[BONUS Plug-In] Gunnery Crew turret plugin - Version 3.02

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler »

Howdy all. Question: Has anyone that uses the Aegis upgrade tried the cap-ship function of the program? Was just wondering the degree of success whilst using it? Many of posts about it blowing things up, but not allot concerning the cap ability. Thanks. Everyone have a wonderful holiday!

Dc/Gary
User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven »

Version 3.02 is out. This is a very minor update, only two changes:
  • Minimum safe distance has been adjusted for PSG weapons. It is now 6km for Alpha PSGs, and 8km for Beta and Gamma PSGs. Also, the ranges now also take into account the size of the firing ship.
  • The priority the scripts run at has been changed slightly so that when mass drivers are fired, it doesn't choke all other scripts of cpu time.
I suggest you consider this an optional upgrade. Unless one of the above issues directly affects you, there is no need to upgrade.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum
Spark
Posts: 504
Joined: Sat, 27. Mar 04, 20:47
x2

Post by Spark »

You might wanna check your version number.
Or is it a downdate? :P
User avatar
Aro
Posts: 2770
Joined: Tue, 15. Jul 03, 00:35
x4

Post by Aro »

The other version is 3.01. People just didn't put the zero in :wink:

I tried activating a turret in an M2 with 40 of MP's and was never able to until I had far more. Around 65, which seems to be the old one turret's crew plus the support crew whereas it should now be 30+10. Also, that area of the documentation may need an update. Unless it wasn't changed for a reason.
[ external image ]
The end of a trilogy does not mean an end to a series.
| Vanilla with strawberries? [List of Vanilla safe mods.] | Tired of the plots? [Plot Skipper Tool v0.5] |
| X3: R & TC Minimaps |
Spark
Posts: 504
Joined: Sat, 27. Mar 04, 20:47
x2

Post by Spark »

Aro wrote:The other version is 3.01. People just didn't put the zero in :wink:
I HATE that, when people do this: they just changed the version number.
Makes me look silly. And my mirror tells me otherwise :)
User avatar
Aro
Posts: 2770
Joined: Tue, 15. Jul 03, 00:35
x4

Post by Aro »

Well, I just tried Missile Assault.

Wow. Just insane. :o

I want an M4 version too! :D :twisted:
[ external image ]
The end of a trilogy does not mean an end to a series.
| Vanilla with strawberries? [List of Vanilla safe mods.] | Tired of the plots? [Plot Skipper Tool v0.5] |
| X3: R & TC Minimaps |
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

Spark wrote:
Aro wrote:The other version is 3.01. People just didn't put the zero in :wink:
I HATE that, when people do this: they just changed the version number.
Makes me look silly. And my mirror tells me otherwise :)
Yeah, I had it down as version 3.1. Sorry, my mistake.
I've changed it everywhere it's referenced to the correct version.
Hehe.
"Nature's first green is gold" . . . stay golden.
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Ummm silly question here, but do the Gunnery crews die???

Reason for asking is that I had over 100 crew on my Titan (yea I know that is too many for a Titan and was expecting to lose them down to the max number)
But after several Battles I now only have 51 crew, and from memory the max crew for the Titan is quite a few more than that..

Where the heck are my crew disappearing to???

PS: This is without AEGIS (I not got enuff credits quite yet (only another 10 mil to find)

PPS: And yes I got enuff credits to pay the crews wages..
Scoob
Posts: 11499
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Yeah, somethings gone wrong! Both my M2s (a Titan & a Phoenix) who both had the new limit of 90 crew have been losing crew while I was out of sector!

The Titan is down to 67 & the Phoenix 68!!! My Condor has remained fine at 50 though.

It took an awful lot of effort to find the crew for these ships & now they've started dissappearing on me. This has just started happening since I installed the all-in-one plug-in pack to ensure I was 100% up to date :-(

I understand that any crew surplus to requirement wil dissappear but not those who actually have a job to do! Any ideas anyone?

Damn, crew on Titan just dropped to 64.

Scoob.
Scoob
Posts: 11499
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Hmm, that's odd. Even though my Titan is under-crewed (by 26) it still appears to be fully-functional. I've had none of the "Turrets Off-line" messages during combat & also ALL turrets are showing as Gunnery Crewed. Has the M2 crew requirement been reduced further to less than 90? I hadn't noticed this in the readme.

Scoob.
Junkie1975
Posts: 13
Joined: Sun, 4. Jul 04, 01:54
x3

Post by Junkie1975 »

Reven, again I commend you on a great script. I just have a question or two about crew, and no, I'm not gonna plague you with complaints. :wink:

What is your reasoning for not allowing ships to "Buy Ware For Best Price..." for Military Personel at Equipment Docks? I've put 17 MPs in my ED and set one ship to BPH and then individual ships to gather with "BWFBest Price" and MP's don't show in the list, just the rest of the wares I have stored there. It seems it would be kinda nice to set up a base of operations and then let Split Iguanas run out and do my crew shopping for me. I know you have a logical reason for every point you designed for this script, I was just curious if you had a reason for it, or if you just forgot about it. Knowing why you didn't would just add to the mythos of the story to me a little bit is all. Thanks!

Honoris Causa...
Silverblade
Spark
Posts: 504
Joined: Sat, 27. Mar 04, 20:47
x2

Post by Spark »

I know I am a nitpicker, but versionnumber in the readme needs adjusting.
Sounds familiar? :D
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Scoob wrote:Hmm, that's odd. Even though my Titan is under-crewed (by 26) it still appears to be fully-functional.Scoob.
Same here, even tho I now down to 51 crew everything is shown as being fully staffed and all positions are crewed... Same as you I am recieving no msgs about turrets offline..

Wonder if Reven gave us a Christmas pressie and reduced the number of crew needed without telling :lol: :lol:

Anyway while we waiting to hear back from the Master I am sending 2 of my ships to my favourite crew pickup point ready incase I have to buy more...
Last edited by NZ-Wanderer on Sun, 26. Dec 04, 00:45, edited 1 time in total.
IvanT
Posts: 399
Joined: Wed, 6. Nov 02, 20:31
x4

Post by IvanT »

I believe the number of crew needed per turret has been reduced slightly due to concerns with M2's being unable to carry both weapon arrays and jumpdrive fuel..

The Readme should list the updated staff requirements... :)
--
IvanT
Author/Scriptwriter
Spark
Posts: 504
Joined: Sat, 27. Mar 04, 20:47
x2

Post by Spark »

IvanT wrote:
The Readme should list the updated staff requirements... :)
It does.... Only for 3.01.
But no mention of 3.02.
OTOH if I understand correctly no requirement adjustments were made in 3.02.
Gotta run. Lots of other nits to pick :)
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

IvanT wrote:I believe the number of crew needed per turret has been reduced slightly due to concerns with M2's being unable to carry both weapon arrays and jumpdrive fuel..
The Readme should list the updated staff requirements... :)
You're right it does (See, I do occasionally read readme's) :)
• M2 - thirty (as "support crew") plus ten crew members per turret
The minimum number of crew to run one turret on an M1 is 25, on an M2 is 65 (one turret's crew plus the support crew).
Which really doesn't explain the problem that Scoob and I seem to find ourselves with as our ships numbers of crew are now below the MIN required crew but the game is still telling us we have a full crew....

So either our Script Master Reven updated something in 3.02 and gave it to us as a chrissie pressent, OR Scoob and I have uncovered one of those nasty little bugs that like to creep into things (which isn't very nice thing to do at Christmas time)
Last edited by NZ-Wanderer on Sun, 26. Dec 04, 00:45, edited 1 time in total.
frymaster
Posts: 3008
Joined: Wed, 6. Nov 02, 20:31
x4

Post by frymaster »

if you want to know the exact amounts, read the files plugin.guncrews.lib.crewturret and plugin.guncrews.lib.crewbasic in the scripts directory with internet explorer (or any other .xml file viewer)

The answers are in there
(it's a very easy to understand file even if you don't know x-scripting)
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Now down to 48 Military Personnel in my Titan, and it still tells me that all turrets are being manned...
I don't think I want to let it drop any further, so am going to go start recruiting more personnel as soon as I can...

Update Edit: - I managed to buy some more MP and take myself back up to 67 MP...
Then one of my Universe traders got into trouble over the other side of the galaxy, so I had to jump in to help him...
Imagine my suprise when upon checking my MP, I found they had dropped to 52 :( - Either they jumped ship cause they didn't like me jumping across the Universe, or abandoned ship because they saw I was about to take on 2 KM3's..
Either way, it means that all the MP I had just hired (except for 4) deserted me between the time I jumped across the Universe and before I took on the KM3's...

PS: ALL the weapons still come online with the remaining MP I have.
hst
Posts: 180
Joined: Mon, 26. Apr 04, 11:32
x4

Post by hst »

I've got 33 in my Ody and all turrets seem to be functioning. Still saving for the AEGIS.
frymaster
Posts: 3008
Joined: Wed, 6. Nov 02, 20:31
x4

Post by frymaster »

Any excess crew are liable to jump ship, so if you already have enough to run your ship the rest might disappear
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]

Return to “X²: The Threat - Scripts and Modding”