[Script][1.3.4 - Beta]BAM (Bad *** Marines) - Marine Repairs, Upgrades, and Equipment
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The ship upgrades are just wares that are on the ship. Recently I found 2 engine tunings literally floating in the space. I had fully upgraded ship and when I picked them up my ship was overturned just like that. This means that you can freely mess around with tunings as they are wares.
The trick is to make crew skill add up on top of your current tuning so it wont prevent player from upgrading his ship.
The trick is to make crew skill add up on top of your current tuning so it wont prevent player from upgrading his ship.
I understand all that. What you think is the hard part isn't. I just have to add a local variable on the ship telling the upgrade part of BAM how much the crew was adding, and do some addition and subtraction to keep things smooth.
The hard part is detecting when marines have been removed and how to remove said upgrade wares at that point. Other wise people could put a maxed out marine into a position, and then just remove him and keep the bonus. All the other bonus basically trigger and effect, at which point I can check for the presence of a marine, while the ware effect is always on and there is no clean point to check at.
The hard part is detecting when marines have been removed and how to remove said upgrade wares at that point. Other wise people could put a maxed out marine into a position, and then just remove him and keep the bonus. All the other bonus basically trigger and effect, at which point I can check for the presence of a marine, while the ware effect is always on and there is no clean point to check at.
Next patch, working on it now, will include the following.
Code: Select all
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FOR SURE UPDATES:
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Raced Based Bonuses
Mostly relating to quicker repairs of corresponding race's ship
So the more Boron marines the faster the repair of a Boron ship would go.
Marine Equipment
A way to pay for a quick increase in fighting skill, up to 8 points.
Equipment for an added bonus of maybe getting data off a ship, blue prints, map data, credits, etc
Salvage equipment that might keep more items around after capture.
Eng equipment that might allow for some returned hull strength after boarding, or automatic upgrades.
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MAYBE UPDATES:
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Saved present for Equipment installations.
Salaries
Assigning of Marine to Crew Positions for Bonuses
Extra Marine Status Info
Stuff like height, age, weight, homeworld, hobbies, based off race info from the Superbox documentation.
The equipment menu is done, along with the bonus stats.
I did though delete the new T file version by accident so I got to go back through and rename everything...lol, but that shouldn't be more than 15 minutes.
I still have yet to get around to implement the other non stat bonus from the equipment.
I am also working on a few small bugs I found along the way relating to normal equipment installs, they aren't script breaking, but they can be annoying. They relate to the fact that system override command is really two different items. Forgot about that till recently.
The race based bonuses will be last, but thats just adding a few lines of code of the marine.review script, and the repair and install equipment scripts.
I did though delete the new T file version by accident so I got to go back through and rename everything...lol, but that shouldn't be more than 15 minutes.
I still have yet to get around to implement the other non stat bonus from the equipment.
I am also working on a few small bugs I found along the way relating to normal equipment installs, they aren't script breaking, but they can be annoying. They relate to the fact that system override command is really two different items. Forgot about that till recently.
The race based bonuses will be last, but thats just adding a few lines of code of the marine.review script, and the repair and install equipment scripts.
Flying an M7. In space. Several TS docked. One i tried repair was 40% hull. All marines were the cheapest.RoverTX wrote:Tell me your docking configuration, whats docked to your ship, and what if anything are you docked to, and what possible dock mates do you have.
What class is the ship, how many marines do you have, and what are their skill layouts.
What selection option did you pick for repairing.
And thats it. If the marine skills are too low its supposed to boot you out, but for some reason it isn't. Instead it showing a null. Thanks for pointing that out!
Edit:
Sorry for the spam, but just fixed it actually, was dividing by 0 forgot to add a +1 in three places... Should have a new version, with just bug fixes, out later tonight.
Edit:
Sorry for the spam, but just fixed it actually, was dividing by 0 forgot to add a +1 in three places... Should have a new version, with just bug fixes, out later tonight.
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@Cascinova, as long as you disable Marine Repairs auto repair function it should be fine. The only thing that could happen is both scripts could start running on a repair at the same time. Would make the repair happen faster, but you would pay twice.
@Echofinder I can create a archived version and put them up when I get a chance.
@Echofinder I can create a archived version and put them up when I get a chance.
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- Posts: 250
- Joined: Mon, 18. Jun 12, 06:05