[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010

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DrBullwinkle
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Post by DrBullwinkle » Sat, 11. Jan 14, 03:52

Yes, AFAIK, the OOS ammo bug is still in TC.

With X3Editor you can easily edit TBullets to remove the ammo requirements from the bullets for Mass Driver, EBCG, Gauss Cannon, and M/AML's. Just uncheck the "uses ammunition" checkbox.

Also, you know that you can play the TC Plots in AP? That allows you to have the fun of the rich TC plots with the bug fixes and improvements in the AP platform.

Tom5Cat
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Post by Tom5Cat » Sat, 11. Jan 14, 05:04

And thanks again :wink:

Being 'in' TC for a while already, I think I will stick it out to the end of all plots, but your hint will surely come in handy once I start AP! I'll probably like to play some of the plots again anyway. I'm a patient fellow :wink:

builder680
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Post by builder680 » Sat, 22. Feb 14, 10:06

For Bullwinkle's hacked version, wherein (and what file) would I edit to set the default to OFF for ECell generation? I'd also like to adjust the default amount to 500, as my universe never requires more than 400 Ecells to jump anywhere (due to being the XRM map, and HUB placement).

I ask because I want to be able to use Nav software on my CAGs and UT's but I don't want them defaulted to produce ECells (I only use this on my military ships).

Thanks :)
Last edited by builder680 on Sat, 22. Feb 14, 10:09, edited 1 time in total.

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DrBullwinkle
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Post by DrBullwinkle » Sat, 22. Feb 14, 10:09

I have commented all of my changes. They are easy to spot.

builder680
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Post by builder680 » Sat, 22. Feb 14, 10:16

Your comments are there but they are not necessarily geared for someone who doesn't script or know what they're doing. Don't worry though, I'm sure I can figure it out.

Why don't you figure out how to write a drone fighter script that actually engages fighters before you look down your nose at other people on this forum? Prick.


builder680
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Post by builder680 » Sat, 22. Feb 14, 10:21

DrBullwinkle wrote::?
I wouldn't know your "hacked" version exists if I hadn't already read your comments in this thread. So telling me to look in your comments doesn't help. Clear now?

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DrBullwinkle
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Post by DrBullwinkle » Sat, 22. Feb 14, 10:22

The comments are in the *code* (not in this thread). Just look for "bw:" -- you can't miss it. The code to change is well-marked and easy to understand.

If you need help learning MSCI (the script language), then the MSCI Programmer's Handbook is very easy to read, for a technical manual.

(And please edit your inappropriate and factually incorrect post.)

RayF
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Post by RayF » Fri, 18. Apr 14, 16:44

Dr,
one question:
You mention in 2.06 histrory
-Charges max price for e-cells.

what does this mean? Do we pay for the cells generated?

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DrBullwinkle
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Post by DrBullwinkle » Fri, 18. Apr 14, 17:22

Yes. You pay the maximum price. In a vanilla-based game, that would be 20 credits per energy cell.

RayF
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Post by RayF » Fri, 18. Apr 14, 17:39

thanks dr.
But isnt this against the basic idea? I mean we install-buy a new equipment to generate energy so we dont have to buy it? just curious ...

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DrBullwinkle
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Post by DrBullwinkle » Fri, 18. Apr 14, 17:47

You're not trying to cheat, are you, Ray?

The basic premise for the script is that vanilla refueling logistics are terrible, and the whole thing about requiring jump fuel for jumping, combined with too-small cargo bays, is a combination that is fun for the first thousand jumps or so, then becomes tedious and boring after a while.

Basically, the script just reduces micromanagement. Obviously you should pay a little more for that. Now that you mention it, max price is probably too low... there should probably be a surcharge on top of it. ;)

RayF
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Post by RayF » Fri, 18. Apr 14, 18:04

Hey Dr,
cheat? Yea, i do it all the time especially with the repair laser :) As long as i keep my game within my own parameters..

Anyway, the original comment by the author :
"Logain Industries engineers calculated that 99% of the time Capital ships used less than 50% of their overall energy producing capabilities, the CSesG integrates with and monitors the ships Shields and uses any surplus to generate Energy Cells. The smart monitoring will place the CSesG module into passive mode when the ships energy is required for Shield regeneration.
"
does not mention anything about paying..it leads to believe that you do get it for free, hence my question.

Anyway, thanks Dr.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 18. Apr 14, 18:09

It is easy to change in the Script Editor if it really bugs you. I clearly marked my changes with "BW:"... just look for comments in the code with my initials.

herites
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Post by herites » Fri, 9. May 14, 02:01

Hey, I cant seem to find the energy cell generator in any eq docks, though I do have the option in the ship's special menu. The generator is not installed, at least it doesnt show up in the ship info menu. Any ideas?

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DrBullwinkle
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Post by DrBullwinkle » Fri, 9. May 14, 02:07

The custom ware is out of date. Use CSecG v2.06 on page 13 of this thread.

herites
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Post by herites » Fri, 9. May 14, 02:40

Actually I'm using that, found that in your list, still I cant seem to find the energy generator anywhere.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 9. May 14, 02:42

There is no custom ware in v2.06. It uses Navigation Command Software instead.

herites
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Post by herites » Fri, 9. May 14, 02:44

Oh. So if I turn on the generator with a nav software installed my ship will generate ECs on its own up to the cap I've set?

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ltdan81
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Post by ltdan81 » Tue, 13. May 14, 19:30

@BW:
I loved the idea of having this on by default, until I realized that I had a ton of fighters filling up precious cargo space with ecells they can won't use because they can't even fit a jump drive...

I changed the ware to jump drive on the setup and the task scripts and saw it working as it should, but then it broke... err got buggy.

I started seeing ships not refueling as they should so I re-initiated the scripts, saw cells being made so I went on thinking it was just a hangup from changing the scripts,,,, until I had another ship run out. Same thing, reinit scripts and it made ecells.

I'm still testing but I found that ".settings" was misppelled as ".sattings" where the key variables were supposed to be set.

Been trying to figure out why it worked with the nav software and I think it's because of the workaround for built in wares? The check is working correctly, and the menu only shows up when a jumpdrive is installed, it just won't pass into a loop.

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