[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010

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Logain Abler
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[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010

Post by Logain Abler » Tue, 4. Aug 09, 22:41

Logain Industries Capital Ship Energy Cell Generator (CSecG)

:arrow: Introduction:

Logain Industries are developing an Energy Cell generator for Capital class Ships (CSesG)

Logain Industries engineers calculated that 99% of the time Capital ships used less than 50% of their overall energy producing capabilities, the CSesG integrates with and monitors the ships Shields and uses any surplus to generate Energy Cells. The smart monitoring will place the CSesG module into passive mode when the ships energy is required for Shield regeneration.


:arrow: Current Version:
CSecGv2


:arrow: Technical Info:
Text Page: 9914
Command Slots:
COMMAND_TYPE_SPECIAL_55


:arrow: Download:
CSecGv2
via Google Code


Install of script files:
Use Plugin Manager by Cycrow Link to install the script .spk file Beta V1.30 (RC1) or greater.

Required script files:
Ware Manager by Cycrow Link


:arrow: Thanks
Big thanks to StormMagi for providing ftp access and hosting for my mods :)


Guide:

The CSecG Menu is accessed via the ship Special command Menu.
The command will only be available to Capital sized ships (TM and above) with a Energy Cell Generator equipped.

The amount of Energy Cells produced is based on the ships power generator, the time per cycle is based on the ships class.

There are two commands
Energy Cell Generator: On/Off
Energy Cell Cap: The amount of E-Cells the generator will produce.

The Generator will monitor shield levels and go inactive if the shields are recharging.

The script adds Energy Cell Generator as a new ware to Equipment Docks for each of the main races.


LA
Last edited by Logain Abler on Mon, 25. Apr 11, 14:32, edited 19 times in total.

Osiris_sam
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Post by Osiris_sam » Wed, 5. Aug 09, 02:08

sounds like a good idea, seemsperfectly viable, possibly quite interesting to script ;P

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apricotslice
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Post by apricotslice » Wed, 5. Aug 09, 02:47

It would be good to have a non-intrusive way of keeping capital ships resupplied with ecells for jumping.

It would need a max figure to produce, so that a player can restrict how much of the cargo bay is used, especially on the player ship, where you want cargo space for collecting containers.

Lancefighter
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Post by Lancefighter » Wed, 5. Aug 09, 03:25

maybe even something simple like a max 20% of cargohold?
for most ships (non TL), that should be 1500 e-cells or so.. Could do less i suppose.

7ate9tin11s
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Post by 7ate9tin11s » Wed, 5. Aug 09, 05:22

An easy limit to use is the refueling amount for auto jumping. :D

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apricotslice
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Post by apricotslice » Wed, 5. Aug 09, 05:29

Thats not enough if you have capital ships set to follow you or protect you.

You may be doing a series of rapid jumps and they need enough to be able to follow you.

Logain Abler
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Post by Logain Abler » Wed, 5. Aug 09, 08:13

Hi All,

The amount produced will be a player set limit as it can be tweaked to the players needs.

It will probably be after next week before I move this idea forward, I'm away on a course so won't be about :(

LA

someone else
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Post by someone else » Wed, 5. Aug 09, 17:03

this will be quite useful for MPM....

is there a way to make the "energy ship" transfer automatically the cells on the "fab ship"?

p.s. I'd suggest to make this not work if the ship has MPM too... :roll: the fluff-stuff-machinery uses up the "surplus" energy required for this to work... just to dont' make self-powered fab-ships. :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

Logain Abler
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Post by Logain Abler » Wed, 5. Aug 09, 17:40

someone else wrote:this will be quite useful for MPM....

is there a way to make the "energy ship" transfer automatically the cells on the "fab ship"?

p.s. I'd suggest to make this not work if the ship has MPM too... :roll: the fluff-stuff-machinery uses up the "surplus" energy required for this to work... just to dont' make self-powered fab-ships. :D
I see you point, but this wont be a mobile SPP type deal, the E-Cells will be generated a to slow a pace to support production. 8)

LA

someone else
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Post by someone else » Wed, 5. Aug 09, 17:54

balancing between "support production" and "having enough cells for jumps" can be quite hard... :D if you place a restriction you can balance only the latter.

anyways how much cells/hour will produce this?
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

Logain Abler
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Post by Logain Abler » Wed, 5. Aug 09, 18:02

someone else wrote:balancing between "support production" and "having enough cells for jumps" can be quite hard... :D if you place a restriction you can balance only the latter.

anyways how much cells/hour will produce this?
I was thinging about 20 to 30 a minute.

LA

Logain Abler
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Capital Ship Energy Cell Generator v1 Beta released 09/08/2009

Post by Logain Abler » Sun, 9. Aug 09, 16:31

Logain Industries Capital Ship Energy Cell Generator (CSecG) v1 Beta Released.

See OP for details.

LA

Grimshad
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Post by Grimshad » Wed, 12. Aug 09, 12:38

Ignore this post, problem was operator error -_-

muddy_soap14
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Post by muddy_soap14 » Wed, 26. Aug 09, 22:26

dont seem to work, down loaded this but cant say its doing anyting at all!! when i go on to the command console then special, the CSecG menu command is there but when i click on it nothing happens :? it just takes me back to the original command consol, oh and im in an m7 shrike, can any one help?

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OOZ662
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Post by OOZ662 » Wed, 26. Aug 09, 22:28

You have to turn on the AL Plugin under Gameplay settings.

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imperium3
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Post by imperium3 » Wed, 26. Aug 09, 22:36

I have an idea :idea: .

Why not base the number of Ecells produced on the laser (and shield?)recharge rate of the ship the generator's on. After all it stands to reason that a more powerful laser generator can provide more energy when needed. I don't know how easy it'd be to script but it would certainly make matters interesting (and we'd see Split/Terran ships zooming all over the place with massive Ecell reserves...).

muddy_soap14
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Post by muddy_soap14 » Wed, 26. Aug 09, 22:57

OOZ662 wrote:You have to turn on the AL Plugin under Gameplay settings.
oh ya, noooob :oops: thanks mate :D

Logain Abler
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Post by Logain Abler » Wed, 26. Aug 09, 23:19

imperium3 wrote:I have an idea :idea: .

Why not base the number of Ecells produced on the laser (and shield?)recharge rate of the ship the generator's on. After all it stands to reason that a more powerful laser generator can provide more energy when needed. I don't know how easy it'd be to script but it would certainly make matters interesting (and we'd see Split/Terran ships zooming all over the place with massive Ecell reserves...).
Yes, I've thought of that and it's easy to do. It will be on the next update with a feature to boost the shields and/or lasers from the CSesG E-Cells.

I'll get around to it but it's on the back burner at the moment.

Have FDN to get ready (the best I can) for the X-SUPERBOX, the next update to MPM which includes new production complexes, oh and real life :evil:

LA

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apricotslice
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Post by apricotslice » Thu, 27. Aug 09, 01:54

You have a real life ? :o

Where do I buy one of those ?

:lol:

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imperium3
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Post by imperium3 » Fri, 28. Aug 09, 17:14

apricotslice wrote:You have a real life ? :o

Where do I buy one of those ?

:lol:
Teladi offersss good price. :teladi:

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