[SCRIPT] Overtune BBS V1.50 : Updated 19/06/2006
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 11
- Joined: Fri, 12. Mar 04, 05:21
Guys, this mod is wayyyy too expensive! Whats the math behind the prices? does it just treble the cost every time its used. It's silly that a simple overtune can cost the price of a new M3 fighter and at the end of the day only give an increase of 10. I have noticed this with most of the mods available, folks just program in silly numbers as prices. Its not helpfull to pay nine million credits for a tiny gain in performance.
-
- Moderator (Script&Mod)
- Posts: 22258
- Joined: Sun, 14. Nov 04, 23:26
the pricing is based of the price of the ship and the number of tunings its had.bigduke wrote:Guys, this mod is wayyyy too expensive! Whats the math behind the prices? does it just treble the cost every time its used. It's silly that a simple overtune can cost the price of a new M3 fighter and at the end of the day only give an increase of 10. I have noticed this with most of the mods available, folks just program in silly numbers as prices. Its not helpfull to pay nine million credits for a tiny gain in performance.
the price increases everytime you tune the ship.
maybe see it only as a small gain, but what you are actually getting is an advantage over other ships, so your ship can become faster than all other ships.
im not sure where you got 9 million credits for an m3 from thou, as the first tuning for the m3 will be roughly half the price of the ship, ie, about 500'000 credits.
the amount it increases is also based on the ship.
if you dont like the cost, u could simply use the cheat scripts and give your ships any boost u like
-
- Posts: 220
- Joined: Wed, 16. Jun 04, 15:27
Really thanks you so much not using boosts is really depressing my game. Listen have you played warhawk the boost i'm looking for is just like in that game. because it takes long to fly to other ships in battles and what about the mission where you have to hunt down a group, usually they'll be running away and thier escort will fight you. so without boosters this mission is impossible. Pls a polite request for afterburners as standard.
-
- Posts: 150
- Joined: Fri, 23. Dec 05, 20:32
I think the high cost makes sense. It's not like you're giving your engines a tuneup, you're doing something to it that is not normally done. It's more akin to converting a Yugo to a Formula 1 racer . Bit by bit you're replacing parts of the ship until what remains (on the inside) is nothing like a standard ship.
The Millenium Falcon after all its modifications probably cost several times the cost of the stock light freighter it was based on.
I found an interesting little combination as a result of this. See, I added Roguey's Mod to my game, which adds ships from X2 and whatnot. One of the ships is a Pirate Classic Trader, quite the slow boat. It only holds 2000 or so units max, 80 units of speed, BUT holds 6 cannons up to HEPT on the front and a rear turret. Completely useless, though, in proper combat. BUT with the tunings it's becoming quite the little fighter. Because it's a TS ship the tunings don't cost that much Once it's been turned into something like an M3 class ship it's cost far more than buying an M3 new, BUT (lots of BUTs ) it's still a TS class ship, which means you can take on the TS cargo missions (which can be pretty lucrative). And you have the satisfaction of making your own Milllenium Falcon like upgrade (and it's rather satisfying to imagine the surprise targets have when a simple cargo ship opens fire on them with HEPTs )
The Millenium Falcon after all its modifications probably cost several times the cost of the stock light freighter it was based on.
I found an interesting little combination as a result of this. See, I added Roguey's Mod to my game, which adds ships from X2 and whatnot. One of the ships is a Pirate Classic Trader, quite the slow boat. It only holds 2000 or so units max, 80 units of speed, BUT holds 6 cannons up to HEPT on the front and a rear turret. Completely useless, though, in proper combat. BUT with the tunings it's becoming quite the little fighter. Because it's a TS ship the tunings don't cost that much Once it's been turned into something like an M3 class ship it's cost far more than buying an M3 new, BUT (lots of BUTs ) it's still a TS class ship, which means you can take on the TS cargo missions (which can be pretty lucrative). And you have the satisfaction of making your own Milllenium Falcon like upgrade (and it's rather satisfying to imagine the surprise targets have when a simple cargo ship opens fire on them with HEPTs )
Fan Fiction for X3 and Elite Dangerous
http://www.noahchinnbooks.com/articles/fan-fiction-fun/
http://www.noahchinnbooks.com/articles/fan-fiction-fun/
-
- Posts: 478
- Joined: Sun, 29. Aug 04, 17:03
-
- Posts: 133
- Joined: Mon, 26. Nov 07, 21:03
-
- Moderator (Script&Mod)
- Posts: 22258
- Joined: Sun, 14. Nov 04, 23:26
-
- Posts: 49
- Joined: Wed, 22. Aug 07, 23:56
-
- Moderator (Script&Mod)
- Posts: 22258
- Joined: Sun, 14. Nov 04, 23:26
technically you can, however there are certain limits.
and there are risks involved
there is a chance that the engineer will make a mistake and u will lose ur previous tunings.
also, once your ship goes beyond its safe limits it could drain ur shields and cause hull damage.
the safe limit is randomly generate for each ship, so u dont know it
however, but of these can be disabled if you like via the AL settings menu.
as for the pandora boxes, they are a combination of the patch and bonus pack, you will need both to use them
and there are risks involved
there is a chance that the engineer will make a mistake and u will lose ur previous tunings.
also, once your ship goes beyond its safe limits it could drain ur shields and cause hull damage.
the safe limit is randomly generate for each ship, so u dont know it
however, but of these can be disabled if you like via the AL settings menu.
as for the pandora boxes, they are a combination of the patch and bonus pack, you will need both to use them
-
- Posts: 49
- Joined: Wed, 22. Aug 07, 23:56
-
- Posts: 62
- Joined: Sun, 2. Apr 06, 09:10
-
- Moderator (Script&Mod)
- Posts: 22258
- Joined: Sun, 14. Nov 04, 23:26
thats correct yeah, there will be no effects until u've passed the safe limit, and the more past it you are, the more damage that is incured.
however, the damage only happens when you travel at thos speeds.
say the safe limit is 100m/s, but you have overtuned to 200m/s
if you dont pass 100m/s while traveling, then you wont have a problem
however, the damage only happens when you travel at thos speeds.
say the safe limit is 100m/s, but you have overtuned to 200m/s
if you dont pass 100m/s while traveling, then you wont have a problem
-
- Posts: 85
- Joined: Sun, 18. Dec 05, 13:47
-
- Moderator (Script&Mod)
- Posts: 22258
- Joined: Sun, 14. Nov 04, 23:26
i assume u mean cnflicts in the plugin manager ?
if so, the the overtune and guild scripts use the same text file, so entrys for all commands are in the text file which is what the plugin manager is detecting.
however, if you dont have the bounty hunters guild running, then the command will not be used in game.
so there will be no conflict
if so, the the overtune and guild scripts use the same text file, so entrys for all commands are in the text file which is what the plugin manager is detecting.
however, if you dont have the bounty hunters guild running, then the command will not be used in game.
so there will be no conflict
-
- Posts: 85
- Joined: Sun, 18. Dec 05, 13:47
There is actually a conflict
Its in plugin manager, even if i dont have the bounty hunters guild installed.
It's also reflected in game:
Its on SHIP_35 "bounty hunters claim bounties"
The same command slot is used on a Ship in XTM, to generate Ecells from solar panels.
It is an auxiliary command.
When i reinit script caches, the Ecells command works ok; but after a few minutes (seconds?) the command reverts to Bounty hunters claim bounties, run in aux slots too, and the Ecells stop producing.
Since i'm not using the bounty hunters guild, i assume it could be safe to remove that command slot?
I dont know how to do it tho
Edit: i read your guide about commands slot, and if i understood it correctly (only had a quick look at it) it seems like i can change the commands slots directly from the T files.
However, since no scripts are using those slots registered in your T file, i think it's only a "text" problem, but the command should still generate Ecells as per XTM
Its in plugin manager, even if i dont have the bounty hunters guild installed.
It's also reflected in game:
Its on SHIP_35 "bounty hunters claim bounties"
The same command slot is used on a Ship in XTM, to generate Ecells from solar panels.
It is an auxiliary command.
When i reinit script caches, the Ecells command works ok; but after a few minutes (seconds?) the command reverts to Bounty hunters claim bounties, run in aux slots too, and the Ecells stop producing.
Since i'm not using the bounty hunters guild, i assume it could be safe to remove that command slot?
I dont know how to do it tho
Edit: i read your guide about commands slot, and if i understood it correctly (only had a quick look at it) it seems like i can change the commands slots directly from the T files.
However, since no scripts are using those slots registered in your T file, i think it's only a "text" problem, but the command should still generate Ecells as per XTM
-
- Moderator (Script&Mod)
- Posts: 22258
- Joined: Sun, 14. Nov 04, 23:26
you seem to misunderstand my post.
the plugin manager reads the text files to find possible conflicts.
because the bounty hunters guild has text entrys in a common text file. Then the plugin manager picks up its command.
however, because you dont have the bounty hunters guild installed, even thou its in the text file, its not actually used in game, so shouldn't cause a conflict
you wont be able to change the command slot it uses in game, because it doesn't exist, only in the text files
the plugin manager reads the text files to find possible conflicts.
because the bounty hunters guild has text entrys in a common text file. Then the plugin manager picks up its command.
however, because you dont have the bounty hunters guild installed, even thou its in the text file, its not actually used in game, so shouldn't cause a conflict
you wont be able to change the command slot it uses in game, because it doesn't exist, only in the text files
-
- Posts: 103
- Joined: Thu, 4. Dec 03, 00:47
Its not a conflict in text, its an actual conflict in game cycrow. When the overtune bbs mod is installed, the command for goner aran generate energy cells, is replaced by bounty hunter guild: collect bounty.
As in my case: only mods installed on a fresh x3 patched install,
xtm .73 spk
overtune bbs spk
My goner aran which was set to generate energy cells when i saved my game. Is now commanded to, bounty hunter guild collect bounty. If i uninstall the overtune bbs script. Instantly the goner aran says its making energy cells again. It took me ages to figure out it was overtune bbs causing the goner aran to stop making energy cells, not sure why the overtune bbs script is associated with that bounty hunter guild command at all.
As long as overtune bbs is installed, the goner aran will NOT make energy cells, because the command has been replaced cycrow.
As in my case: only mods installed on a fresh x3 patched install,
xtm .73 spk
overtune bbs spk
My goner aran which was set to generate energy cells when i saved my game. Is now commanded to, bounty hunter guild collect bounty. If i uninstall the overtune bbs script. Instantly the goner aran says its making energy cells again. It took me ages to figure out it was overtune bbs causing the goner aran to stop making energy cells, not sure why the overtune bbs script is associated with that bounty hunter guild command at all.
As long as overtune bbs is installed, the goner aran will NOT make energy cells, because the command has been replaced cycrow.