[SCRIPT] Overtune BBS V1.50 : Updated 19/06/2006

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What do you think of the current pricing

Poll ended at Sun, 27. Nov 05, 12:32

Its too cheap
11
31%
i think its about right
18
51%
it should be cheaper
6
17%
 
Total votes: 35

bigduke
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Post by bigduke » Sun, 23. Sep 07, 00:21

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.

Cycrow
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Post by Cycrow » Sun, 23. Sep 07, 00:28

starkiller239 wrote:Whats the waiting period inbetween speed/rudder sets. IE, I just bought both, how long till I see it offered again. Approximately.
the times random, but its several game hours at least

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Post by Cycrow » Sun, 23. Sep 07, 00:31

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 pricing is based of the price of the ship and the number of tunings its had.

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

X2PLAYA
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Post by X2PLAYA » Thu, 1. Nov 07, 19:00

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.

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mossfootx
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Post by mossfootx » Sun, 30. Dec 07, 18:58

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 ;) )
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Woundweaver
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Post by Woundweaver » Thu, 17. Jan 08, 21:48

Is it me or is the link to this Script not working ??
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Kari91
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Post by Kari91 » Fri, 18. Jan 08, 20:28

If I click on the main download link, there will appear an error. My Firefox writes: "Server not found!"
If i click on the mirror download link, it will open a page, and when I click 'download', it opens a text file. What can I do?

Cycrow
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Post by Cycrow » Fri, 18. Jan 08, 20:43

ok, the first link has been updated, made a typo in the address.

as the other link,right clicking on the download link from the site and going to save target as should work.

basically some sites try to display spk files instead of downloading them

Kari91
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Post by Kari91 » Fri, 18. Jan 08, 21:23

OK, it works! Thank, Cycrow!

lnvader
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Post by lnvader » Sat, 19. Jan 08, 01:13

So with enough money and time, I can upgrade the ship till heart content? No limit to how much I can up my Eclipse right?

Also I know this is not related, but its kind of similar: is the certain overtune box part of the patch or of the bonus package?

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Post by Cycrow » Sat, 19. Jan 08, 01:39

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

lnvader
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Post by lnvader » Sun, 27. Jan 08, 00:41

My eclipse has 394, makes things kind of easy and sideffects are enabled yet my shield don't drain(lets see if I can getit to 500+. It would be pretty cool if they AI had some bonuses too, it would make sense to have them over tune their ships too.

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Post by Cycrow » Sun, 27. Jan 08, 02:43

the AI already do overtune thier ships, you notice them mainly when you do missions.

as for the side effects, the speed you can go upto is random, and is usually about 2x the current max speed of ships

bringwind
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Post by bringwind » Tue, 29. Jan 08, 04:59

i got a question..

crossing the safe limit will start to drain shields and damage hull when shields are down, how about overtuning before the safe limit? will it affect shield regeneration and weapons fire? so negative effects only enter when the safe limit is crossed right?

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Post by Cycrow » Tue, 29. Jan 08, 13:03

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

Madeiner
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Post by Madeiner » Fri, 22. Feb 08, 22:23

There's a command conflict with XTM in this script.
It's something about bounty hunter guild i think, even if i dont have it installed, this script registers some commands for it.
How can i remove them?

Cycrow
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Post by Cycrow » Fri, 22. Feb 08, 22:27

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

Madeiner
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Post by Madeiner » Fri, 22. Feb 08, 22:34

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 :p


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

Cycrow
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Post by Cycrow » Fri, 22. Feb 08, 23:24

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 ;)

Enuo
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Post by Enuo » Mon, 1. Sep 08, 01:56

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.

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