[SCRIPT] Capitol Ship Crews V1.31 : Update 24/01/2007
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
You should add three new wares.
small/med/large repair parts
small could cost something like 20,000
med 40,000
lrg 80,000
small repairs 3% of a ship
med 6%
lrg 12%
those numbers could be modified per ship class
should also make it so that if a ship is damaged past a certain point like 25% hull the crews will repair it to 65% the other 35% will need a equipment dock or ship yard to allow your crews to finish the needed repairs. Those yards should charge hourly for this service unless owned (parts and supplies) player dock should require repair parts in stock.
this would offset some of the cheapness and also show sometime you still need a dock to repair things.
small/med/large repair parts
small could cost something like 20,000
med 40,000
lrg 80,000
small repairs 3% of a ship
med 6%
lrg 12%
those numbers could be modified per ship class
should also make it so that if a ship is damaged past a certain point like 25% hull the crews will repair it to 65% the other 35% will need a equipment dock or ship yard to allow your crews to finish the needed repairs. Those yards should charge hourly for this service unless owned (parts and supplies) player dock should require repair parts in stock.
this would offset some of the cheapness and also show sometime you still need a dock to repair things.
Update v1.10
V1.10
* Added workers to increase performance
* Added Hotkeys for easy opening of various menus
* Mechanics will repair docked ships
* Morale is effected by overworking
new update avaialble
mainly added morale and workers to increase performance
capitol ships now repiar any docked ships as well
* Added workers to increase performance
* Added Hotkeys for easy opening of various menus
* Mechanics will repair docked ships
* Morale is effected by overworking
new update avaialble
mainly added morale and workers to increase performance
capitol ships now repiar any docked ships as well
I've had a break from X3 and this forum for a while, waiting for 1.4 and playing other games. Seems others are keeping busy!
Cycrow, I know you've said that you'll be starting working for a software (gaming?) company soon and won't have much time for scripting then, but in my opinion Egosoft should do all they can to overbid the other company to hire you! So many great scripts popping up from you continously.
Thanks for the efforts you're doing for this community!
Cycrow, I know you've said that you'll be starting working for a software (gaming?) company soon and won't have much time for scripting then, but in my opinion Egosoft should do all they can to overbid the other company to hire you! So many great scripts popping up from you continously.
Thanks for the efforts you're doing for this community!
Cycrow wrote:well, the problem with some of them is that there not possible via scripts
as scripts cant change the anything to do with weapons or shields
i will most likly have Engineers, that can tune the ship, increase speed and steering
and i will look at adding medics, but first need to add damage to crew members when the ship is under attack
Code: Select all
current = ship-> get current shield strength
maximum = ship-> get maximum shield strength
percent = ship-> get shield percent
if percent < 25
*Engineers stop what they are doing and divert all power from life support etc to shields
= ship-> set current shield strength to current + x
else if current < maximum
*Bonus efficiency to recharge rate
= ship-> set current shield strength to current + y
end
I hav eonly had a quick go but hired one excellent worker. However, when I look at the additional commands, I only have the option for 'Report'? I can't seem to assign the worker to anything?.
I reloaded to before the hiring stage and look at the additional commands and I had the two options. So, I hired someone and I am back to just one command for 'report'
Do I have to hire a cheif first? Have I missed a step or has my option vanished (assign crew)?
Thanks
I reloaded to before the hiring stage and look at the additional commands and I had the two options. So, I hired someone and I am back to just one command for 'report'
Do I have to hire a cheif first? Have I missed a step or has my option vanished (assign crew)?
Thanks
Sorry if this has been coverred before but...
It seems this script is clashing with another script.
Sometimes this script works but sometimes, when I select Manage, a script boxc appears asking Protect = 1, Attack Enamies = 2.
When I look at other schips, the manage option sometimes is not there and in its place is a comand SCRAMBLE: Protect = 1, Attacke Enemies = 2.
As I jump or load games things swap and change between the two scripts.
Also, when I can get it to work, the assign cre to a cheif returns NULL whn I expect a list of workers to assign, so instead of offering me 8 Excellent workers or 6 Good Workers to assign, I get two rows of NULL.
Let me know if you want any more details. UInfortunately, I have many scripts installed so I am not sure which one is clashing (the scramble script).
Thanks
It seems this script is clashing with another script.
Sometimes this script works but sometimes, when I select Manage, a script boxc appears asking Protect = 1, Attack Enamies = 2.
When I look at other schips, the manage option sometimes is not there and in its place is a comand SCRAMBLE: Protect = 1, Attacke Enemies = 2.
As I jump or load games things swap and change between the two scripts.
Also, when I can get it to work, the assign cre to a cheif returns NULL whn I expect a list of workers to assign, so instead of offering me 8 Excellent workers or 6 Good Workers to assign, I get two rows of NULL.
Let me know if you want any more details. UInfortunately, I have many scripts installed so I am not sure which one is clashing (the scramble script).
Thanks
ok, that defaintly soundsl ike ur using another script thats trying to use the same command slots. but i wouldn't really know which one it is, most likly not one of the ones on the community scripts sticky, otherwise the clash would be visible.
i dont know about the assigning of workers, this could be the same problem with clashing scripts
ill have a few tests when i get chance and c if i can reproduce this
i dont know about the assigning of workers, this could be the same problem with clashing scripts
ill have a few tests when i get chance and c if i can reproduce this
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- Joined: Sat, 14. Feb 04, 11:15
have you managed to establish new unit types like ive mentioned before ?
1. Medics
They will partly bringing the staff back that will be lost due a fight, when the hull droped.
2. Weaponengeniers.
They will increase the fireingrate, speed and damage of the weapons,
3. Enginemechanics.
They will increase the enginespeed, when the hull drops unitl 100% of the original speed
4. Shieldengeniers.
They will increase the loadingrate of the shield and the max shield.
5. HullMechanics
will repair the hull slowly. When working on a carrier they also heal stored ships
probably would be best to find out which ones that are not in the community scripts sticky you have running. that will narrow the search down abitdjssuk wrote:Let me know if you want any more details. UInfortunately, I have many scripts installed so I am not sure which one is clashing (the scramble script).
well, the hull is currently taken care of, thts what the currnet script does.Blinki1984 wrote:have you managed to establish new unit types like ive mentioned before ?
1. Medics
They will partly bringing the staff back that will be lost due a fight, when the hull droped.
2. Weaponengeniers.
They will increase the fireingrate, speed and damage of the weapons,
3. Enginemechanics.
They will increase the enginespeed, when the hull drops unitl 100% of the original speed
4. Shieldengeniers.
They will increase the loadingrate of the shield and the max shield.
5. HullMechanics
will repair the hull slowly. When working on a carrier they also heal stored ships
i will be adding engineers in a later version for shields and speed.
i might add some medics in later, but first i need the workers to get injured when under attack, otherwise they would be pointless
however, controlling wepaons is not possible
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- Posts: 245
- Joined: Sat, 14. Feb 04, 11:15