[SCRIPT] [2009.03.03] Marine Repairs v1.02

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tatakau
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[SCRIPT] [2009.03.03] Marine Repairs v1.02

Post by tatakau » Sat, 1. Nov 08, 10:17

=============================================
Marine Repairs v1.02
by Tatakau
=============================================

Image Google Drive (.spk)

To install, use Cycrow's Plugin Manager.

2018.07.14 Update: The download link was dead, so I re-uploaded it to Google Drive. Note, this version is quite old, and while I think it still works, I can't make any promises. Apparently someone has continued the work, you might want to check here: https://forum.egosoft.com/viewtopic.php?t=324152

:arrow: Description:
  • Are you tired of buying board games and card decks to keep your bored marines entertained? Is the cost of Teladnium Paneling to make repairs after "target practice" burning a hole in your wallet? Embarassed about the Split Escort Service charges that keep showing up on your expense report?

    Well fear not - Marine Repairs is here to show YOU how to keep your marines busy while they aren't gallivanting off to storm that rusty irradiated no-good husk of a ship that you for some reason decided to capture!

    Marine Repairs instructs your marines to conduct repairs to your ship if the hull is damaged. Also, if your shields are down, there is a small chance that they will be able to partially restore them. Marines will also repair any damaged ships that are docked in your fighter bay. Finally, Marines will even repair a damaged space station if you are docked at one.

    And if there is nothing available to repair, your marines will break out mops and buckets and clean the inside of your ship for you! Sparkle sparkle!
:arrow: Latest Update:
  • Marine Repairs v1.02 now uses the marines' mechanical and engineering skill levels to determine rate of repair. Using fully trained marines for comparison, the rate of repair from previous versions has been significantly reduced.
:arrow: Usage:
  • There is nothing to configure, not hotkeys to press, nada, nothing, zilch, zero! Just install the script, sit back, and relax! Your marines will do all the work!
:arrow: Disclaimer:
  • Tatakau Industries is not responsible for the psychological trauma that you may incur from seeing a marine dressed in a french maid's outfit.
:arrow: Grandiose Plans:
  • None, for the moment.
:arrow: Technical:
  • Marine Repairs uses Text File and Text Page 8501.
:arrow: Uninstall:
  • No fuss, just uninstall the script package!
Version History:
  • 1.02 - 2009.03.03 - Repairs based on stats.
    1.01 - 2008.11.01 - Re-release.
    1.00 - 2008.11.01 - Initial release.
Last edited by tatakau on Sat, 14. Jul 18, 06:10, edited 14 times in total.

Baleur
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Post by Baleur » Sat, 1. Nov 08, 11:04

I love this! But is there any numbers we can see, as in exactly how fast they repair etc? The speed of 1 repair torch, multiplied by how many marines u have?
Also, do they eject and repair from space, or is it basically just like an auto-repair feature from within?
CPU: Intel i5 2500k RAM: 8gb 1333mhz Video: nVidia 560TI 1gb Sound: Asus Xonar D2

fredmxm354
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Post by fredmxm354 » Sat, 1. Nov 08, 14:41

Baleur wrote:Also, do they eject and repair from space, or is it basically just like an auto-repair feature from within?
I saw something like this in the original thread, the calculations for this would be insane and a probably produce a noticeable performance drop.

I would say, its an internal repair system, but I'm nabbing it now anyway :)

nemesis1982
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Post by nemesis1982 » Sat, 1. Nov 08, 16:57

Ah finally a way to set those lazy b....... to work :)

Baleur
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Post by Baleur » Sat, 1. Nov 08, 17:43

fredmxm354 wrote:
Baleur wrote:Also, do they eject and repair from space, or is it basically just like an auto-repair feature from within?
I saw something like this in the original thread, the calculations for this would be insane and a probably produce a noticeable performance drop.

I would say, its an internal repair system, but I'm nabbing it now anyway :)
Wouldnt a crude way just be to make the script eject the marines, then order them to follow the ship at uhm... 500m or whatever, and fire on it? :P I suspect there could be alot of "incidents" if that was the case though, but a golden age for the Spaceship Window Washers Union :P
Where did all this red paint come from? :roll:
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Lancefighter
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Post by Lancefighter » Sat, 1. Nov 08, 20:15

brilliant, perfect... *downloads*
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

skywalker3000
Posts: 56
Joined: Sun, 6. Feb 05, 14:48

Are you sure this script is working ?

Post by skywalker3000 » Sat, 1. Nov 08, 22:32

Hi, thanks for the script.

But i cant see anything happen after the installation , the scripts are in the scriptfolder, i checked.

I have a Split Panther with 32 docking places and 10 fighters with hull damage and 18 Marines on board, it happen nothing at all, souldnt be the repaier the docked fighters ?

I am playing German Version from TC 1.21. Modified , many scripts running all working and EMP Mod.

Anyone have tested this ?
Last edited by skywalker3000 on Sat, 1. Nov 08, 22:35, edited 1 time in total.

Lancefighter
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Post by Lancefighter » Sat, 1. Nov 08, 22:33

is your game ***modified***?
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

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tatakau
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Post by tatakau » Sat, 1. Nov 08, 23:22

Ah yes... you probably need to enable the script editor. Change your pilot name to "Thereshallbewings". Your name won't actually change, but userland scripts that you install will be enabled.

Yup, this is just internal repairs... quite complicated enough as it is already. I don't even know if NPC space suits work like the player's space suit. And if they were able to mount and fire a repair laser, it would still be very difficult to do.

What are the actual numbers? Awww, let's not spoil it! Needless to say, more marines = faster repairs. Also, if you have a carrier with 20 marines on board, and a ship docks that has 10 marines of it's own, the net repair effect will be 30 marines working together. Priority for repairs: 1) repair the space station if you're docked, 2) repair the carrier ship, 3) repair docked ships.

~ Tatakau

Tasolth
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Post by Tasolth » Sun, 2. Nov 08, 00:56

I'm not observing any results from this, Deimos Paranid M7, 2 discoverer haulers in my flight bay, one at 44%. I have 13 marines in my cargo, and in fact I have all skills covered for the marines just in case it matters. Two game hours later floating in space, and that discoverer hauler is still at 44%

I do have the modified tag, and am using several other scripts,

Explorer command Extension + fix pack
No civilians
Factory Complex constructor
Improved boarding
Salvage claim software
add.jumpdrives.and.triplex

and the plugin manager v2.20

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tatakau
Posts: 704
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Post by tatakau » Sun, 2. Nov 08, 02:24

Hmmm... are you using 1.2.1, by chance? Skywalker mentioned that he's using 1.2.1 (and German too), and that his repairs aren't working either. I have the Steam version, which has yet to be updated, so I'm still using 1.2.0. Maybe that has something to do with it?

I created a new game and the script is running fine for me... I guess I could use some more feedback on this issue. Could several users post what version of X3:TC they're using (1.2, or 1.2.1) and whether or not repairs are working?

Thanks,

~ Tatakau

Lancefighter
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Post by Lancefighter » Sun, 2. Nov 08, 02:43

Strange; I had a chance to try it out, and either im not waiting long enough, or the ship i just captured with marines aboard isnt repairing either.

I am running the steam version, but its a fake 1.21 patch. >.>
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

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tatakau
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Post by tatakau » Sun, 2. Nov 08, 03:05

Well, in an effort to help debugging, I suppose I should reveal some specifics...

I think I set it so 1 marine could repair 250 hull damage every 15 seconds. So, if you have a damaged ship with marines on board, it should be pretty much instantly noticeable that repairs are happening.

I'm guessing it's something about 1.2.1 that's causing it to not work. I'll download it and try to fake patch my steam version, and see what happens.

~ Tatakau

Lancefighter
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Joined: Sun, 19. Dec 04, 03:41

Post by Lancefighter » Sun, 2. Nov 08, 03:11

Ok great, thanks.
This is defiantly not being seen on my ships :\

Perhaps it is simply a problem with scripts being written for an older version of the game?
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

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tatakau
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Post by tatakau » Sun, 2. Nov 08, 03:27

I honestly have no idea... I just installed 1.2.1 and it's still working just fine for me. I just can't seem to reproduce whatever is causing the marines to not repair.

Double check something for me - go to Options, Gameplay, Artificial Life Settings, and make sure that "Marine Repairs" is showing up and is set to "Yes".

Also, could you also send me a copy of a saved game where the marines aren't repairing?

~ Tatakau

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