 06, 18:06

lets say for instance you have a roid fused at 437 oreLordaeron wrote:Hi!
Nice script, I like it.
My only problem with it is, that my complex planing tool doesnt support roids sizes over 200.
cant you just use the calculator and put in 2 large ore mines at 200 yeild and 1 large ore mine at 37 yield even tho your only having 1 ore mine in the actual game it would have the same outcome in the calculator except the calc would include the credit price of 2 extra ore mines which shouldnt really matter when your figuring out your complex.
the 3 mines in the calculator should still have the same power usage and output of 1 mine ingame
edit-
i think this calc supports higher roid yield counts
http://home.wolfsburg.de/kprohrbeck/eng/x3tc.html
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Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

I don't think that'll work exactly as hoped: from what I've seen, at higher yields (75+) X3 only begins to calculate output at various yield increments, usually 50 or 100 or so, so depending on just how much you're going over the trigger point of the last increment you could be squandering a fair bit of ore or whatever you're condensing.
As far as planners go, I use this one, which is nice and functional and gets the job done reliable enough. Don't use the one at Grangegame.co.uk, though, it looks identical but it's kinda' crappy.
As far as planners go, I use this one, which is nice and functional and gets the job done reliable enough. Don't use the one at Grangegame.co.uk, though, it looks identical but it's kinda' crappy.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
