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[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)

Posted: Wed, 15. Oct 14, 21:23
by YorrickVander
Yorrick's Astromechs 1.1
================

Update to 1.1
-------------

Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.

What is it?
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All small + medium ships gain an ai engineer to regen hull up to 75% with vanilla engineer functionality. The engineer is setup as a 'computer/droid' entity so does not show in the crew roster (aka xenon crew). The engineer takes 10-15 seconds to start repairing after the hull takes damage so dogfights will only get harder if you are slow at killing the opponent :)

The mod should be compatible with pretty much everything out there including mods that make the ai repair to 100% as long as they patch the xml cleanly.

Known Issues
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Does not work correctly in games started before patch 2.20.

To do
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Add R2-D2 including sound effects to the skunk :)

[ external image ]

Posted: Wed, 15. Oct 14, 23:23
by Tamina
Finally there it is. :D
I hope you don't mind that I am going to increase the repair start time as I think 15seconds is a little bit fast, especially when taking on multiple enemies at once... then fighter 1 starts repairing again while fighter 2 keeps you busy. :P

Greetings
Tamina *(^-^)*

Posted: Wed, 15. Oct 14, 23:36
by Sparky Sparkycorp
Chirp-chirp-whistle!

Posted: Wed, 15. Oct 14, 23:46
by NZ-Wanderer
I already got an engineer on Skunky (I think Transcend puts him there) - and I cannot fire him or anything, so I hope I don't end up with two of them on Skunky :o

Posted: Thu, 16. Oct 14, 00:03
by DaniDE
Thanks mate. Gave you a thumbs up in steam workshop. Hope you dont mind that I blatantly raped your .cat and included an engineer xml with 100% repair :P

Posted: Thu, 16. Oct 14, 00:08
by YorrickVander
NZ-Wanderer wrote:I already got an engineer on Skunky (I think Transcend puts him there) - and I cannot fire him or anything, so I hope I don't end up with two of them on Skunky :o
Yeah observes code for that is old and broken :( search his name in save file and edit it out

Posted: Thu, 16. Oct 14, 00:10
by DaniDE
Is it somehow gamebreaking or the like if you have an engineer on a ship in addition to the astromech-xenon? Like, mod not working then or crashes or whatever?

Thanks,
Dani

Posted: Thu, 16. Oct 14, 00:55
by YorrickVander
Nothing is yet added to the skunk, so no issue either way. The skunk can have multiple engineers aboard of course. The r2 d2 thing is just a nice idea for later on. I have however no skill with 3d stuff so converting a model for the game is not my thing to do.

Posted: Thu, 16. Oct 14, 02:54
by NZ-Wanderer
YorrickVander wrote:Yeah observes code for that is old and broken :( search his name in save file and edit it out
Thanks for that, I will do that :)

OK, onboard engineer all edited out, now I presume your R2D2 one is just there?

Re: [MOD] Astromech Droids (s + m ships self repair) (15th Oct '14)

Posted: Thu, 16. Oct 14, 04:37
by wwdragon
YorrickVander wrote:Add R2-D2 including sound effects to the skunk Smile
Do want! :D

Posted: Thu, 16. Oct 14, 21:55
by YorrickVander
Please note : Similarly to Populate Player Stations, this mod apparently does not work in games started before patch 2.20. Sorry.

Posted: Sat, 13. Dec 14, 15:21
by Sparky Sparkycorp
Just tried the 3.0 Teladi Outpost start with the 3 free Gigurums. I shot them all to ~50% hull and after the pause, they began to self-repair.

Interestingly, one is currently at 84% so it looks like this mod is compatible with the 3.0 change that lets ships self-repair up towards 90% depending on Engineering skill :)

(not sure what the the pilot Engineering skill levels are as they are displayed as "?")


For info, the following appeared in the debug log:
[General] ======================================
[=ERROR=] Cannot match path '//start_script[@object='$ship.pilot'][1]' in patch file 'extensions\yorrickastromechs\md\npc_shiptrader_small.xml'. Skipping node.

Posted: Mon, 15. Dec 14, 14:19
by YorrickVander
sparky - thanks for testing : fyi the pilots engineering skill is not used, a 'hidden' engineer is added and runs off the main engineering ai.

As to the error log, known and relatively unimportant as the jobs spawn cue will catch this too. Will be fixed though for tidiness.

Posted: Mon, 15. Dec 14, 14:35
by Sparky Sparkycorp
Ah, that explains the repairing past 75% better, thanks.

And welcome back :)

Posted: Fri, 19. Dec 14, 15:15
by swatti
Untill we have a way to automate shipyard-repairs and make it less costly, can you make this so it fixes ALL ships to 100%. To compensate, sloooowly past the 90'ish mark.

More importantly, COMPONENTS, as engines are stuck around 70'ish the ships are slowing down.

Posted: Sat, 10. Jan 15, 23:45
by YorrickVander
Update to 1.1
-------------

Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.

Can't believe how long it took me to see that copy paste derp. -shakes head in wonder-

Mod now working as intended.

Posted: Sat, 10. Jan 15, 23:57
by Sparky Sparkycorp
[ external image ]

...but not you :D

Posted: Sun, 11. Jan 15, 12:28
by YorrickVander
Hmm seems things aren't 100% yet. Engineers are being added, but not to all ships that need them. Investigating why...

Posted: Sun, 11. Jan 15, 14:16
by w.evans
In case it helps, your Copilot Convo places Engineers in all of the ships. Was surprised that the tiny fighters I claimed got Engineers. They also do repairs up to 90% like proper engineers. The engineers aren't hidden though.

Posted: Sun, 11. Jan 15, 15:08
by YorrickVander
Now, that I hadn't picked up on. Previously to 3.0 the normal staff addition code failed. Interesting catch, will see if I can simplify things here.