[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- YorrickVander
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- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
- NZ-Wanderer
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Slightly offtopic, but if you pull something from steam, does it remain in our game?YorrickVander wrote:Dropped from steam till the cpu lag issue is fixed.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
Will try, or if you feel confident, go for a fix on your own! I tend to assume a BSD type license on my mods; free to explore the mod, change it and share the results if it pleases you to.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
Fair point Re-added to steam workshop but not updated.
EDIT :
Quick test after enabling visible engineers (see inline comments) one small change is required to enable engineers for job spawns in 4.0b3 :
in AddSmallShipEngineer.xml
As the vanilla engineers now wait before starting repairs you will need to test properly to see if they are working fully and fixing hulls.
EDIT :
Quick test after enabling visible engineers (see inline comments) one small change is required to enable engineers for job spawns in 4.0b3 :
Code: Select all
<!-- cover existing games and job ship spawns -->
<cue name="Yorrick_AddEngineer_ExistingShips" instantiate="true" namespace="this">
<conditions>
<check_any>
<event_game_loaded />
<event_cue_signalled cue="md.Setup.GameStart"/>
</check_any>
</conditions>
As the vanilla engineers now wait before starting repairs you will need to test properly to see if they are working fully and fixing hulls.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
If I remember correctly, I think the problem was the engineer script simply being too resource-intensive to run on so many small ships? Solution could be to write a relatively simple version of the engineer script, and have the astromech droids run that. Not sure if that's the best solution, though.
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
The lag isn't entierly something I can change. The problem lies with job spawned ships (ie most of them). The create_ship command will not allow engineers to be placed on small/med ships and so the mod must scan every ship in the game every X seconds to make sure they are added. The best possible solution is to increase X atm since the changes made to the engineer ai are post release of this mod and prevent what is essentially engineer tanking. (Kinda like armour tank for you eve players where the repair rate mitigates incoming damage.) As the engineers will wait before attempting repair a new spawned job ship without an engineer added wont care much if it dies before said engineer could kick in anyway.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
you could link into undock script to check if an engineer is available, because this will called from any pilot at starup
in that case it might be a good choice to make your own skript thats suits your needs
so you can make a wait order with interrupt when ship get attacked, or hull is low
or skip the engineer solution completely and add into the fighting skripts an handler that have the chance (depending on skills) to fix some systems in case the ship get damaged
but the only damage you get on smallships is hull in my opinion, because most systems invisible and hull-integrated, so you simply can push the shield once and make a withdraw (with new smallship boooooost) from battle (what requires access to the pilot behavior anyway, so <handler> would be better for this)
in that case it might be a good choice to make your own skript thats suits your needs
so you can make a wait order with interrupt when ship get attacked, or hull is low
or skip the engineer solution completely and add into the fighting skripts an handler that have the chance (depending on skills) to fix some systems in case the ship get damaged
but the only damage you get on smallships is hull in my opinion, because most systems invisible and hull-integrated, so you simply can push the shield once and make a withdraw (with new smallship boooooost) from battle (what requires access to the pilot behavior anyway, so <handler> would be better for this)
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59