[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010
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I've been using it for some time now without any problems. It's a great script, a really great way to ensure ships - particularly your capships which have some trouble docking - have ecells without hassle, and without significant balance issues. Your ships can't just jump everywhere without concern as they will run out of fuel and require some time to recharge, but on the flip side it's not an effective way to produce ecells for anything else (too slow).
Marvelous, bug free.
Marvelous, bug free.
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Version 2
Logain Industries Capital Ship Energy Cell Generator (CsecG) v2
New version adds Energy Cell Generator as a ware to all main race Equipment Docks.
Please read OP for details and download links.
LA
Note: If upgrading from v1 you will need to turn off the CSecG AL Plugin. Version 2 doesn't use the AL Plugin.
New version adds Energy Cell Generator as a ware to all main race Equipment Docks.
Please read OP for details and download links.
LA
Note: If upgrading from v1 you will need to turn off the CSecG AL Plugin. Version 2 doesn't use the AL Plugin.
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Re: Version 2
Any difference in the functionality or just not an AL plugin anymore and ware added to EQ docks?Logain Abler wrote:Logain Industries Capital Ship Energy Cell Generator (CsecG) v2
New version adds Energy Cell Generator as a ware to all main race Equipment Docks.
Please read OP for details and download links.
LA
Note: If upgrading from v1 you will need to turn off the CSecG AL Plugin. Version 2 doesn't use the AL Plugin.
MarCon
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Re: Version 2
Ships now requires a Energy Cell Generator installed to run and it cost just over 400k, the amount of ECells created is now based on the ships power generator.mark_a_condren wrote:Any difference in the functionality or just not an AL plugin anymore and ware added to EQ docks?Logain Abler wrote:Logain Industries Capital Ship Energy Cell Generator (CsecG) v2
New version adds Energy Cell Generator as a ware to all main race Equipment Docks.
Please read OP for details and download links.
LA
Note: If upgrading from v1 you will need to turn off the CSecG AL Plugin. Version 2 doesn't use the AL Plugin.
MarCon
But the function is still the same, set a cap & turn it on.
LA
it won't install. I install it and it appears in the manager's list. I close plugin manager and than it's gone...
EDIT: It works only if i install it before ware manager. weird... must be something i messed up...
EDIT: It works only if i install it before ware manager. weird... must be something i messed up...
Last edited by vukica on Sun, 12. Sep 10, 15:23, edited 2 times in total.
Split say NEED MORE FIREPOWER!!
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I had Ware Manager installed first, but all WM does is add the ECG to EQ's.vukica wrote:it won't install. I install it and it appears in the manager's list. I close plugin manager and than it's gone...
EDIT: It works only if i install it before ware manager. weird... must be something i messed up...
LA
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You need to buy a Energy Cell Generator from a EQ, once in the cargo hold the CSecG menu will show.vukica wrote:now the plugin manager says it's ok, but there's no way to start the generator...
I'll try with a fresh installation in a few minutes. My current installation is a bit weird so... it's probably just me.
LA
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Just been testing with the uploaded .spk:
First Test:
Saved
Un-installed via Plugin Manager
Ensured that all script files (4 of them) had been removed
Restart game, load save
Checked that there was no Energy Cell Generators in EQ or on ships
Downloaded .spk
Installed using Plugin Manager
Restart game, load save
Checked EQ to see if ECG had been added
Cheated one onto ship and checked menu
All worked fine.
Second Test:
As above but with Ware Manager disabled
Result, no ECG added to EQ
No ECG shown by Cycrows cheat pack
Third Test:
Enable Ware Manager
Restart game, load save
ECG added to EQ
ECG shown by Cycrows cheat pack
All worked fine.
During testing a load wouldn't work when enabling, disabling, installing or removing scripts. It required a full exit of the game, re-start & load to work.
I've checked the spk and all the files are there and everything work fine for me.
LA
@ Chestburster2,
Can you see setup.LI.CSecG script file in the script folder?
Sounds like the setup didn't fire as there are no EGC added to EQ's and the ship command isn't showing. The setup file kick all this off.
LA
First Test:
Saved
Un-installed via Plugin Manager
Ensured that all script files (4 of them) had been removed
Restart game, load save
Checked that there was no Energy Cell Generators in EQ or on ships
Downloaded .spk
Installed using Plugin Manager
Restart game, load save
Checked EQ to see if ECG had been added
Cheated one onto ship and checked menu
All worked fine.
Second Test:
As above but with Ware Manager disabled
Result, no ECG added to EQ
No ECG shown by Cycrows cheat pack
Third Test:
Enable Ware Manager
Restart game, load save
ECG added to EQ
ECG shown by Cycrows cheat pack
All worked fine.
During testing a load wouldn't work when enabling, disabling, installing or removing scripts. It required a full exit of the game, re-start & load to work.
I've checked the spk and all the files are there and everything work fine for me.
LA
@ Chestburster2,
Can you see setup.LI.CSecG script file in the script folder?
Sounds like the setup didn't fire as there are no EGC added to EQ's and the ship command isn't showing. The setup file kick all this off.
LA
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Could be, which dl link did you use? I've tested the on on Google Code and that worked fine.Chestburster2 wrote:There are no scripts (and no t-file).. seems to be a problem with the plugin-manager. its not installing it but shows it as installed :/
Edit: Can't even extract them manualy. Corrupted file?
I'm using the latest v1.30 (rc1) of the manager.
LA
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Having completed FDN & PM I've run out of steam to take on a big re-build of SSDN and work isn't helping!
So I'm going to have a play with CSecG just to keep my hand in and learn a few tricks
So I have CSecG set-up to create Energy Cells via the Energy Cell Generator when a ships system energy is idle.
So the next step is way to store this energy so it can be feed back into the ships power matrix. You can do this with Energy Cells but you need lots to give any kind of edge in combat.
So my idea is a Shield Capacitor, Weapons Capacitor or just a Power Matrix Capacitor.
The Capacitor will be changed by the ECG once it's reached it's Energy Cell cap, this stored energy can then be used to boost Shields and Weapons power when needed.
I have script which boosts shields with Energy Cells and have watched two identical Mammoths dual it out with 50,000 Energy Cells to keep their Shields up! So the concept works.
The Capacitors can come in different sizes S, M & L with up to 50k worth of power units.
I think this is something than can randomly be added to NPC capital ships
I have one issue to overcome to optimise the script and that's using SIGNAL_ATTACKED secondary signal to kick off a task that monitor the shields & weapons levels. Currently this is started by menu and constantly runs in the background. I want it to start the task when it's attacked and then close if the ship is not attacked again for a period.
Thoughts?
So I'm going to have a play with CSecG just to keep my hand in and learn a few tricks
So I have CSecG set-up to create Energy Cells via the Energy Cell Generator when a ships system energy is idle.
So the next step is way to store this energy so it can be feed back into the ships power matrix. You can do this with Energy Cells but you need lots to give any kind of edge in combat.
So my idea is a Shield Capacitor, Weapons Capacitor or just a Power Matrix Capacitor.
The Capacitor will be changed by the ECG once it's reached it's Energy Cell cap, this stored energy can then be used to boost Shields and Weapons power when needed.
I have script which boosts shields with Energy Cells and have watched two identical Mammoths dual it out with 50,000 Energy Cells to keep their Shields up! So the concept works.
The Capacitors can come in different sizes S, M & L with up to 50k worth of power units.
I think this is something than can randomly be added to NPC capital ships
I have one issue to overcome to optimise the script and that's using SIGNAL_ATTACKED secondary signal to kick off a task that monitor the shields & weapons levels. Currently this is started by menu and constantly runs in the background. I want it to start the task when it's attacked and then close if the ship is not attacked again for a period.
Thoughts?