[SCR] Personnel Transporter [7th May 2010 X³:TC 3.3.01]

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Saetan
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[SCR] Personnel Transporter [7th May 2010 X³:TC 3.3.01]

Post by Saetan » Mon, 9. Nov 09, 15:52

Personnel Transporter is developed by Lucike. This topic is released with his permission.

Personnel Transporter is also part of Lucikes Script Collection.

Content:

Part 1: Personnel Transporter

Part 2: Change of command-slots

Part 3: ( -- reserved -- )
---------- ---------- ---------- ---------- ----------



Personnel Transporter
(Version 3.3.01 – 7th May 2010)


[ external image ]

[ external image ] [ external image ]


Overview Personnel Transporter
  • The Personnel Transporter can transport and transfer personnel of the "Pilot Union".



Personnel Transporter Preparations


Download

Lucike left after he got temporarly banned from the X-Universe Forums and asked me to remove the direct download links. Of course I respect his wish, so I replaced the download links with links onto his own homepage.

-> Personnel Transporter (Version 3.3.01)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.12, 7th May 2010)

Prerequisites: X³: Terran Conflict Version 2.5 or higher (not compatible with X³: Reunion) !!


Activation of the Script Editor

Personnel Transporter doesn’t require the script editor to be activated. Dockware Manager includes a script, that automatically sets the game to “modified”.

With the script editor activated, additional technical information can be displayed. This can be enabled in the script editor menu (Script Debugging: Additional Information) but is recommended to be left "off" as it might be confusing to some players. It is possible to run unsigned scripts without activating the script editor. This requires a change in the scripts boot file. In any case the save game will become “modified”.


Installation

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.


Uninstallation

The folder “\scripts.uninstall\...“ includes the file “setup.plugin.personnel.transporter.pck”. Copy this file to the script folder (\scripts\...). Start X³ TC and load your save game. The uninstall process will start automatically and send a message to your log upon completion. The process can take up to 20 seconds from loading the savegame. Save the game.

Run the batch-file „Delete all Personnel Transporter Scripts.bat“ in the “\scripts.delete\...” folder. This will delete all the script’s files. The uninstall process is now complete.

Important: Never simply delete scripts, because they are connected to your savegame.


Updating older versions

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

The batch-files “Delete old Personnel Transporter Scripts.bat” in the “\scripts.delete\” folder takes care of deleting old and unneeded script files. This step is not required, but will keep your script folder organized.

In game nothing has to be manually restarted. All ships or station automatically restart their scripts.



Personnel Transporter Manual


The Task

A Personnel Transporter transport or transfer personnel of the Pilot Union. Therefore the Personnel Transporter has to be docked at a station, as also another ship to which or from which personnel should be transfered.


Quick Guide
  1. Start the main-menu of the personnel transporter with the command "Transfer personnel" in the command-slot menu of a personnel transporter.

Ship and Equipment Requirements:

  • A ship of TP- or M1-class
  • Cargo Bay Life Support System
  • Transporter device (optional: Personnel can be transferred in space too)
The handling

[ external image ]

The main menu is divided into four sections. In the first section all available ships with pilots are listed. Only ships which are docked at the same station as the Personnel Transporter are shown. If the Personal Transporter has a transporter device installed and it is in space, ships within a distance of 5km are shown. If you select a ship in the first section, the pilot of the ship gets transferred to the passenger compartment of the Personnel Transporter.

The second section shows the personnel in the passenger compartment. If you select an employee here, you'll get a list of available ships shown, to which your emplyee can get transferred. Of course, only ships which are docked at the same station or if in space within the transporter range, like described above, are shown too. After selection of the ship, your emplyee is transferred to the selected ship as a pilot. Also marines can be transferred into the operation room.

Marines in the operation room get listed in the third section. If you select one, it is transferred into the passenger compartment. The advantage is the greater intake of Marines, but only Marines in the operation room can be used to board other ships.

The fourth section offers some administration options. These include the hiring and firing of personnel, as well as changing the regular occupations of the personnel and the retraining of marines.


Hire personnel

[ external image ]

This option provides simple hiring of personnel. Thus the specialization of the personnel can be prefiously defined. Personnel can only be hired if the Personnel Transporter is docked at a station. If that's not the case, this option won't be shown.


Fire personnel

[ external image ]

Not needed personnel can be fired here. All personnel in the passenger compartment is shown and single employees can be selected. The selected personnel will be fired as soon as you confirm your selection. Personnel can only be fired if the Personnel Transporter is docked at a station. If that's not the case, this option won't be shown.


Change regular occupation

[ external image ]

The personnel can be used in other specializations too. You get an overview of the passenger compartment and also the possible specializations of the different employees. The change of regular occupation will be done, as soon as you confirm your selections.


Retrain marines

[ external image ]

Marines with sufficient skills can be retrained to other specializations. You get an overview of all available marines in the passenger compartment and also the possible specializations. The retraining will be done, as soon as you confirm your selections.

Following Retrainings are available:

Gunner
Fight experience ***

Mechanic
Mechanics ***

Scientist
Hacking ***

Technician
Engineering ***

Helmsmen
Fight experience ***
Engineering ***
Civil or military flight time of 10 hours.

Navigator
Hacking ***
Engineering ***
Civil or military flight time of 10 hours.

Machinist
Mechanics ***
Engineering ***
Civil or military flight time of 10 hours.

Flight Instructor
Fight experience *****
Mechanics *****
Hacking *****
Engineering *****
Civil and military flight time of 10 hours.



Additional Information

None



Technical Data Personnel Transporter

Language File
8015-L039.xml (ID 8015)
8015-L044.xml (ID 8015)
8015-L049.xml (ID 8015)


Command-Slots
COMMAND_TYPE_SHIP_21 (1221)


Object-Task
Ship Task 10 or 11 (depending on the players choice )


Official abbreviations
"der PTP"
"the PTP"



Changes at Personnel Transporter

Downloads

-> Personnel Transporter (Version 3.3.01)
-> Personnel Transporter (Version 3.3.00)
-> Personnel Transporter (Version 3.2.07)
-> Personnel Transporter (Version 3.2.06)
-> Personnel Transporter (Version 3.2.05)



Changelog

20th December 2008 (Version 3.alpha.01)
  • First version.


7th January 2009 (Version 3.alpha.02)
  • The personnel transporter can also transfer pilots into its own cockpit now.


13th April 2009 (Version 3.1.00)
  • English language file added.
  • Alpha-phase finished.
  • Beta-phase finished.
  • Several small improvements.


10th May 2009 (Version 3.2.00)
  • Bug Fix: No personnel could be fired, if no ship without a pilot was docked at the same station. Fixed.
  • Marines now can be transferred into the passenger compartment too.
  • The personnel transporter doesn't need to be docked now. Now it can use a transporter device too.
  • Informations about the personnel can be shown now.
15th May 2009 (Version 3.2.01)
  • Bug Fix: A error in the language file got fixed.
  • Additional adjustments to CODEA Weapon System.
18th May 2009 (Version 3.2.02)
  • Bug Fix: Small uncritical bug in the transfer of pilots fixed.
  • Since version 3.2.00 Special Command Software Mk1 got added as a requirement. That requirement got removed again.
31st May 2009 (Version 3.2.03)
  • The personnel transporter can hire personnel into the passenger compartment now. These personnel can be used as apprentices or recruits.
  • The whole personnel in the passenger compartment now can be fired at once.
  • Several small improvements
7th June 2009 (Version 3.2.04)
  • The major occupation of personnel can be changed now. Mainly for optical reasons in the passanger compartment.
  • When transferring a marine with 5 stars for hacking into the passenger compartment, he becomes a scientist.
  • When transferring a marine with 5 stars for mechanic into the passenger compartment, he becomes a mechanic.
  • When transferring a marine with 5 stars for engineering into the passenger compartment, he becomes a technician.
  • Two new occupations: Helmsmen and navigators. They will be used on capital ships some day.
  • Several small improvements
1st November 2009 (Version 3.2.05)
  • Adjustments to Military Transport
  • Italian language file added.
  • Several small improvements
15th November 2009 (Version 3.2.06)
  • Bug Fix: A "readtext" got shown in the menu for selecting the major occupotion. Fixed.
  • Adjustments to the military transport.
  • Several small improvements
30th November 2009 (Version 3.2.07)
  • Bug Fix: Marines with a sufficient training, couldn't get employed as mechanics, technicians or scientists. Fixed.
  • Marines now only need three stars to be able to get employed as mechanics, technicians or scientists.
  • Several small improvements.
5th May 2010 (Version 3.3.00)
  • The menu system completely reworked and modernized.
  • New option added for retraining marines.
  • Several small improvements.
7th May 2010 (Version 3.3.01)
  • A personal record can now be written into the log.
  • Personnel in use, like helmsmen, navigators and machinists, is not disturbed anymore.
  • Several small improvements.
Last edited by Saetan on Fri, 12. Aug 11, 11:47, edited 20 times in total.

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Saetan
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Post by Saetan » Mon, 9. Nov 09, 15:52


Change of the Command-Slots
(After an idea by SymTec ltd.)

The Personnel Transporter uses a command-slot in Ship Commands. They own to the group 1200. You have to search a unused slot inside these group.

To change the command-slot you just have to modify the language file. The scripts don't have to be modified themself. The language file "8015-L044.xml" can be found in the language directory (..\t\..) which is placed inside the X³ main directory. First open the language file with an simple text editor. Notepad.exe of MS Windows® is best for it. Don't use MS Word® or MS WordPad® for it.

The command-slot settings have to be changed at five positions (marked in yellow: page id's 8015, 2008, 2010, 2011 and 2022). The standard slot is 1221 (marked in red). You can find it easily at the end of the language file.
8015-L044.xml wrote:<?xml version="1.0" encoding="UTF-8"?>
<language id="44">

.....<page id="8015" title="Personnel Transporter" descr="">

..........[...]

..........<t id="20000">1221</t>
.....</page>

.....<page id="2008" title="Script Object Commands" descr="">
..........<t id="1221">COMMAND_PERSONNEL_TRANSPORTER</t>
.....</page>

.....<page id="2010" title="Script Cmd Names" descr="">
..........<t id="1221">\033BTool:\033X Transfer personnel</t>
.....</page>

.....<page id="2011" title="Script Cmd Shorts" descr="">
..........<t id="1221">TransPersonnel</t>
.....</page>

.....<page id="2022" title="Command Info" descr="">
..........<t id="1221">With this command a ship of the class TP or M1 can transporting or transferring pilots or board personnel.\n{2022,99999}</t>
..........<t id="99999">\n\033B© Machiel Software Corporation\033X\n\033BHerrons Nebula\033X</t>
.....</page>

</language>
After you replaced the command-slot with the unused one at these five positions simply save the file. After that, start your game.

Information: If the language file is packed, that mean the file extension is ".pck" you have to unpack the language file first. It can be unpacked by every packer software which handles GZ-compression. For example, such programms are WinZip, WinRAR or 7-Zip. After the change you can pack the language file again. If you don't want to pack it, save the unpacked, modified language file with the file extension ".xml" inside the language directory. You have to delete the packed one then, because X³ prevers packed versions of the files.


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Saetan
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Post by Saetan » Mon, 9. Nov 09, 15:52

( -- reserved -- )

oli406
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Post by oli406 » Fri, 13. Nov 09, 15:23

Many thanks for this script ! ...and the others :)

I use it with X3TC v2.5 (english) in conjonction whith updated versions of CODEA, MEFOS, Military Tranports and CAG, EST, CLS and Prospector (+ many others)... It seems this script is the only way to reaffect salvaged pilots (those ejected after their ship's destruction) from this mentioned scripts (from Lucike).
Everything seems to work fine exept the ReadText8015-1214 in the "Change Major Occupation" dialog, already mentioned by serialblack in the Military Transports thread.

After a look into the 8015-L0XX and the plugin.personnel.transporter files I noted this :

1 - The 1214 text id doesn't exist in the 8015-L044 english (.xml) file (the one that I use)

2 - By looking closer to the 12xx text id calls in the script file, it seems one is missing in the 8015-L044 file. ie the 1212 id in the script refers to a "Flight Instructor" not implemented in the language file. So the text id range for 12xx id calls is 1200-1214 in the script but 1200-1213 in the english language file. Same thing with the Italian (8015-L039) file.

3 - In the German (8015-049) file the range is 1200-1214 but the 1212 id is duplicated (Navigator & Fluglehrer) and there is no 1211 id... So German language people should have a ReadText8015-1211 error in the told dialog 8)

Note : This ReadText error doesn't seems to affect the good working of the script.

Think (hope !) this will be resolved/implemented in the next version... :wink:

Sorry for my poor english...

Best regards

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Saetan
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Post by Saetan » Fri, 13. Nov 09, 17:33

Hi oli406

Thank you for your detailed report. Due to the report in the Military Transport-Topic I already looked into my local files but I must have overseen that. I informed Lucike about your report and he already corrected that.

You can download the most recent language files by Lucike here: [SCR/IDX] [08.11.09] Lucikes Skript-Kollektion für X3 Terran Conflict (you'll have to scroll down a little)

Additionally, the direct download link for the English PTP language file: 8015-L044.xml (use "Save target as ..." to download)

These are .xml files! You'll have to pack them as a .pck or you'll need to delete the .pck-version of it inside the language-directory first, so it will take affect.

Greetings,
Saetan

garchan
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Post by garchan » Fri, 13. Nov 09, 20:55

what would be a good example of when you would need to use this? i ask because all of the scripts lucike that i can think of already have ways to transfer pilots.

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Saetan
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Post by Saetan » Fri, 13. Nov 09, 21:44

You, or one of your ships (e.g. Cargo Salvager, Rescue and Security Service <-- still no English manual) rescued one of your trained CAG-, CLS-, EST- or PSC-pilots and you want to transfer him into a new outfitted freighter to let him work again.

Would be possible with CODEA too but Personnel Transporter would be more comfortable.

oli406
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Post by oli406 » Fri, 13. Nov 09, 21:49

Thanks for the quick update Saetan... (forward to Lucike) ;)

@ garchan : If I can quote myself...
oli406 wrote: [...] It seems this script is the only way to reaffect salvaged pilots (those ejected after their ship's destruction) from this mentioned scripts (from Lucike). [...]
So, the CODEA, CAG, EST, CLS and Prospector pilots standing in the cargo bay of any salvage ship need this script to be reassigned as pilot (with their existing rank) of a new ship (by transfering them to a TP/M1 first then dock to the same station that the new ship you want to transfer the pilot to).

It also permits to chang the major occupation of any pilots, marines or board personnal (techs, mechas, navigators, etc.)... And other goodies, but this is mentioned in the above Saetan's description post. :)

Once again, sorry, english isn't my native language

Best regards

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Saetan
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Post by Saetan » Fri, 13. Nov 09, 21:59

oli406 wrote:It also permits to chang the major occupation of any pilots, marines or board personnal (techs, mechas, navigators, etc.)...
Except for the marines, this feature is just for visuality-purposes. Any of the existing skills of "Pilot Union" personell can be used anytime, independantly of their major occupation.

If you have a lieutnant, which is skilled as a trader and a mechanic too, it still can repair fighters in the hangar of a CODEA-carrier. Or if you don't need him on your carrier anymore, you can send him around the universe as a trained EST. On the other side, any technician or gunner can be trained as a trader or a fighter pilot.

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Saetan
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Post by Saetan » Sun, 9. May 10, 15:44

Personnel Transporter
(Version 3.3.01 – 7th May 2010)


[ external image ]

[ external image ] [ external image ]



Download

-> Personnel Transporter (Version 3.3.01)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.12, 7th May 2010)


Prerequisites: X³: Terran Conflict Version 2.5 or higher (not compatible with X³: Reunion) !!



15th November 2009 (Version 3.2.06)
  • Bug Fix: A "readtext" got shown in the menu for selecting the major occupotion. Fixed.
  • Adjustments to the military transport.
  • Several small improvements
30th November 2009 (Version 3.2.07)
  • Bug Fix: Marines with a sufficient training, couldn't get employed as mechanics, technicians or scientists. Fixed.
  • Marines now only need three stars to be able to get employed as mechanics, technicians or scientists
  • Several small improvements
5th May 2010 (Version 3.3.00)
  • The menu system completely reworked and modernized.
  • New option added for retraining marines.
  • Several small improvements.
7th May 2010 (Version 3.3.01)
  • A personal record can now be written into the log.
  • Personnel in use, like helmsmen, navigators and machinists, is not disturbed anymore.
  • Several small improvements.

Major manual update available. See the first post for more details about the PTP.

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Locksley
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Post by Locksley » Sun, 9. May 10, 16:48

Saetan wrote:<snip>
Major manual update available. See the first post for more details about the PTP.
Huzzah! :goner:
I need my manuals; usually I copy & paste into documents to keep in my scripts folder. Thus I know how much work it goes into doing a nice looking manual - so I wont ask for PDF's on everything you keep updating here in the english forum for Lucike :P

Thank you!
Projects:
Onhold..... time time....

MegaBurn
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Post by MegaBurn » Mon, 10. May 10, 09:13

Any chance of expanding this into a more comprehensive personnel manager/simulator?

Overall I think X3 personnel handling is a cheap facade which only ends up commoditizing people, most of the scripts are even worse, with the exception of Lucike's scripts and maybe Universe Explorer. It would take some work, but probably not any more than CODEA and could reuse much of his existing code. I did some brainstorming on the possibilities...

-- Global tracking of player controlled NPC's, including employees, passengers, prisoners, and slaves.

-- Personnel manager menu, similar to the property menu, just a listing of everyone under player control in any fashion, with various sorting options, selecting a character brings up a character menu. Keep a MIA and KIA name list record as a not so subtle reminder to the player.

-- Character menu with a detailed summary and options for everything they can "do" with that character. Passengers should have options to drop them off at a mutually friendly trading station that is automated via the next scheduled tender/transport task, hire them, imprison them, or enslave them. Prisoners could be interrogated for information, enslaved, turned in at a trading station for a bounty, or released to convert them into a passenger (or maybe ejected into space without a suit to be really brutal about it). Slaves could be released converting them into passengers, indentured (bypasses passenger chance to reject hiring offer), or sold at the nearest pirate base.

-- Personnel config menu, various config options but notably with "personnel policy" options which allow a player to indicate what kind of leader they intend to play. Example, a personnel reputation setting with options for "cheap/greedy" which lowers NPC morale and pay -vs- "generous" which increases NPC morale and pay. Another one might be "brutal/tyrannical" which lowers morale, increases aggressiveness, lowers technical skills/modifiers, increases combat skills/modifiers, and dramatically increases the KIA rate -vs- "benevolent" which does the opposite plus institutes a "no man left behind" policy that dramatically reduces the KIA rate. With that greedy and brutal would be a bad combination, but personnel could still be recruited via prisoners and slaves. Generous and benevolent would seem an ideal combination for "good players" but expensive to maintain.

-- NPC morale system which tweaks variables based on individual NPC morale, ship crew morale values, and global settings -and- a morale event generator. Events could include combat heroics, special encounters, AWOL/mutiny, fights among crew, valuable information reported to player or leaked to enemies, etc... For combat heroics could be a lucky short which takes out an enemy's shields (e.g. with high aggressiveness from a brutal policy), restores 50% of their own ship's shields when the hull is below 50% (e.g. from a benevolent policy), boosts shields/weapons/engines stats temporarily (e.g. from high skills), etc... For mutiny, this could lead into a special event where the ship turns pirate, attacks nearby TS's, and the player takes a minor race reputation hit (scripted). To counter balance AWOL/mutiny include special encounters where a race/faction pilot offers up their ship, similar to the Bribe a Pilot script but reversed. Could go as far as including a Bribe a Pilot function (I posted some ideas for that script too).

-- NPC mission generator/simulator, add option to deploy an "away team" from any crewed capital ship via a ship command, special events for pilots on patrols, and maybe some special encounters for the player which require having a decent crew. For the mission generator all it has to do is generate potential missions, move NPC's around, send some messages to the player, and generate a mission report along with any special outcome conditions. For the "away team" missions, it wouldn't have to be anything overly complex or dramatic, sending a team onto a regular trading station might turn up some useful information (similar to the Teladi Information Service script), short list of special trade deals, maybe spawn up some hostile pirates (e.g. bar fight or bad trade deal), and maybe trigger an offer for regular MD missions. Another might be sending a repair team to damaged neutral ships/stations for a minor reward, race rep bonus, valuable intel, or special items, and a major bonus to any boarding actions taken while the repair team is also on board.

-- Community script integration interface, allowing pilots from other scripts to be transparently hired, trained/cross-trained, transferred, and have related script variables adjusted accordingly. Could add a bonus for certain roles, like Taxi Logistics pilots working as personnel TP or tender TS pilots.

Anyway, those are just some ideas. I think the paradigm needs to be using scripts to bolt an pseudo RPG system onto X3 in a way which both compliments gameplay mechanics and helps to bring the game world to life, if done right it could add a lot of substance to gameplay.
"Only the dead have seen the end of war." -Plato

bung_dorji
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Post by bung_dorji » Mon, 17. May 10, 18:54

hi saetan,

did you know how to keep the civ flight or military flight working ? in my game they always shown 00:00 and only flight time (not civ or military flight) that run, is this normal or there is some problem ?

highly appreciate if you want to help me :)
It is hard to live since the xenon and kha'ak patrol recentrly

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Saetan
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Post by Saetan » Mon, 17. May 10, 19:41

Which one doesn't count? I guess that one in the info screen of the sccript (here EST)?

[ external image ]

[ external image ]

Be aware that it's not shown in real-time, but as you say they are still 0:00 I guess thats not the problem. Maybe there is a wrong or outdated installation of the libraries? You could try to re-install.

dmichailcz
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Post by dmichailcz » Thu, 20. May 10, 21:23

I wonder - who is flight instructor?

EDIT - More questions:

If navigator is transformed in freighter pilot, will he still be able to use jump beacons?

Is there any way, how you can train a marine from someone else?
I am not very good in english, so please, forgive me...

Maverick024
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Post by Maverick024 » Wed, 16. Jun 10, 19:45

Any chance this could be expanded to include TM class ships. It would make them very useful for co-ordinating CAGs and CLS pilots with a training loop; and also for moving ships from shipyards and setting them up with trained personnel using just a single ship.

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BlueBerry SheWolf
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Post by BlueBerry SheWolf » Sun, 4. Jul 10, 01:42

Hi

Where we can change civil or military flight time from 10 to 5?

Helmsmen
Fight experience ***
Engineering ***
Civil or military flight time of 10 hours.

Navigator
Hacking ***
Engineering ***
Civil or military flight time of 10 hours.

Machinist
Mechanics ***
Engineering ***
Civil or military flight time of 10 hours.

Strategist
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Post by Strategist » Thu, 8. Jul 10, 21:29

is there away I can train non-marine personal into marines?

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Saetan
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Post by Saetan » Thu, 8. Jul 10, 21:35

No, at the moment it's not ... as far as I remember, that has technical limitations ... Lucike has to bypass that limitations first ... but it already got requested and therefore it's on his to-do-list.

Some traders of mine are also waiting to be allowed for navigator training. :-)

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BlueBerry SheWolf
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Post by BlueBerry SheWolf » Sat, 10. Jul 10, 02:29

HI.
I have problem with the change of the profession of my crew. When I hire the personel from the any space station ( Fighter pilot, Scientist, Technician or Gunner ) I can change the profession on the Marine. Only skill Marine ( Fight experience, Engineering, Hacking and Mechanics ) can have professions as:

Helmsmen
Navigator
Machinist

So that mean if I want to train the personel on the helmsman other specialisation I have to hire him from HQ or Rehabilitation centre ?


And I Would like to know what task have Fligh Instructor ?

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