[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)

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YorrickVander
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[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)

Post by YorrickVander » Wed, 15. Oct 14, 21:23

Yorrick's Astromechs 1.1
================

Update to 1.1
-------------

Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.

What is it?
-------------

All small + medium ships gain an ai engineer to regen hull up to 75% with vanilla engineer functionality. The engineer is setup as a 'computer/droid' entity so does not show in the crew roster (aka xenon crew). The engineer takes 10-15 seconds to start repairing after the hull takes damage so dogfights will only get harder if you are slow at killing the opponent :)

The mod should be compatible with pretty much everything out there including mods that make the ai repair to 100% as long as they patch the xml cleanly.

Known Issues
----------------

Does not work correctly in games started before patch 2.20.

To do
-------

Add R2-D2 including sound effects to the skunk :)

Image
Last edited by YorrickVander on Sun, 11. Jan 15, 00:43, edited 2 times in total.
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Tamina
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Post by Tamina » Wed, 15. Oct 14, 23:23

Finally there it is. :D
I hope you don't mind that I am going to increase the repair start time as I think 15seconds is a little bit fast, especially when taking on multiple enemies at once... then fighter 1 starts repairing again while fighter 2 keeps you busy. :P

Greetings
Tamina *(^-^)*

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Wed, 15. Oct 14, 23:36

Chirp-chirp-whistle!

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NZ-Wanderer
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Post by NZ-Wanderer » Wed, 15. Oct 14, 23:46

I already got an engineer on Skunky (I think Transcend puts him there) - and I cannot fire him or anything, so I hope I don't end up with two of them on Skunky :o

DaniDE
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Post by DaniDE » Thu, 16. Oct 14, 00:03

Thanks mate. Gave you a thumbs up in steam workshop. Hope you dont mind that I blatantly raped your .cat and included an engineer xml with 100% repair :P

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YorrickVander
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Post by YorrickVander » Thu, 16. Oct 14, 00:08

NZ-Wanderer wrote:I already got an engineer on Skunky (I think Transcend puts him there) - and I cannot fire him or anything, so I hope I don't end up with two of them on Skunky :o
Yeah observes code for that is old and broken :( search his name in save file and edit it out
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DaniDE
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Post by DaniDE » Thu, 16. Oct 14, 00:10

Is it somehow gamebreaking or the like if you have an engineer on a ship in addition to the astromech-xenon? Like, mod not working then or crashes or whatever?

Thanks,
Dani

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YorrickVander
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Post by YorrickVander » Thu, 16. Oct 14, 00:55

Nothing is yet added to the skunk, so no issue either way. The skunk can have multiple engineers aboard of course. The r2 d2 thing is just a nice idea for later on. I have however no skill with 3d stuff so converting a model for the game is not my thing to do.
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Post by NZ-Wanderer » Thu, 16. Oct 14, 02:54

YorrickVander wrote:Yeah observes code for that is old and broken :( search his name in save file and edit it out
Thanks for that, I will do that :)

OK, onboard engineer all edited out, now I presume your R2D2 one is just there?

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Re: [MOD] Astromech Droids (s + m ships self repair) (15th Oct '14)

Post by wwdragon » Thu, 16. Oct 14, 04:37

YorrickVander wrote:Add R2-D2 including sound effects to the skunk Smile
Do want! :D
Editing posts since long before I remember.

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YorrickVander
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Post by YorrickVander » Thu, 16. Oct 14, 21:55

Please note : Similarly to Populate Player Stations, this mod apparently does not work in games started before patch 2.20. Sorry.
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Post by Sparky Sparkycorp » Sat, 13. Dec 14, 16:21

Just tried the 3.0 Teladi Outpost start with the 3 free Gigurums. I shot them all to ~50% hull and after the pause, they began to self-repair.

Interestingly, one is currently at 84% so it looks like this mod is compatible with the 3.0 change that lets ships self-repair up towards 90% depending on Engineering skill :)

(not sure what the the pilot Engineering skill levels are as they are displayed as "?")


For info, the following appeared in the debug log:
[General] ======================================
[=ERROR=] Cannot match path '//start_script[@object='$ship.pilot'][1]' in patch file 'extensions\yorrickastromechs\md\npc_shiptrader_small.xml'. Skipping node.

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YorrickVander
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Post by YorrickVander » Mon, 15. Dec 14, 15:19

sparky - thanks for testing : fyi the pilots engineering skill is not used, a 'hidden' engineer is added and runs off the main engineering ai.

As to the error log, known and relatively unimportant as the jobs spawn cue will catch this too. Will be fixed though for tidiness.
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Post by Sparky Sparkycorp » Mon, 15. Dec 14, 15:35

Ah, that explains the repairing past 75% better, thanks.

And welcome back :)

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Post by swatti » Fri, 19. Dec 14, 16:15

Untill we have a way to automate shipyard-repairs and make it less costly, can you make this so it fixes ALL ships to 100%. To compensate, sloooowly past the 90'ish mark.

More importantly, COMPONENTS, as engines are stuck around 70'ish the ships are slowing down.

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