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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Fun-X
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Post by Fun-X » Mon, 16. May 16, 04:32

memeics wrote:Infinite loops are part of the fun!

Err... Litcube investigated those issues, there's no actual infinite loop but simply deploying a lot of MLCC ships configured to Escort other ships may risk hitting that error, especially if activating SETA. In my case it only happens when I deploy 90 Setantas configured to Escort/Protect "Capitals", and only from time to time. However as I've discovered recently, I don't really need those Setantas at this point in my game so it isn't an issue in practice anymore, for me. And if I remember well, I think Litcube mentioned doing something so these errors won't happen in the future but I'm not sure if that was included in 1.7.0 or will be in 1.7.1.

Either way, it seems very unlikely that anyone else will run into this anytime soon.
Fun-X wrote:The formation didn't match.

I changed the formation to make it match, but still same behavior. Or lack of. But same thing. It does not set the homebase and nor forward to the MLCC dock.
Try to redefine the template that you are having problems with. For me everything started working again after I redefined the template I needed and so it seemed related to the new "formation" saved in template feature as that's the only change in 1.7.0 that might have impacted templates.

I deleted all of the templates and added a new one. And it works perfectly. Thanks.

Deniskos
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Post by Deniskos » Wed, 18. May 16, 14:07

Litcube wrote:
Deniskos wrote:
Litcube wrote:Because it's turned off.
Advise than to replace that command?
No thanks.
You did not understand me)
I ask, what can replace this command?

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OneOfMany
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Post by OneOfMany » Wed, 18. May 16, 15:38

When setting up a large commonwealth fleet for taking on the OCV, what are the optimal weapons to outfit ships with. Looking at ships from M6 to M2.

Also can you please provide backup data/info rather than just suggesting what looks good on paper.

Thanks in advance for your replies.

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Joubarbe
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Post by Joubarbe » Wed, 18. May 16, 16:08

Deniskos wrote:
Litcube wrote:
Deniskos wrote:
Litcube wrote:Because it's turned off.
Advise than to replace that command?
No thanks.
You did not understand me)
I ask, what can replace this command?
You did not understand him.

Ed86
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Post by Ed86 » Wed, 18. May 16, 17:07

OneOfMany wrote:When setting up a large commonwealth fleet for taking on the OCV, what are the optimal weapons to outfit ships with. Looking at ships from M6 to M2.

Also can you please provide backup data/info rather than just suggesting what looks good on paper.

Thanks in advance for your replies.
well thats easy if you want brawl get 12 or more m2+, should be like 3-4 per 1 ocv m2, weapons? you want something with long range so probably ppcs or gauss cannons
or you can take out ocv light ships with you m2's and finish ocv m2s with few m7m's or slow m6's packed with remote guided warheads or other heavy hitting missiles/torpedoes or carrier with cheap fighters armed with few rgw/missiles

BlackArchon
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Post by BlackArchon » Wed, 18. May 16, 19:53

Pack a carrier full of Albion Prides and let them use wraith missiles against OCV capital ships. They won't know what hit them, and it looks beautiful!

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El.
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Post by El. » Wed, 18. May 16, 20:37

Pfff, rookie. What do you know about war? Telade Falcon Sentinel fullly loaded with Tornado missiles - THIS is a real beauty of war.
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El.
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Post by El. » Wed, 18. May 16, 20:53

736 meters per second. That fat OCV ass has no chances.

Hey, did you see that? I swear, there was a panda!
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LU 1.7.0: Offline Ship Compendium, Larger Font, Player Guide RUS – Google Drive, Mediafire

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dizzy
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Post by dizzy » Wed, 18. May 16, 21:13

OneOfMany wrote:When setting up a large commonwealth fleet for taking on the OCV, what are the optimal weapons to outfit ships with. Looking at ships from M6 to M2.
pre LU 1.6.0 if you equipped ships with the most powerful guns they can sport on all their turrets, they would run out of juice in <30 seconds. This also meant that even trying to use the most powerful guns in the universe on the largest capitals wouldn't allow them to be fired more than 1-2 minutes, that was kinda of a bug.

In order to fix this, Litcube made some drastic changes in 1.6.0 and now I'm seeing the opposite. A Tobasaku fully equipped with Point Singularity Projectors can fight for 10+ minutes just fine (it's actually much more likely that they will be forced to retreat because of low shield threshold rather than run out of laser energy).

I do not know if this is true post 1.6.0 for all classes of the ships (I remember Litcube saying that the energy adjustment ratio done in 1.6.0 was different depending on the ship class) but I'd say, for now, try to simply equip your ships with the highest DPS gun that can still hit the target that you are aiming to destroy with those guns.

So, if you equip a turret meant to destroy capitals (which will also have a corresponding turret command) then use the strongest capital gun you can (they are slow but capitals can't dodge so that's fine), for example Point Singularity Projectors or Photon Artillery Arrays. If you aim to equip some turrets against missile and fighters then use the strongest gun that can still hit your targets, for example the Gamma Ray Cannons are about where I stop if I aim to hit M3s and maybe even M4s. For fighting against lots of M4s and M5s I'd go with EMPCs and so on.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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El.
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Post by El. » Wed, 18. May 16, 21:24

I was upset a little by 1.6.0 update. Searching for an optimal gun respecting ship's generator was a really enjoyable puzzle.
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Joubarbe
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Post by Joubarbe » Wed, 18. May 16, 21:31

Pandas like tornadoes. Whoever don't like tornadoes, don't like pandas.

And oh my! oh my! when you don't like pandas in 2016...

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Zaitsev
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Post by Zaitsev » Wed, 18. May 16, 21:45

memeics wrote:*snip*
for example Point Singularity Projectors or Photon Artillery Arrays.
*snip*
Photon Artillery Arrays are more of a frigate weapon. Sure you're not thinking about the Photon Pulse Cannon?

PS: I love pandas.
I'm sorry, I can't hear you over the sound of how awesome I am :D

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

BlackArchon
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Post by BlackArchon » Wed, 18. May 16, 21:53

Memeics is a Terran fanboy, he doesn't know about inferior Commonwealth technologies like PPCs. :D

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dizzy
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Post by dizzy » Wed, 18. May 16, 22:31

I'm simply not familiar with the Commonwealth weapons at this time as last time I equipped Commonwealth destroyers was more than a year ago. My example was meant to list the top 2 highest DPS weapons in the Terran arsenal, so just pick the same for Commonwealth.

Yes, PAAs are more of a frigate weapon but good luck finding M2s that can sport PSPs on _all_ their turrets. Hence why I listed PAAs together with the PSPs.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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TheJournier
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Post by TheJournier » Thu, 19. May 16, 02:07

does anyone find IRE totally useless
I remember in Vanilla me and my disco/octopus would bring all M5s to their knees, and some really bad m4s sometimes. Now its like I can't his the broadside of a TS (slight exaggeration here). 80% of my shots miss (I even have to use mouse so I can aim better).

Is there a trick to dogfights, I don't appreciate the slowing down of weapons that were mean to spam? It's a little more tolerable with PACs and PRCs but dam are dogfights difficult. Not to mention, I could use missiles but again they cost more than what I get form the mission.
The only way X-series could get better, is if they allow planetary landing as well! When do you think that'll happen?

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dizzy
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Post by dizzy » Thu, 19. May 16, 02:34

If IREs are the Commonwealth equivalent of APCs, then they should be pretty useful in taking down Fighter Drones (MK1) as at over 650m/s it's very hard to hit them with punchier, but much slower, weapons. On my corvette player ship I had 2 qlaser configs specifically to address this issue: one config was setup to use APCs on the turrets so they can make short work of Fighter Drones.

IREs are (like the APCs) also very useful for money making.

In terms of aiming/hit chance, in LU I always use Auto-Aim as the slow firing rate of weapons means that you have much fewer chances to miss.

Weapon projectile speed in LU generally have been accelerated, not slowed down. Maybe you mean the lower rate of fire. That was necessary. You cannot beat LU without developing a huge fleet and engaging it in battle against the OCV and you cannot deploy in-sector such a fleet without the large reduction of gun fire rate as to make the FPS drop bearable.

Overall that means the dogfight experience in LU is much different from vanilla or other mods and since until the end of the game you'll be spending A LOT more time directing fights rather than actively engaged in them I'd hazard to say that LU is not a dogfighting oriented mod.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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Zaitsev
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Post by Zaitsev » Thu, 19. May 16, 02:42

TheJournier wrote:does anyone find IRE totally useless
I remember in Vanilla me and my disco/octopus would bring all M5s to their knees, and some really bad m4s sometimes. Now its like I can't his the broadside of a TS (slight exaggeration here). 80% of my shots miss (I even have to use mouse so I can aim better).

Is there a trick to dogfights, I don't appreciate the slowing down of weapons that were mean to spam? It's a little more tolerable with PACs and PRCs but dam are dogfights difficult. Not to mention, I could use missiles but again they cost more than what I get form the mission.
Autoaim is your friend. With that said, IREs are still kind of useless and should be dumped for something better ASAP.

Also, firing rates were cut across the board because having weapons spew hundreds of rounds per minute was causing massive performance hits, and it's one of the main reasons LU performs as good as it does.
I'm sorry, I can't hear you over the sound of how awesome I am :D

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TheJournier
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Post by TheJournier » Thu, 19. May 16, 03:55

I see, auto-aim... I always used semi. I don't even really know how auto aim works. I suppose I should brush up on vanilla b4 embarking on a Litcube adventure... I also want to try Rebalance again.

This an excellent mod. I appreciate what has been done here. It's a pitty the weapons fire rate had to be turned down. I really like spammy weapons for some roles (though high velocity, hard hitting weapons are also good for certain things, like slower tougher targets.)

The is more of a note to self... but I found that spamming is actually quite inefficient in this mod. (as the cannons tend alternate fire rate and the IRE tend to make minimal damage/miss. The best I way I found was to steadily click when aimed. 4 shots is better than 1 and 4 direct hits (if you land one) can be quite devastating. This really really handy with capping ships when you get better weapons because the shield and hull go down super quick per volley (it's impossible to do with IREs though).

This has been my experience with the Arg. Buster sentinel I got for like 70k. I had a good run... till I got killed by a random xenon whilst capping its cousin during a patrol mission (I play as if dead is dead)... so I had to start over.

Thanks for the tips regardless.
The only way X-series could get better, is if they allow planetary landing as well! When do you think that'll happen?

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TrixX
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Post by TrixX » Thu, 19. May 16, 08:22

I use semi-auto as there is nothing more fun than landing a hit yourself. Big targets don't need auto and the smaller target's are just about timing. I probably miss a little more than Auto would but it's not much of a thing to me.

Also I've enjoyed the dog fights in this far more as the usual circle-strafe nonsense doesn't seem to hold up as well, especially in fighter engagements. M6 or higher and you need to manoeuvre to the least damaging position of your target anyway.

First time through I wouldn't play DID as it makes the learning experience for all the new aspects rather hard. My next playthrough is likely to be a DID style game, just to see how far I get and if I can prevent myself from overextending in battle situations.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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