[SCRIPT] Shield Batteries and Nanobots V1.10 : Update 11/09/2006

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Cycrow
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[SCRIPT] Shield Batteries and Nanobots V1.10 : Update 11/09/2006

Post by Cycrow » Sat, 12. Aug 06, 19:07

===========================================
Name: X3 Shield Batteries and Nanobots
Version: V1.10
Author: Cycrow
Updated: 11/09/2006
===========================================
:idea: Requires Script Manager to install.
:idea: Also Requires EMP
:arrow: Download Script Package: Main - Mirror 1
===========================================

This script adds 2 new items, the shield batteries and nonobots.
for those of you who played freelancer, these work in the same way.

The shield batteries and nanobots are sold at all good boron equipment docks, for the price around 50'000 credits each.

The shield batteries will repair your ships shields, and the nanobots will repair the hull.

Each ship has a limited amount they can use while in space, eg, an m5 class ship can use upto 5 of each while in space.
Even if you have more than 5 in your cargo hold, you wont be able to use more than the 5.
The reset the counter all you need to do is dock, then you will be able to use your full load again.

They each repair a certain amount of hull and shield units, and will use multple if needed.
ie, if it will take 3 batteries to fully repair ur shields and you have 3 available in your cargo hold, it will use all 3 at the same time.

The nanobots can only repair upto a maximum of 80% of the hull, so if the hull is less than 20% damaged then they wont work.

To use them you need to setup the hotkeys, found in the controls menu under the interface tab.
There are 2 hotkeys, one to deplay nanobots and one to deply shield batteries.
Last edited by Cycrow on Tue, 25. Mar 08, 23:51, edited 3 times in total.

MightyOdin
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Post by MightyOdin » Sat, 12. Aug 06, 19:53

Umm i smell Freelancer here :D but a grate idea

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Red Spot
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Re: [SCRIPT] Shield Batteries and Nanobots V1.00 : Update 12/08/2006

Post by Red Spot » Sat, 12. Aug 06, 20:20

MightyOdin wrote: Umm i smell Freelancer here
Cycrow wrote: for those of you who played freelancer, these work in the same way.

er .......... :roll: :wink:



G

Cycrow
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Post by Cycrow » Sat, 12. Aug 06, 20:22

MightyOdin wrote:Umm i smell Freelancer here :D but a grate idea
yeah, that was the point ;)

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Da_Junka
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Post by Da_Junka » Sat, 9. Sep 06, 22:37

Tried this Mod and it worked at first then cocked up, so I uninstalled it, I have the afterburner and jump to me mods installed and they work great.
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Post by vampirecosmonaut » Sat, 9. Sep 06, 22:42

This script didn 't do a whole lot of good for me.
How many units of shield batteries are need to make a noticeable difference on my M2?
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The resultant explosion presumably killed him.

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Post by Cycrow » Sat, 9. Sep 06, 23:29

from what i remember, each unit repairs 2000 units of your shields (2MJ)

so if you have alot of shields to repair, you need alot of shield batteries.

however i might have to have a look at the usage on large ships, it was originall balanced for the nanobots and hull amount of ships.

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vampirecosmonaut
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Post by vampirecosmonaut » Sun, 10. Sep 06, 00:06

Cycrow wrote:from what i remember, each unit repairs 2000 units of your shields (2MJ)

so if you have alot of shields to repair, you need alot of shield batteries.

however i might have to have a look at the usage on large ships, it was originall balanced for the nanobots and hull amount of ships.
Wow. so I'd need somewhere in the vicinity of 4500 batteries to fully recharge my 9 GJ shields. That's not really worth the cargo space, I think. I used about 500 of them in a Xenon sector in a pretty heated battle and it didn't really seems to help, now I understand why. :wink:

[EDIT] Wouldn't a MJ be 1000000 Joules? In the game MJ are measures in thousands?!?
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.

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Post by Cycrow » Sun, 10. Sep 06, 00:22

actually, 1 unit is equal to 1kj so its 2000kj

i will adjust the shield batteries to work better for cap ships, so you dont need quite so many, ill get it in line with the nanobots.

i didn't really thinking about the shields when i was doing it :P

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Post by vampirecosmonaut » Sun, 10. Sep 06, 01:07

Cycrow wrote:actually, 1 unit is equal to 1kj so its 2000kj

i will adjust the shield batteries to work better for cap ships, so you dont need quite so many, ill get it in line with the nanobots.

i didn't really thinking about the shields when i was doing it :P
I see then. Yeah, if you could scale them up dependant on the ship type that would be great. :) It's really hysterical how many it takes to recharge my shields in this current version. I'll keep an eye out for a new version. Cheers.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.

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Da_Junka
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Post by Da_Junka » Sun, 10. Sep 06, 20:00

It worked once for me repairing just one blob of hull then ceased to work there after.
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Post by Cycrow » Sun, 10. Sep 06, 20:35

if ur using nanobots, then u can only repair upto 80% of the ship, so if ur above 80% it wont repair

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Post by bes » Mon, 11. Sep 06, 16:28

So in using this mod it would cost less for repairs if I capture a ship and want to keep it? or if my ship was heavily damaged?

Sorry if my questions are stupid, but want to know before I try it..

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Post by Cycrow » Mon, 11. Sep 06, 18:25

Ok, new update to fix the shield batteries, they now repair more of the shields for larger ships

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Post by Dino_keepper » Wed, 13. Sep 06, 21:03

Hi again... all your mirrors point to 1.00 version, no matter if u download with the installer it gives the correct one(?).

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Post by Cycrow » Wed, 13. Sep 06, 21:57

ok, fixed the first post

Dino_keepper
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Post by Dino_keepper » Thu, 14. Sep 06, 19:27

Well after i installed it the SB:s and NB:s don't work at all :(

I can't set the controls in the control menu and the boron e dock's won't have them on sale...

Tried saving and loading and unistalling and installing the script again...

There's something pretty fu*ked up in my game because im having this much trouble with it...

I'm playig DDRS mod, also im mysteriously losing a adv. jumpdrive and its energy generator from my mamba they turn to normal jumpdrive, witch i ejected because there is no need for it after installed the advanced one.

(sorry doesn't belong here mod can move this freely to the adv. JD thread if they feel like it)

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Post by Cycrow » Thu, 14. Sep 06, 20:35

its possibly something to do with uninstall scripts.

go into the x3 scripts directory and delete all the setup.uninstal.* scripts

Dino_keepper
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Post by Dino_keepper » Fri, 15. Sep 06, 14:04

Thanks that helped now its working perfectly :D

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Post by Dino_keepper » Sat, 16. Sep 06, 13:15

Well not perfectly... I can't set the keys in the controls menu because they don't show up but the script is running because i can buy them from the borons.

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