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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Posted: Sat, 12. Aug 06, 19:07 Post subject: [SCRIPT] Shield Batteries and Nanobots V1.10 : Update 11/09/2006 |
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===========================================
Name: X3 Shield Batteries and Nanobots
Version: V1.10
Author: Cycrow
Updated: 11/09/2006
===========================================
Requires Script Manager to install.
Also Requires EMP
Download Script Package: Main - Mirror 1
===========================================
This script adds 2 new items, the shield batteries and nonobots.
for those of you who played freelancer, these work in the same way.
The shield batteries and nanobots are sold at all good boron equipment docks, for the price around 50'000 credits each.
The shield batteries will repair your ships shields, and the nanobots will repair the hull.
Each ship has a limited amount they can use while in space, eg, an m5 class ship can use upto 5 of each while in space.
Even if you have more than 5 in your cargo hold, you wont be able to use more than the 5.
The reset the counter all you need to do is dock, then you will be able to use your full load again.
They each repair a certain amount of hull and shield units, and will use multple if needed.
ie, if it will take 3 batteries to fully repair ur shields and you have 3 available in your cargo hold, it will use all 3 at the same time.
The nanobots can only repair upto a maximum of 80% of the hull, so if the hull is less than 20% damaged then they wont work.
To use them you need to setup the hotkeys, found in the controls menu under the interface tab.
There are 2 hotkeys, one to deplay nanobots and one to deply shield batteries.
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Last edited by Cycrow on Wed, 26. Mar 08, 00:51; edited 3 times in total |
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MightyOdin
Joined: 24 Jul 2006 Posts: 429 on topic

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Posted: Sat, 12. Aug 06, 19:53 Post subject: |
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Umm i smell Freelancer here but a grate idea
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Da_Junka

Joined: 15 Mar 2003 Posts: 959 on topic Location: Vidnes UK

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Posted: Sat, 9. Sep 06, 22:37 Post subject: |
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Tried this Mod and it worked at first then cocked up, so I uninstalled it, I have the afterburner and jump to me mods installed and they work great.
_________________
~Intel i5 2500K ~ ATI HD5850 ~ Cats 12.4 ~ 16 gig Vengence ~Win 7 64bit ~ |
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vampirecosmonaut

Joined: 17 Aug 2006 Posts: 320 on topic Location: Space

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Posted: Sat, 9. Sep 06, 22:42 Post subject: |
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This script didn 't do a whole lot of good for me.
How many units of shield batteries are need to make a noticeable difference on my M2?
_________________ The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him. |
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Posted: Sat, 9. Sep 06, 23:29 Post subject: |
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from what i remember, each unit repairs 2000 units of your shields (2MJ)
so if you have alot of shields to repair, you need alot of shield batteries.
however i might have to have a look at the usage on large ships, it was originall balanced for the nanobots and hull amount of ships.
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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vampirecosmonaut

Joined: 17 Aug 2006 Posts: 320 on topic Location: Space

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Posted: Sun, 10. Sep 06, 00:06 Post subject: |
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| Cycrow wrote: |
from what i remember, each unit repairs 2000 units of your shields (2MJ)
so if you have alot of shields to repair, you need alot of shield batteries.
however i might have to have a look at the usage on large ships, it was originall balanced for the nanobots and hull amount of ships. |
Wow. so I'd need somewhere in the vicinity of 4500 batteries to fully recharge my 9 GJ shields. That's not really worth the cargo space, I think. I used about 500 of them in a Xenon sector in a pretty heated battle and it didn't really seems to help, now I understand why.
[EDIT] Wouldn't a MJ be 1000000 Joules? In the game MJ are measures in thousands?!?
_________________ The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him. |
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Posted: Sun, 10. Sep 06, 00:22 Post subject: |
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actually, 1 unit is equal to 1kj so its 2000kj
i will adjust the shield batteries to work better for cap ships, so you dont need quite so many, ill get it in line with the nanobots.
i didn't really thinking about the shields when i was doing it 
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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vampirecosmonaut

Joined: 17 Aug 2006 Posts: 320 on topic Location: Space

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Posted: Sun, 10. Sep 06, 01:07 Post subject: |
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| Cycrow wrote: |
actually, 1 unit is equal to 1kj so its 2000kj
i will adjust the shield batteries to work better for cap ships, so you dont need quite so many, ill get it in line with the nanobots.
i didn't really thinking about the shields when i was doing it  |
I see then. Yeah, if you could scale them up dependant on the ship type that would be great. It's really hysterical how many it takes to recharge my shields in this current version. I'll keep an eye out for a new version. Cheers.
_________________ The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him. |
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Da_Junka

Joined: 15 Mar 2003 Posts: 959 on topic Location: Vidnes UK

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Posted: Sun, 10. Sep 06, 20:00 Post subject: |
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It worked once for me repairing just one blob of hull then ceased to work there after.
_________________
~Intel i5 2500K ~ ATI HD5850 ~ Cats 12.4 ~ 16 gig Vengence ~Win 7 64bit ~ |
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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bes
Joined: 07 Sep 2004 Posts: 58 on topic

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Posted: Mon, 11. Sep 06, 16:28 Post subject: |
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So in using this mod it would cost less for repairs if I capture a ship and want to keep it? or if my ship was heavily damaged?
Sorry if my questions are stupid, but want to know before I try it..
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Dino_keepper
Joined: 13 Feb 2006 Posts: 39 on topic

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Posted: Wed, 13. Sep 06, 21:03 Post subject: |
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Hi again... all your mirrors point to 1.00 version, no matter if u download with the installer it gives the correct one(?).
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