[SCRIPT] Capitol Ship Crews V1.31 : Update 24/01/2007
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- Posts: 16
- Joined: Tue, 29. Aug 06, 08:42
you have to pay for the repairs thou, as your paying the wages of the workers.Elucca wrote:I like this script, but i think it's a bit overpowered. I mean, my yacht repairs itself faster than the shields recharge! I can get millions worth of damage repaired in very little time.
althou it works out cheaper for the amount of time it takes to repair, u also have to remember that your still paying them when no repairs are needed.
so if your ship is constantly getting damaged, it could work out alot cheaper
update?
Cycrow,
Have you still been working on the next generation of this great script? I use it in every game... actually I pretty much use all your scripts in every game... X3 seems so 'plain' without them.
If you are updating, I have a couple suggestions/requests.
1) Change the way the messaging works. Right now, you have to select the command in special, then close out, go into messages, click one button, go BACK to special, select again and so on.. for each and every ship you want. Is there any way to select the command and it allow you to add ALL the officers you want and assign all the crew you want to each officer, all in one big go?!! It would make it so much smoother and simpler.
I use AzzPilot AI script and what he does is when you select a command, it immediately pops up another message for your next selection for the command. When you are all done with your settings, there is an exit button. Very nice to use and very slick interface.
2) possible future capability request.... Assign Marines to each ship... Then have a script that allows enemy ships to beam over intruders and attempt to take over or even self destruct your ship! Your Marines of course are your main security force and with constant updates you watch a real time battle 'via messages' for control of your own ship.
And vice versus... you can beam Marines to enemy vessels once shields are down and watch the battle progress over time and your Marines attempt to gain control of the enmy ship.
3) and lastly, a report that shows a damage report for all docked ships! Most times I have fighters damaged that dock but I have no way of telling if they are back to full repair strength for the next fight.... They get repaired... but I need some way to tell if they are back to operational status before sending them back into battle.
Have you still been working on the next generation of this great script? I use it in every game... actually I pretty much use all your scripts in every game... X3 seems so 'plain' without them.
If you are updating, I have a couple suggestions/requests.
1) Change the way the messaging works. Right now, you have to select the command in special, then close out, go into messages, click one button, go BACK to special, select again and so on.. for each and every ship you want. Is there any way to select the command and it allow you to add ALL the officers you want and assign all the crew you want to each officer, all in one big go?!! It would make it so much smoother and simpler.
I use AzzPilot AI script and what he does is when you select a command, it immediately pops up another message for your next selection for the command. When you are all done with your settings, there is an exit button. Very nice to use and very slick interface.
2) possible future capability request.... Assign Marines to each ship... Then have a script that allows enemy ships to beam over intruders and attempt to take over or even self destruct your ship! Your Marines of course are your main security force and with constant updates you watch a real time battle 'via messages' for control of your own ship.
And vice versus... you can beam Marines to enemy vessels once shields are down and watch the battle progress over time and your Marines attempt to gain control of the enmy ship.
3) and lastly, a report that shows a damage report for all docked ships! Most times I have fighters damaged that dock but I have no way of telling if they are back to full repair strength for the next fight.... They get repaired... but I need some way to tell if they are back to operational status before sending them back into battle.
Take it light.....
Malakie
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Malakie
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Elucca wrote:Hmm, yeah... Although i still think the repairs should be slower. Is there any way to easily change it myself? I really don't have any scripting skills, but i know how to get into the editor.
I think repairs are based on the skill of your mechanic/engineers. The lower their stats the slow repairs go. For me, I like the speed especially for fighters that are docked. Just wish there was a way to tell when repairs are completed.
Take it light.....
Malakie
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Malakie
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- Posts: 1
- Joined: Sat, 16. Feb 08, 21:52
need help
cant get the script to respond and what are the variables that come up in the options dont understand it plz help !!
Re: need help
Not sure what you are asking about.... The script is very easy to use. It adds three commands to the 'General' command area, select one and you will hear a message ding. Go to the message and it is all self explanatoryThePagenExile wrote:cant get the script to respond and what are the variables that come up in the options dont understand it plz help !!
Malakie
Take it light.....
Malakie
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Malakie
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Hello All
a small strange problem, i am using XTM up to date release, and i have added the new release of this wonderfull crew ships.
What happen is that i have 2 times each repair ware and i am not sure if another wares are overwritten in the process, if it's only to see 2 time each ware it's ok for me but if i remove all Crew script i still empty slots.
Also i remember to had a previews release of this crew script so maybe this extra wares come from the previous one ?
In the plugin manager i have the wares enables (appear only once) and in the X3 start panel i dont choose any mod (xtm is as a fake patch, donc know if i should choose the xplugin mod?)
so any way to have only once each type of crew repair ware ? thanks
a small strange problem, i am using XTM up to date release, and i have added the new release of this wonderfull crew ships.
What happen is that i have 2 times each repair ware and i am not sure if another wares are overwritten in the process, if it's only to see 2 time each ware it's ok for me but if i remove all Crew script i still empty slots.
Also i remember to had a previews release of this crew script so maybe this extra wares come from the previous one ?
In the plugin manager i have the wares enables (appear only once) and in the X3 start panel i dont choose any mod (xtm is as a fake patch, donc know if i should choose the xplugin mod?)
so any way to have only once each type of crew repair ware ? thanks
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
Read Harrington serries quite recently. I do think some
Still don't have a clue if one could make
Of cource to MAke the bosun and EXEC effective, you should, firsthandedly divide the crews to:
Officers should depend on the EXEC, which would influence their total perfomance. (bonus to ship)
Officers themselves should give bonus to ship and influence their departments (e.g. only training speed)
The bosun on the other hand, would be the direct representative of god for the enlisted, and influence their BONUS for the ship.
Enlisted would be 'trained on the fly'. It means you take the rookies on board and the better officers you have, the faster exp they gain.
The bonus of the enlisted should be like... +1/2 to +4/5 that of the head of the department they belong to, depending on the number and free slots in that department. E.g. you can put 40 enlisted to engineering (like repairing and maintaining ship). you put one uber-experienced non-com in there and he gives you +1/2 of his superiors exp. But if you put 40 experienced men in there, you'll get 4/5 of bonuses, or even more.
So, as you see, if applied and handled properly, this crew stuff will make it to the X4.
Hope any of these ideas could be implemented. At least understood first.
- Astrogators could be used to... lessen the energy cells consumption when jumping.
Weapon tech or weapons officer could influence attack speed, weapon range, more accuracy of automatic defence (especially A/B-PBE during anti-fighter deffence)
Still don't have a clue if one could make
- intelligence oficer (improove scanner range to cover all sector???),
Electronic warfare officer (slight/good chance of enemy ships loosing lock on your ship for couple of secconds),
supplies officer
comm officer
landing bay commander
wing commander (improove total efficiency of deployed fighters [m1])
flight crews (experienced/noob m5-m4-m3 fighter pilots)
Of cource to MAke the bosun and EXEC effective, you should, firsthandedly divide the crews to:
- officers
enlisted men
Officers should depend on the EXEC, which would influence their total perfomance. (bonus to ship)
Officers themselves should give bonus to ship and influence their departments (e.g. only training speed)
The bosun on the other hand, would be the direct representative of god for the enlisted, and influence their BONUS for the ship.
Enlisted would be 'trained on the fly'. It means you take the rookies on board and the better officers you have, the faster exp they gain.
The bonus of the enlisted should be like... +1/2 to +4/5 that of the head of the department they belong to, depending on the number and free slots in that department. E.g. you can put 40 enlisted to engineering (like repairing and maintaining ship). you put one uber-experienced non-com in there and he gives you +1/2 of his superiors exp. But if you put 40 experienced men in there, you'll get 4/5 of bonuses, or even more.
So, as you see, if applied and handled properly, this crew stuff will make it to the X4.
Hope any of these ideas could be implemented. At least understood first.
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However, a large number of electrons were terribly inconvenienced.
- Jaga_Telesin
- Posts: 435
- Joined: Sat, 16. Sep 06, 22:48
Just some quick feedback on a bug I encountered:
Bought and equipped a Galleon (XTM carrier), and had Capital Ship Crews working just fine for a long time on my Hyperion. The ship repair components simply disappear from the Galleon's freight when added. I've added hundreds of them now, and they disappear seconds after I transfer them to the carrier.
I've disabled custom wares for now, since I need the repair capabilities and have a nice crew assembled. Unfortunately I have custom wares from other scripts that have also been disabled, as I see no way to leave one enabled and turn others off.
If you'd like to try and debug the problem I'd be glad to provide info. If not that's fine too.
Bought and equipped a Galleon (XTM carrier), and had Capital Ship Crews working just fine for a long time on my Hyperion. The ship repair components simply disappear from the Galleon's freight when added. I've added hundreds of them now, and they disappear seconds after I transfer them to the carrier.
I've disabled custom wares for now, since I need the repair capabilities and have a nice crew assembled. Unfortunately I have custom wares from other scripts that have also been disabled, as I see no way to leave one enabled and turn others off.
If you'd like to try and debug the problem I'd be glad to provide info. If not that's fine too.
- Jaga_Telesin
- Posts: 435
- Joined: Sat, 16. Sep 06, 22:48
That is correct. None of the 3 docked and damaged ships (out of 24 or so total docked) are repaired at all, no matter how many components I add to the carrier's freight.
The ship is an XTM carrier class, showing up as an M1 (same class as a Colossus, Shark, Zeus, etc). It has 20k inventory space, and bays for 30 docked ships (M6 through M5).
The crews repair them fine when custom wares are turned off, and the wares show up in-game (and did work in my Hyperion), but as I said disappear in the Galleon's freight bay. Whatever mechanism it is that deletes or hides them seems to be the culprit.
The ship is an XTM carrier class, showing up as an M1 (same class as a Colossus, Shark, Zeus, etc). It has 20k inventory space, and bays for 30 docked ships (M6 through M5).
The crews repair them fine when custom wares are turned off, and the wares show up in-game (and did work in my Hyperion), but as I said disappear in the Galleon's freight bay. Whatever mechanism it is that deletes or hides them seems to be the culprit.
Time to kick this thread to the top
I forgot to test the XTM Galleon but I can report on some of the other things.
Workers don't add up. If your in a Job Center and first hire 4 good workers and in the next BBS job Hire 8 more you end up with the last hired, that is eight in this case.
I didn't get any wares placed at the EQdocks either. Solved it by using one of the lib in the script list "lib.cycrow.addware.xml" added by some other script but obviously one of your creations none the less. So I popped in the wares for Argon, boron, split and paranid eq's and it is working fine.
It is a bit messy getting into the commands. Sure, hot keys help alot but if you are in an other ship and want to get some reports for example, you have to go through the ship commands on the ship you want to check upon and subsequently have to jump between the command console and messages again
Other than that, it's great fun - makes the universe come alive some more.
Cheers!
I forgot to test the XTM Galleon but I can report on some of the other things.
Workers don't add up. If your in a Job Center and first hire 4 good workers and in the next BBS job Hire 8 more you end up with the last hired, that is eight in this case.
I didn't get any wares placed at the EQdocks either. Solved it by using one of the lib in the script list "lib.cycrow.addware.xml" added by some other script but obviously one of your creations none the less. So I popped in the wares for Argon, boron, split and paranid eq's and it is working fine.
It is a bit messy getting into the commands. Sure, hot keys help alot but if you are in an other ship and want to get some reports for example, you have to go through the ship commands on the ship you want to check upon and subsequently have to jump between the command console and messages again
Other than that, it's great fun - makes the universe come alive some more.
Cheers!
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- Posts: 76
- Joined: Mon, 21. Jan 08, 04:34