Search found 120 matches

by easternblocrobotcowboy
Wed, 24. Mar 04, 20:54
Forum: X²: The Threat - Scripts and Modding
Topic: Hacking Ships Speed
Replies: 12
Views: 1638

unfortunately there is a definite limit to engine upgrades. I had originally experimented with them, and after a point, it overloads the variable, and the equipment docks will screw up. Also the computer wont use the new speeds, NPC ships ALWAYS have only 2-10 engine upgrades, even if it is possible...
by easternblocrobotcowboy
Wed, 24. Mar 04, 20:50
Forum: X²: The Threat - Scripts and Modding
Topic: Kyon Beam Emitter Scripts?
Replies: 2
Views: 1493

i heard a rumor that someone managed to mod on the planet-destroying beam weapon of the Khaak m0 on to the front of a destoryer. No idea how it was done tho...
by easternblocrobotcowboy
Wed, 24. Mar 04, 17:00
Forum: X²: The Threat - Scripts and Modding
Topic: Khaak
Replies: 3
Views: 749

hehe, no I dont think we have a script for that. We have scripts that spawn MORE khaak, but not ones that get rid of them *chuckle*

TW
by easternblocrobotcowboy
Wed, 24. Mar 04, 16:58
Forum: X²: The Threat - Scripts and Modding
Topic: Hacking Ships Speed
Replies: 12
Views: 1638

yeah, the normal speed of ships is as slow as molasses. to add speed you need Stormfronts Mod Kit (axailable at xscripting.com). You also need to unpack your game (instructions on Thecommander.com) once unpacked you can change tShips.dat in notepad to adjust speed.

TW
by easternblocrobotcowboy
Wed, 24. Mar 04, 08:15
Forum: X²: The Threat - Scripts and Modding
Topic: Cohesive economy: your ideas for factory re-design..
Replies: 14
Views: 2402

you know what? for risk, its easy. Run Khaak Second Invasion on hard starting on day 70 or higher. Your factories will certainly have some risk when a Khaak destroyer shows up! And if the destoryer lands in an NPC sector and wipes out all the market for your energy cells.... whoops, no more people t...
by easternblocrobotcowboy
Wed, 24. Mar 04, 08:05
Forum: X²: The Threat - Scripts and Modding
Topic: Cohesive economy: your ideas for factory re-design..
Replies: 14
Views: 2402

the factory upgrade thing on the bbs is a great idea. Its a little beyond my scripting ability, but it is totally possible. Every command that woudl be needed is present in one script or another I have played. I also like the 'risk' concept. you are right in that it is a little balloon-bursting to t...
by easternblocrobotcowboy
Tue, 23. Mar 04, 16:57
Forum: X²: The Threat - Scripts and Modding
Topic: Cohesive economy: your ideas for factory re-design..
Replies: 14
Views: 2402

well, the capacity cant be changed reliably, though in my 125 MW fab script posted somewhere else, you can occasionally get 3 in a fab due to the natural production cycle checking for space at the beginning, not the end of a cycle. I suppose it could be possible to load up 3 or 4 in a fab, if you ha...
by easternblocrobotcowboy
Tue, 23. Mar 04, 07:37
Forum: X Trilogy Universe
Topic: Advanced Guide To Trading Loops
Replies: 89
Views: 34500

for all fledgling trade moguls, remember that the primary benefit of trade loops is not money, but convenience. My one SPP in red light makes well over a million credits per hour of seta x 10 all by itself with no need of support fabs. until the economy is modded, placing individul spps in careful s...
by easternblocrobotcowboy
Tue, 23. Mar 04, 07:20
Forum: X²: The Threat - Scripts and Modding
Topic: A Question about Arrays?
Replies: 2
Views: 660

hmm, I would make three parallel arrays, one for the items, one for the cost, and a final boolean array for whether or not the ship has the upgrade. When your script runs, it would first check your ship for what upgrades it has, and place a TRUE to the boolean array. then it could run through the bo...
by easternblocrobotcowboy
Tue, 23. Mar 04, 07:04
Forum: X²: The Threat - Scripts and Modding
Topic: Cohesive economy: your ideas for factory re-design..
Replies: 14
Views: 2402

so how bout an example? Pick a product, what resources it should need (primary and/or secondary), how much the factory should cost, and its profit potential (in multiples of single SPP profit). Anything is possible, aside from the only limitation which is 'storage size' (ie: a factory will only hold...
by easternblocrobotcowboy
Tue, 23. Mar 04, 02:31
Forum: X Trilogy Universe
Topic: Factory "Other races can trade" problem...
Replies: 5
Views: 835

if you are selling for >1900 dont stop the fab, build a new one for your own use. Alternatively, outfit a manta with a jumpdrive and call it 'crystal reserve' . transfer your crystals to the ship whenever you have some lying around and store them in the ship, ready to fly out and jumpdrive to whatev...
by easternblocrobotcowboy
Tue, 23. Mar 04, 02:27
Forum: X Trilogy Universe
Topic: Production chains
Replies: 2
Views: 510

dont build a chain. build more spps for now. In polls of experienced players and their hourly income, given the same amount of total factories the ones with chains are making about 30% of the profit those with isolated factories are making. That is becasue their is a limit to how cheap you can make ...
by easternblocrobotcowboy
Tue, 23. Mar 04, 02:19
Forum: X Trilogy Universe
Topic: How many spp stations to build in kindoms end
Replies: 23
Views: 2871

build one in red ligt if you dont have one yet. it is by far my most profitable SPP. It can always sell e-cells for 19 or 20 and not fill up. especially if you already have a crystal fab to keep it supplied.
by easternblocrobotcowboy
Tue, 23. Mar 04, 02:15
Forum: X²: The Threat - Scripts and Modding
Topic: Cohesive economy: your ideas for factory re-design..
Replies: 14
Views: 2402

Cohesive economy: your ideas for factory re-design..

I would like to get a thread going to dicuss the 'ideal' economy you would like to play x2 in. With Burianek's factory price modifications, plus selected scripted factories on the top-end, believe we can all collaborate to create the economy x2 was meant to have. So if you have any ideas on your 'id...
by easternblocrobotcowboy
Tue, 23. Mar 04, 01:32
Forum: X²: The Threat - Scripts and Modding
Topic: New economy fix proposal.
Replies: 4
Views: 1572

yuo can script them to not use e-cells, select all the factory types you want and append them to one huge array. then while i< numarray just remove primary resource 'energy cells' from factory. Its in the general object commands several pages down.

TW
by easternblocrobotcowboy
Tue, 23. Mar 04, 01:26
Forum: X²: The Threat - Scripts and Modding
Topic: Khaak M2 and M1 spawning script
Replies: 12
Views: 1300

thanks for thew new version aalard! you should upload it to xscripting. In my opinion the second invasion script is one of the BEST scripts out there, along with the get.ware script.

You are working with storm front on the big custom universe right? cant wait to see it.

TW
by easternblocrobotcowboy
Mon, 22. Mar 04, 16:59
Forum: X²: The Threat - Scripts and Modding
Topic: successful script that fixes factories - I told you so
Replies: 9
Views: 1745

Im open to suggestions and collaborative ideas on fabs. If several peopl eoutline a mathematical model for fab idea, I could code it though once again, it will be inside a gutted shell of another script for the reasons I mentioned above. As for resource utilization, I havnt quite balanced it yet. th...
by easternblocrobotcowboy
Mon, 22. Mar 04, 00:23
Forum: X²: The Threat - Scripts and Modding
Topic: successful script that fixes factories - I told you so
Replies: 9
Views: 1745

BTW does anyone know how to actually write their own initialization of a script? I have tried as well as tried changing the titles with no luck. If someone can, I would like to send you my scripts and ask if you can give them appropriate titles. (eg: currently my computer fab fixing script is called...
by easternblocrobotcowboy
Mon, 22. Mar 04, 00:11
Forum: X²: The Threat - Scripts and Modding
Topic: Ship rebalance
Replies: 19
Views: 1905

no, it is a percentage recharge. once you adjust it the shield recharge to full in XXX seconds no matter what you mod the shield strenght too. Weapon recharge in tLasers works the same way.

TW
by easternblocrobotcowboy
Mon, 22. Mar 04, 00:08
Forum: X²: The Threat - Scripts and Modding
Topic: Refined Multiple ship commands menu script?
Replies: 2
Views: 406

on xscripting.com there is a script that lets you assign ships to numbered fleets, and then command them by number. It invaluable once you have a carrier.

TW

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