- [UPDATE-29.07] TuningUnit MK1 -finally signed-

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What do you think of the TuningUnit MK1 ?

i like the idea but the energy consume / price is too high
13
20%
i gonna give it a try, lets see
16
25%
what is this good for, i've no idea
4
6%
very useful can't wait till it becomes official *g*
31
48%
 
Total votes: 64

Constipated_Vigilante
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Post by Constipated_Vigilante »

Here's another suggestion if you're considering seriously working on this script as a project: Different levels of tuning. MkI, MkII, MkIII, etc. A battleship should be able to have the largest engine boost with those massve engines, after all. A small ship should be capable of holding boosters only so large. Also, instead of having this thing use energy cells, you could have it use the player's laser energy. This would make it so that it wouldn't be practical to use afterburners and weapons at the same time, which would give ships with larger cargo holds a huge advantage. After all, a Pegasus won't be able to burn for more than 2 seconds, but anything above TP and M3 classes would be able to burn for the full 12 seconds. This would limit ships not by cargo hold, but by their reactor capacities. When the energy reaches 0, then the booster should stop, instead of having a 12-second for every ship thing. A destroyer or carrier should be able to burn for longer periods of time than a scout ship, but their massive engines/boosters should take up more energy. Just more balancing suggestions. :)
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Edix - Intergalactic Taxi
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Post by Edix - Intergalactic Taxi »

Constipated_Vigilante wrote:Here's another suggestion if you're considering seriously working on this script as a project: Different levels of tuning. MkI, MkII, MkIII, etc. A battleship should be able to have the largest engine boost with those massve engines, after all. A small ship should be capable of holding boosters only so large. Also, instead of having this thing use energy cells, you could have it use the player's laser energy. This would make it so that it wouldn't be practical to use afterburners and weapons at the same time, which would give ships with larger cargo holds a huge advantage. After all, a Pegasus won't be able to burn for more than 2 seconds, but anything above TP and M3 classes would be able to burn for the full 12 seconds. This would limit ships not by cargo hold, but by their reactor capacities. When the energy reaches 0, then the booster should stop, instead of having a 12-second for every ship thing. A destroyer or carrier should be able to burn for longer periods of time than a scout ship, but their massive engines/boosters should take up more energy. Just more balancing suggestions. :)
I agree, However do it as you see fit. :D
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dPM_HeMan
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Post by dPM_HeMan »

GoateeCat wrote:FANTASTIC concept. I was thinking about how much I miss afterburners the other day. I like your implementation especially.

Now I'm all motivated to make the Bilarity Engine Time Accelerator MAXIMUM, or Betamax for short.
Thanks,

now what will this "Betamax" do ?
Edix - Intergalactic Taxi wrote:TuningUnit sounds odd, i would rethink the name, not really tuning anything more like an afterburner or power booster? Maybe use an acronym?
hmm, "power booster" sound interesting, we'll see :D
Constipated_Vigilante wrote:1) Here's another suggestion if you're considering seriously working on this script as a project: Different levels of tuning. MkI, MkII, MkIII

2) Also, instead of having this thing use energy cells, you could have it use the player's laser energy.

3) A destroyer or carrier should be able to burn for longer periods of time than a scout ship, but their massive engines/boosters should take up more energy. Just more balancing suggestions. :)
1) indeed this was my plan at the beginning, thats why it is called Mk1 ;) , the only prob is the limited space for new wares supplied by EGOSOFT. I'm going to focus on Mk1 version for the time since EGO has improved this. Future Versions shouldn't take long though, cause they can use the mk1 as basis.

2) this was planed in my initial concepts aswell :D but then i had to realize that it was not possible with the script editor, perhaps it will be with V1.4

3) this can easily be made what do you suggest ? 20 seconds ?

by the way what do you think of the 12 seconds ? is this period long enough ? should the ship become even faster ?

cu

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Constipated_Vigilante
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Post by Constipated_Vigilante »

I think the ship should be able to outrun any other ship with the tuning on, except another one with it. After all, this is for getting in and out of battle. Maybe this could also be used to help OOS transports. The transports are often too slow to outrun the khaak and pirates, but this could be engaged on an SPP seller for say, 4 seconds. It would get less money for delivered cargo, but it would keep its life, which is worth more money in equipment and hassle. Also, 20 seconds might be a good time for things above TL/M6 class. M3's/TS's should be able to burn for say, 15. Then, all the other smaller ships should get about 10 seconds, with their teeny engines. Same goes for speed. Say, an extra 70% for above M6/TL, 50% for M3/TS, and 30% for M5/TP/M4. These numbers probably need more tweaking, but I think since an M5 will already be fast, and it has a small reactor/engines, it shouldn't be able to use a big booster, but still enough to outrun any other ship.
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marklaverty
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Post by marklaverty »

Just wanted to say that this sort of thing is EXACTLY what X2 needs.

This kind of creative scripting/modding is brilliant and what will make us all remember this game when were 90 years old and can no longer work a PC (Yeah I know they probably won't be called pc's by then but you get the idea)

Nice one ... :) :) :) :)
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dPM_HeMan
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Post by dPM_HeMan »

wow this one is motivating :D :thumb_up:

check out new beta version !
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conflict in scripts

Post by Reaper7 »

Have salvage script V1.6 installed and notice that the tunning mod uses the same ware 5843.
is there any wat to edit the script to use a free ware so that I can use both? :(
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dPM_HeMan
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Re: conflict in scripts

Post by dPM_HeMan »

Reapper wrote:Have salvage script V1.6 installed and notice that the tunning mod uses the same ware 5843.
is there any wat to edit the script to use a free ware so that I can use both? :(
it is not that easy because ware 5843 defines the price of the ware aswell and is refered to in nearly every part of the script, sorry :( . To change the ware you basically would have to make three steps:

1) rewrite the 442244.xml in the "t"-folder - introduce new ware
2) rewrite "init.cmd.BoostX.xml" - replace old ware
3) rewrite "BoostX.xml" - replace old ware

though you could use the boost together with whatever ware the salvage script uses, this should work aswell as the boost only refers to ware-5843 and doesn't care what this ware actually is :oops:
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dPM_HeMan
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Post by dPM_HeMan »

Details about V2

V2 Beta introduces a new shiptype-specific system that effects speed, time and amount of e-cells.
For example M3 ships are much faster now but their tuning only lasts 76 seconds at a maximum usage of 10 e-cells whereas M2 can fly with tuning for 160 seconds at decent extra speed.
For details look at this:

-----------------------------

Technical Details (in work):

---------------------------------------
sorry for some german names, don't know their english versions *g*

M3:

approx. + 200 m/s
max. 76 sec = 10 e-cells

- Nova: 163 -> 359
- Barracuda: 204 -> 408
- Perseus: 210 -> 409
- Mamba: 286 ->
- Falke: 136 -> 313

M6:

approx. + 140 m/s
max. 120 sec = 20 e-cells

- Centaur: 207 -> 324
- Hydra: 302 -> 463
- Nemesis: 260 ->
- Dragon: 324 ->
- Falke: ??? ->

M2:

approx. + 100 m/s
max. 160 sec = 40 e-cells

- Titan: 176 -> 280
- Ray: 234 -> 324
- Odysseus: 225 ->
- Python: 292 -> 382
- Phoenix: 153 ->

TS:

approx. + 160 m/s
max. 45 sec = 45 e-cells

- Mercur: 130 ->
- Dolphin: 102 ->
- Demeter: 117 ->
- Kaiman: 159 ->
- Vulture: 124 ->

to be continued ...


as you can see this list is still in work and needs you to find ships that are way out of specification ;) just like teladi m6 for example.

cu

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dPM_HeMan
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Post by dPM_HeMan »

:D i'm very excited today, because BurnIt told me that the script has very good chances to become official :D

so please keep on testing and tell me if you find bugs.

Expect to see an update soon 8) :thumb_up:

cu

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Kailric
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Post by Kailric »

dPM_HeMan wrote::D i'm very excited today, because BurnIt told me that the script has very good chances to become official :D

so please keep on testing and tell me if you find bugs.

Expect to see an update soon 8) :thumb_up:

cu

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Sweet, would love to see that
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Lorelei
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Post by Lorelei »

Yes this a great idea.

I've played the game for 2 months now, and just started looking at scripts and using them.

I'm not at home at the minute but I will try this one, it looks like a lot of thought went into it to balance it.

Well done! I hope they make it official.
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Kailric
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Post by Kailric »

Hey, I am hard at work scripting on the new AI..just wondering if this tunning software here can be coded to be used with other races..like pirates/xenon and such. If so it would make an excellent addition to elite fighter classes that the players may face along with the advanced AI code?
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dPM_HeMan
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Post by dPM_HeMan »

Kailric wrote:Hey, I am hard at work scripting on the new AI..just wondering if this tunning software here can be coded to be used with other races..like pirates/xenon and such. If so it would make an excellent addition to elite fighter classes that the players may face along with the advanced AI code?
It can be used with every ship, if you download the new Beta2 version you should be able to activate the script on a ship with the command:

Code: Select all

001 $your.ship="a ship that you want to tune"
002 @ START $BoostX.dummy -> call script 'plugin.tuning.Mk1' :  tune this ship=$your.ship 
I have not tested it though :)

feel free to use my script in your AI code :) :thumb_up: , if you experience any probs tell me.

cu

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Kailric
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Post by Kailric »

Ok, will do!
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dPM_HeMan
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Post by dPM_HeMan »

new Update !

was working a lot on balancing. Major changes:

- fixed TS Speeds
- fixed M5 Speeds: time reduced to 24 sec. speed approx. + 500 m/s :D
- changed name to "MK1 Engine Boost"
- lot more ;)

look at detail list:
----------------------------------------
Tech Details:
----------------------------------------

M3:
approx. + 200 m/s
max. 80 sec = 10 e-cells

- Nova: 163 -> 359
- Barracuda: 204 -> 408
- Perseus: 210 -> 409
- Mamba: 286 -> 480
- Falke: 136 -> 321

M4:
approx. + 200 m/s
max. 76 sec = 10 e-cells

- Buster: 176 ->
- Mako: 245 ->
- Pericles: 209 ->
- Scorpion: 330 ->
- Bussard: 181 ->

M5:
approx. + 500 m/s
max. 24 sec = 10 e-cells

- Disco: 490 -> 1062
- Octopus: 540 -> 1054
- Pegasus: 1009 -> 1715
- Jaguar: 540 -> 1108
- Harrier: 349 -> 926

M6:
approx. + 140 m/s
max. 120 sec = 40 e-cells

- Centaur: 207 -> 351
- Hydra: 302 -> 444
- Nemesis: 260 -> 400
- Dragon: 324 -> 459
- Falke: 171 -> 316

M2:
approx. + 110 m/s
max. 160 sec = 80 e-cells

- Titan: 176 -> 297
- Ray: 234 -> 342
- Odysseus: 225 -> 345
- Python: 292 -> 405
- Phoenix: 153 -> 270

M1:
approx. + 110 m/s
max. 160 sec = 80 e-cells

- Collossus: 162 ->
- Shark: 200 ->
- Zeus: 194 ->
- Raptor: 234 ->
- Condor: 126 ->

TS:
approx. + 200 m/s
max. 45 sec = 45 e-cells

- Mercur: 130 -> 235
- Dolphin: 102 -> 209
- Demeter: 117 -> 222
- Kaiman: 159 -> 264
- Vulture: 124 -> 232

to be continued ...


cu

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QuantaCat
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Post by QuantaCat »

Pegasus to 1700? That's somehow... overkill. Especially since I only use the pegasus as messenger boy, to buy ships in sectors that I dont want to waste energy cells on for a jumpdrive.

Actually, has anyone ever tried using the pegasus as fighters? Are they any good?
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Post by Constipated_Vigilante »

I kinda doubt they're good fighters, they can only equip alpha and beta IRE's...
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Post by dPM_HeMan »

QuantaCat wrote:Pegasus to 1700? That's somehow... overkill.
1700 m/s will only last 20 seconds as you can see in the list and may i remind you that the ship only has 10 units of cargo bay ;) so it is not able to carry a total amount of 10 e-cells (when shilds and weap are equiped) required to use the booster for the full time :(

but the 10 secs or so with 1700 are *whooooshhh* :D

cu

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Constipated_Vigilante
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Post by Constipated_Vigilante »

I noticed if you use the boost on SETA, to catch up to a convoy without waiting, it still takes 12 seconds of real time. As in, with SETA on, it works more like the booster is lasting 120 seconds at 10x.
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