[SCRIPT] Capitol Ship Crews V1.31 : Update 24/01/2007

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siath70
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Post by siath70 » Thu, 9. Feb 06, 18:44

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.

Cycrow
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Update v1.10

Post by Cycrow » Fri, 10. Feb 06, 23:01

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

X-it
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Post by X-it » Fri, 10. Feb 06, 23:36

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
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Post by Cycrow » Fri, 10. Feb 06, 23:41

well, im going for job interviews, but its not definate ill get the job :P

got an interview on monday at Frontier Development, David Brabhams company

B-O'F
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Post by B-O'F » Fri, 10. Feb 06, 23:52

Hi Cycrow,

I wish you the best of luck in your job interview, and thanks for all the scripts. Whatever you do - have fun, it's great to get paid for enjoying yourself.

Boron - Ol Fh'art
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Growing old is not a disease - it is a delayed symptom of birth trauma.

Cycrow
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Post by Cycrow » Fri, 10. Feb 06, 23:56

thanks :)

althou even if i get a job, i will still most likly be making some more scripts ;)

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Post by B-O'F » Sat, 11. Feb 06, 00:04

Hi Cycrow,

I hope you will be doing more scripts, but if you *really* enjoy your job, it will take up a lot of your time - mine used to take up 48 hours a day...

Boron - Ol Fh'art
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Growing old is not a disease - it is a delayed symptom of birth trauma.

X-it
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Post by X-it » Sat, 11. Feb 06, 08:13

Cycrow wrote:got an interview on monday at Frontier Development, David Brabhams company
:o They have to hire you! You'd be perfect as lead programmer for Elite4! :goner:

AalaarDB
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Post by AalaarDB » Sat, 11. Feb 06, 09:09

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 :P

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

Cycrow
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Post by Cycrow » Sat, 11. Feb 06, 12:54

yeah, im already planning on doing that ;)

althou im gonna add options to allow you to assign your engineers to either work on shields, speeds, or steerings.

its a shame you cant do much with wepaon energy

Fachtna
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Post by Fachtna » Sun, 12. Feb 06, 17:37

installed latest capital crews, and in my hotkey interface, i ahve 2 entries for mechanics and 2 entries for the crew management

is this normal?

Cycrow
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Post by Cycrow » Sun, 12. Feb 06, 18:58

erm, no, you should just have 1 entry for each, it it reigsteres them twice, then it will put 2 entries on the list, but that sohuldn't happen, ill have to check that

djssuk
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Post by djssuk » Mon, 13. Feb 06, 00:04

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

Cycrow
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Post by Cycrow » Mon, 13. Feb 06, 00:10

you need a chief to assign workers

then you check the cheifs report, and you have options in the report for assigning and removing workers to the chief

djssuk
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Post by djssuk » Sun, 19. Feb 06, 19:41

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

Cycrow
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Post by Cycrow » Sun, 19. Feb 06, 19:46

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

Blinki1984
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Post by Blinki1984 » Sun, 19. Feb 06, 20:01

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

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Stevio
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Post by Stevio » Sun, 19. Feb 06, 20:07

djssuk 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).
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 abit :wink:

Cycrow
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Post by Cycrow » Sun, 19. Feb 06, 20:13

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
well, the hull is currently taken care of, thts what the currnet script does.
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

Blinki1984
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Post by Blinki1984 » Sun, 19. Feb 06, 20:36

I understand.

maby officers could increase the overall performance of crew members.

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