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

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

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

Post by Cycrow » Fri, 3. Feb 06, 20:29

===========================================
Name: X3 Capitol Ship Crews
Version: V1.31
Author: Cycrow
Updated: 24/01/2007
===========================================
:arrow: Download Script Package: Main Website - Mirror Website
===========================================
:idea: Requires the XScript Manager to install this script
:idea: Please view the website for more detailed guide to using the script
===========================================

:idea: Basic Idea:

Adds crews into the game for your captial ships, m6 and upwards.
The crews will give your ships extra abilites but you have to feed them and pay them a wage.


:idea: Features
  • Includes Repair Docks to repair your ships and equipment
  • Repairing is cheaper but takes time to complete
  • Creates Job Centers in the universe to hire crews from
  • Crew members have stats to determine how good they are
  • Crew can increase in level while they work
  • Workers get injured when ship takes damage
:idea: Crew Members Available:
  • Mechanics - Will repair your ships hull, equipment and any docked ships. You can priorities what you wise to repair.
  • Medics - Will help heal the sick and injured in your crew
  • Cooks - Will prepare the food better, can use less food and icnrease morale
  • Cleaners - Keeps the ship clean and tidy, gives your workers a morale boost
:idea: Latest Change Log:

V1.30
  • Added Cooks
  • Added Cleaners
  • Added Componants for Ship Repair
  • Adjusted creation of Job Centers
  • Added Crew Injuries and Medics
:idea: Future:
  • Add more crew positions
    • Cooks/Cleaners, uses food, increases morale of crew members
    • Engineers, optimise shields, speed, or steers on the ships
  • Add excape pods for crew when ship gets destoryed
  • Add injures to workers when ship is attacked
Last edited by Cycrow on Fri, 29. Feb 08, 11:02, edited 10 times in total.

User avatar
Stevio
Posts: 2271
Joined: Sat, 4. Jun 05, 10:36
x3tc

Post by Stevio » Fri, 3. Feb 06, 20:36

wow :o how many scripts have you made now??

sleep? :lol:

another download for me :D now all i need is a capital ship (started again)

i will script in a cap ship and some cash and test it.

good work


cheers

stevio

P.S :o AHHHHHHHH!!!!! 404 on all three dowloads

i can download it straight off your website. the links are broken
Last edited by Stevio on Fri, 3. Feb 06, 20:53, edited 1 time in total.

Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 » Fri, 3. Feb 06, 20:52

Concerning your workers.

First here are some Ideas for your men.

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

So here you have a number of different staff.

I also suggest that skilled staff should be able to overtune the ship with speed shield and hulldurance, and be able to work faster.

When they leave the tuning will be lost.

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV » Fri, 3. Feb 06, 21:10

[ external image ]

He certainly is Blazing isn't he

LV thinks about slowing down cycrow in a Dick Dastardly fashion
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 3. Feb 06, 21:14

hehe, and im sure theres plenty more to come as well ;)

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Fri, 3. Feb 06, 21:15

This scipt gd be gd for my ship (the big thing) :lol: keep up the gd work
Image

User avatar
Stevio
Posts: 2271
Joined: Sat, 4. Jun 05, 10:36
x3tc

Post by Stevio » Fri, 3. Feb 06, 21:30

@Cycrow do you have to be in the same capital ship to hire the crew to that cap ship

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 3. Feb 06, 21:37

no, you dont need to be in a captiol ship

what you do, is hire the crew from the BBS, you can be in any ship to do this
once hired, you then have to assign them to the ship you want them to serve on.

you do that via the ships additional commands
you can do it remotly so you dont even need to be in the capitol ship

SpaceMonkey1119
Posts: 100
Joined: Sun, 11. Dec 05, 01:13
x3

Post by SpaceMonkey1119 » Fri, 3. Feb 06, 22:49

Cycrow, do these guys repair docked ships as well?

You also might want to think about just a big hiring cost for the mechanic at the beginning, but then greatly spaced out payments. Mechanics demanding pay every hour when you put those ungrateful bastards up in your cap ship is a little too expensive.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 3. Feb 06, 23:07

well, i need to c how the costs balance out. i might increase the time between payments.

they dont repair docked ships yet, but they will, once i get the workers in, they will also repair any ships that are docked

SpaceMonkey1119
Posts: 100
Joined: Sun, 11. Dec 05, 01:13
x3

Post by SpaceMonkey1119 » Fri, 3. Feb 06, 23:14

One more quick question. As they work... will the crew gain experiance? Becoming more efficient in their respective fields?

By the way you are my hero.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 3. Feb 06, 23:21

no they dont, i wasn't sure weather to improve thiere stats or not

which means you will have to look for better ones, maybe i could make them improve abit, but u'll never get a 1 rated crew upto 10

maybe once i've add some more stats i might think about doing that
could have like a certain number of experience poitns, and over time these points get spent to increase the stats.

So say one crew member could have 5 experience points, and those points will slowly get added onto the stats to increse them. This will be hidden so you wont know how many of these points there have and will jsut work in tthe back ground

Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 » Fri, 3. Feb 06, 23:32

I am favoring the choice to devide the mechanics in to different skills.
This will decrease the power they have and open up the opportunity to set prioritys on different tasks.

Ive already posted some idea above what do you think ?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 3. Feb 06, 23:35

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

fireexit
Posts: 12
Joined: Thu, 22. Dec 05, 06:14
x3

Post by fireexit » Fri, 3. Feb 06, 23:52

downloads not working, all including mirrors.

Fachtna
Posts: 722
Joined: Mon, 2. Feb 04, 23:25
x3

Post by Fachtna » Sat, 4. Feb 06, 00:07

gonna get to the stage that we only need cycrows scripts.

quality work, zero conflicts, a nice installer, automatic updates. what else do we need? :)

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Sat, 4. Feb 06, 00:12

doh, seems i missed the file extension
try it again

Anti-Hero
Posts: 62
Joined: Wed, 7. Sep 05, 02:18
x3

Post by Anti-Hero » Sat, 4. Feb 06, 01:06

I think Cycrow wins the egosoft employee of the month reward. :] You should be getting paid for this stuff man, seriously. Keep it up man.

Identitystolen
Posts: 161
Joined: Thu, 22. Dec 05, 21:16
x3

Post by Identitystolen » Sat, 4. Feb 06, 05:29

On carriers (M1's and possibly TL's) do the mechanics also repair the docked fighters? It'd be better than having to fly your carrier to a shipyard to dock all your fighters for repairs.

Morthais
Posts: 46
Joined: Fri, 23. Dec 05, 14:09
x3

Post by Morthais » Sat, 4. Feb 06, 09:18

Does this script conflict with the terracorp pilots scipt?

Post Reply

Return to “X³: Reunion - Scripts and Modding”