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

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DrBullwinkle
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Post by DrBullwinkle » Thu, 28. Nov 13, 15:40

It will only auto-update when there is a new version. You may have to re-start CSecG on your ships when you update from a previous version of CSecG. At least there will be fewer clicks because the defaults are better now.

Tom5Cat
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Post by Tom5Cat » Wed, 8. Jan 14, 03:49

CSecG works gr8! Thx again for the info and the redirect to this thread, DrBullwinkle ;-)

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Post by Tom5Cat » Fri, 10. Jan 14, 17:20

I'm thinking... wouldn't this be adaptable to also include ammunition? :wink:

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DrBullwinkle
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Post by DrBullwinkle » Fri, 10. Jan 14, 23:32

Yep.

But is it necessary?

Historically, most people who mod their games have eliminated ammunition because there was a bug for several years that made all guns not fire when at least one of the guns on the turret was ammunition based (when OOS). Most major mods do not use ammunition for that reason. The bug is fixed as of AP 3.0, so an alternative may be appropriate.

However, AP also adds automatic reloading of ammunition for NPC's. Fighters can easily reload from their carrier. So only larger, player-owned ships are a potential issue. When OOS, it is better to simply mount energy lasers.

So that leaves large, player-owned, ships that are in-sector with the player. Or, mostly, the player-ship. How hard is it to keep your own ship equipped with ammunition?

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Post by Tom5Cat » Sat, 11. Jan 14, 03:44

There you go. I didn't even know about those worries concerning ammunition based weapons oos. It indeed changes things. Not the least because at this moment I'm still playing X3:TC (bought AP too, but decided to play them in sequence, after playing X3:R for a long time). So I guess that bug is still in my present game?!

I'll just listen to the master then and give up on ammo based weapons, apart from the player ship (Those Gauss Cannons are just too sweet. Especially combined with a good Ion Cannon barrage up front :wink: ).

Thanks for the info!! Again :wink:

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DrBullwinkle
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Post by DrBullwinkle » Sat, 11. Jan 14, 03:52

Yes, AFAIK, the OOS ammo bug is still in TC.

With X3Editor you can easily edit TBullets to remove the ammo requirements from the bullets for Mass Driver, EBCG, Gauss Cannon, and M/AML's. Just uncheck the "uses ammunition" checkbox.

Also, you know that you can play the TC Plots in AP? That allows you to have the fun of the rich TC plots with the bug fixes and improvements in the AP platform.

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Post by Tom5Cat » Sat, 11. Jan 14, 05:04

And thanks again :wink:

Being 'in' TC for a while already, I think I will stick it out to the end of all plots, but your hint will surely come in handy once I start AP! I'll probably like to play some of the plots again anyway. I'm a patient fellow :wink:

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Post by builder680 » Sat, 22. Feb 14, 10:06

For Bullwinkle's hacked version, wherein (and what file) would I edit to set the default to OFF for ECell generation? I'd also like to adjust the default amount to 500, as my universe never requires more than 400 Ecells to jump anywhere (due to being the XRM map, and HUB placement).

I ask because I want to be able to use Nav software on my CAGs and UT's but I don't want them defaulted to produce ECells (I only use this on my military ships).

Thanks :)
Last edited by builder680 on Sat, 22. Feb 14, 10:09, edited 1 time in total.

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DrBullwinkle
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Post by DrBullwinkle » Sat, 22. Feb 14, 10:09

I have commented all of my changes. They are easy to spot.

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Post by builder680 » Sat, 22. Feb 14, 10:16

Your comments are there but they are not necessarily geared for someone who doesn't script or know what they're doing. Don't worry though, I'm sure I can figure it out.

Why don't you figure out how to write a drone fighter script that actually engages fighters before you look down your nose at other people on this forum? Prick.


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Post by builder680 » Sat, 22. Feb 14, 10:21

DrBullwinkle wrote::?
I wouldn't know your "hacked" version exists if I hadn't already read your comments in this thread. So telling me to look in your comments doesn't help. Clear now?

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DrBullwinkle
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Post by DrBullwinkle » Sat, 22. Feb 14, 10:22

The comments are in the *code* (not in this thread). Just look for "bw:" -- you can't miss it. The code to change is well-marked and easy to understand.

If you need help learning MSCI (the script language), then the MSCI Programmer's Handbook is very easy to read, for a technical manual.

(And please edit your inappropriate and factually incorrect post.)

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Post by RayF » Fri, 18. Apr 14, 16:44

Dr,
one question:
You mention in 2.06 histrory
-Charges max price for e-cells.

what does this mean? Do we pay for the cells generated?

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Post by DrBullwinkle » Fri, 18. Apr 14, 17:22

Yes. You pay the maximum price. In a vanilla-based game, that would be 20 credits per energy cell.

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Post by RayF » Fri, 18. Apr 14, 17:39

thanks dr.
But isnt this against the basic idea? I mean we install-buy a new equipment to generate energy so we dont have to buy it? just curious ...

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DrBullwinkle
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Post by DrBullwinkle » Fri, 18. Apr 14, 17:47

You're not trying to cheat, are you, Ray?

The basic premise for the script is that vanilla refueling logistics are terrible, and the whole thing about requiring jump fuel for jumping, combined with too-small cargo bays, is a combination that is fun for the first thousand jumps or so, then becomes tedious and boring after a while.

Basically, the script just reduces micromanagement. Obviously you should pay a little more for that. Now that you mention it, max price is probably too low... there should probably be a surcharge on top of it. ;)

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Post by RayF » Fri, 18. Apr 14, 18:04

Hey Dr,
cheat? Yea, i do it all the time especially with the repair laser :) As long as i keep my game within my own parameters..

Anyway, the original comment by the author :
"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.
"
does not mention anything about paying..it leads to believe that you do get it for free, hence my question.

Anyway, thanks Dr.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 18. Apr 14, 18:09

It is easy to change in the Script Editor if it really bugs you. I clearly marked my changes with "BW:"... just look for comments in the code with my initials.

herites
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Post by herites » Fri, 9. May 14, 02:01

Hey, I cant seem to find the energy cell generator in any eq docks, though I do have the option in the ship's special menu. The generator is not installed, at least it doesnt show up in the ship info menu. Any ideas?

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