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

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Cycrow
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Post by Cycrow » Fri, 4. Sep 09, 17:19

Buck_Rogers wrote:To Cycrow: You really need to get pluginmanager.co.uk back up mate! :D
i will do eventually, cant afford the hosting atm thou.
cant really host it on my home server anymore as it hammers too much of my bandwidth

when the new plugin manager is finished and a new site made ill look into getting it hosted again

Anestis
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Thanks!! and a couple of ideas

Post by Anestis » Mon, 7. Sep 09, 11:36

Cycrow you're the best mate thanks!! just what i was looking for, one of the greatest things missing in X3 as a space sim especially with capital ships. cheers and thanks again!!!

Oh before i forget! what do you think about adding something like a First Officer, Sargeant, Lieutanent, Soldiers, Marines, etc like a military crew since these are warships.. and maybe even captains for other capital ships you have and you be the admiral ?? and being able to rename each of the crewmembers too with the name you want...

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Sniper101
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Post by Sniper101 » Thu, 5. Nov 09, 22:26

any way to implement this to TC ?

Cycrow
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Post by Cycrow » Thu, 5. Nov 09, 22:53

it wont be compatable in TC, ie relies alot of incooming questions and bbs, and neither are sutible for TC.

however, i do plan to make a TC version eventualyl

erik nilsson
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I have an idea that you may have use for!

Post by erik nilsson » Fri, 2. Jul 10, 21:08

I have an idea that you may have use for!

When the ship or of small ships, shoot down any that it is rewarding to shoot, so it could be used to deduct the payroll, or paid staff. (So that the ship has such an account similar to the factories so all rewards and ports where it is primarily taken from there.)
So to avoid the drawn directly from the player, or if the player has Bank Account village Blacky_BPG so be it there!
After the player has used all the time and grill at the beginning, and may not always be super loaded with money!

robertrodger24
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Post by robertrodger24 » Fri, 1. Oct 10, 03:36

Is there a date on when a version may come out of X3TC? Plus is the crew chatter going to be built into it?

bozo64r
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Cycrow's Capitol Ships (mainly to Cycrow :))

Post by bozo64r » Fri, 3. Jun 11, 00:22

Hey,

I use cycrow's capitol crews thing, and I hav an issue with it. When I try to assign crew to my ship it says I have non avialable even though I got '7 Good workers' from a trading station? Any ideas.

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X2-Illuminatus
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Post by X2-Illuminatus » Fri, 3. Jun 11, 00:45

As per S&M Posting rules questions regarding a script should always be asked in the topic of that script.


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Buck_Rogers
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Re: Cycrow's Capitol Ships (mainly to Cycrow :))

Post by Buck_Rogers » Fri, 3. Jun 11, 10:58

bozo64r wrote:Hey,

I use cycrow's capitol crews thing, and I hav an issue with it. When I try to assign crew to my ship it says I have non avialable even though I got '7 Good workers' from a trading station? Any ideas.
Have you bought the "head workers"? I.E Chef, Chief Mechanic, Chief Surgeon.

You can only assign the workers if you've hired one or more of these.
Buck Rogers

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Cycrow
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Post by Cycrow » Sat, 4. Jun 11, 16:25

yeah just make sure u've hired your chiefs first, u use them to assign the workers

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Post by human chancelor » Sat, 11. Jun 11, 13:49

thanks!

this is just what the game needs!
What do you mean you didn't do it? I just saw you! Now say sorry to the nice Boron...

Buck_Rogers
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Post by Buck_Rogers » Fri, 8. Jul 11, 23:19

I have 2 X3R installations. 1 with XTM and one without. I have a problem with my XTM install, which I think is related to this script.

My problem is, all of the trade screens on my EQ docks look like this:

http://i284.photobucket.com/albums/ll3/ ... n00742.jpg

I've done everything I can think of to fix it. Including removing the Capitol Ship Crews script from the PM (v2.12), but for some strange reason this breaks my XTM instal! :evil:

Is there anyone who can help me with this? It's driving me nuts!
Buck Rogers

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Cycrow
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Post by Cycrow » Sat, 9. Jul 11, 16:33

usually that happens when a script tried to add wares that done exist.

ie a mod has changed the ware files, and no longer has entries for what the script is using.

if i was to guess, i would say those are the 2 wares used for repairing ships

it uses the custom wares feature of the plugin manager, so make sure thats enabled, also make sure XTM is selected as the base mod.

the latest plugin manager lite 1.40 beta might be a better option too, as its custom ware support is better, althou it should work fine in 2.12

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Post by Buck_Rogers » Sat, 9. Jul 11, 18:39

Answered by the mighty Cycrow himself. I am indeed honoured. :D
Cycrow wrote:if i was to guess, i would say those are the 2 wares used for repairing ships.
Hence why I'm posting in this thread. :D I have also seen these wares change slots to. I.E if you look at the screenie I linked in my previous post, you will see the 2 repair components present. They have been listed before in the blank slots. Weird!
Cycrow wrote:it uses the custom wares feature of the plugin manager, so make sure thats enabled.
It is enabled, because if I remove the tick from the 'Allow custom wares' box, it breaks my XTM install.
Cycrow wrote:also make sure XTM is selected as the base mod.
If you mean selecting the XTM mod in the X3 launcher, I don't need to. I have it installed as a false patch.
Cycrow wrote:the latest plugin manager lite 1.40 beta might be a better option too, as its custom ware support is better, althou it should work fine in 2.12
Hav'nt used the lite version of the PM before. I've just gotten used to version 2.12 and would like to think I'm pretty good at using it to solve some of the other problems I've had.
Buck Rogers

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Cycrow
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Post by Cycrow » Sun, 10. Jul 11, 21:49

i assume your running with the plugin manager mod selected in the startup then ?

as that will hold the wares file

Buck_Rogers
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Post by Buck_Rogers » Mon, 11. Jul 11, 10:12

Correct.

But if by 'ware files' you mean the likes of TWareT.pck etc, then they are not present in the Pluginmanager.cat file. all I have in there are:

t/449001.pck
types/TCockpicks.pck
types/TShips.pck
Buck Rogers

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rurquiza
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Post by rurquiza » Thu, 8. Dec 11, 14:41

Any chances to make some limited crew avaliable for TS ships?

Yeah.... I still play X3 Reunion.... and love it :D

Thanks

Cycrow
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Post by Cycrow » Fri, 9. Dec 11, 22:42

technically i could be possible if you want to rework some of the scripts.

unfortaually i dont really have the time to make any changes

rurquiza
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Post by rurquiza » Sun, 11. Dec 11, 23:21

Is it a matter of just altering whatever category of ships to include TS ships? If so, I will try to make it myself.

Thanks!

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Post by rurquiza » Thu, 15. Dec 11, 13:18

I did it! Just replaced all "Big Ship" references to "Ship". Now I can hire an ENTIRE CREW to a fighter if I so want! :D Off course I'm not gonna do it.

All I wanted was to put a mechanic in all my Mercury Freighters. :D

My question is: I didn't fully test it yet. Do you thing thats it? Or should I change something else?

Great Script anyway!!!

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