EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[MOD] Mobile Ship Repairs - v1.6
Post new topic Reply to topic Goto page Previous  1, 2, 3, 4 ... 10, 11, 12  Next
View previous topic :: View next topic
Author Message
abretey





Joined: 31 Oct 2007
Posts: 6 on topic

Thank you for registering your game
PostPosted: Sun, 2. Nov 08, 03:05    Post subject: Reply with quote Print

Ah, that seems to be the issue. Even though the Magnetar can equip the repair lasers, it has no main guns, only turrets.

Back to top
View user's profile Send private message
Teladidrone





Joined: 24 Aug 2004
Posts: 544 on topic

Thank you for registering your game
PostPosted: Sun, 2. Nov 08, 03:24    Post subject: Reply with quote Print

How about allowing repair lasers in turrets, too?
There are a couple TS around that could mount them and would be perfectly for a dedicated repair ship.
Also makes more sense that some freighter is doing the dirty repair works and not a shiny corvette... Wink

Back to top
View user's profile Send private message
amirite





Joined: 23 Oct 2008



PostPosted: Sun, 2. Nov 08, 04:09    Post subject: Reply with quote Print

Yeah, if we could put these on Turrets, and maybe like a 'Repair Friendlies' Command to auto-repair damaged ships that fly within range. That would be godly.


_________________
-TEVE
Back to top
View user's profile Send private message AIM Address
Graxster





Joined: 14 Oct 2006
Posts: 801 on topic

Thank you for registering your game
PostPosted: Sun, 2. Nov 08, 06:14    Post subject: Reply with quote Print

Working on that now to see if it's feasible. Also, I think I messed up again, lol. May have overwritten the script that had the repair ship manually buying e-cells after repairs. Give me a few minutes to sort everything out. God, I need some sleep!

-Grax

I've taken the links down temporarily until I fix a couple of things.

Edit: Links are down until I get some sleep. I fixed the scripts now so that ships with turrets but no main guns can be used as repair ships. Re-added the code to have the repair ship pilot buy energy cells and fly to home base. (found that one in my recycle bin...geez) I think I'm going to have to stop supporting 2 different versions. It's too confusing.

Back to top
View user's profile Send private message
amirite





Joined: 23 Oct 2008



PostPosted: Mon, 3. Nov 08, 03:51    Post subject: Reply with quote Print

Awesommme, thanks. I don't think anyone will be opposed to manual cell pickups for their pilots - it's how literally every other cell-requiring mod works.


_________________
-TEVE
Back to top
View user's profile Send private message AIM Address
Graxster





Joined: 14 Oct 2006
Posts: 801 on topic

Thank you for registering your game
PostPosted: Mon, 3. Nov 08, 06:59    Post subject: Reply with quote Print

Well, got my sleep and been working on this for the last 12 hours. Everything should be working now. There's only one issue that just came to my mind. With the automatic Energy Cell purchasing after each repair, if you have more than one ship that needs repair it could be a pain in the butt. If the repair ship has Energy Cells and a Jumpdrive, as soon as repairs are complete it will jump to a sector to buy Energy Cells (unless there's a SPP with a good price in the current sector). Not sure if this is going to be an issue or not.

-Grax

Back to top
View user's profile Send private message
Teladidrone





Joined: 24 Aug 2004
Posts: 544 on topic

Thank you for registering your game
PostPosted: Mon, 3. Nov 08, 08:09    Post subject: Reply with quote Print

I say just leave it.
No auto resupply with energy cells; if the player wants the repair ship to be able to jump, he needs to take care for enough fuel manually.
Dont automate too much... Wink

//Edit:
Hm, mod package.
Can this be used as a false patch, too?

Back to top
View user's profile Send private message
ThisIsHarsh





Joined: 19 Oct 2008
Posts: 1132 on topic

Thank you for registering your game
PostPosted: Mon, 3. Nov 08, 08:29    Post subject: Reply with quote Print

Teladidrone wrote:
I say just leave it.
No auto resupply with energy cells; if the player wants the repair ship to be able to jump, he needs to take care for enough fuel manually.
Dont automate too much... Wink?


Actually, thinking about it, I totally agree with Teladidrone. There is already the autojump and fuel resupply settings, along with the Resupply Software. So jumping and resupplying with ecells is already done for you. I would focus on the actual repair scripts instead of bothering with refueling. Couple of ideas: Repair wing, Repair formation, Repair nearby ships, Repair all ships in sector, Repair all ships docked at station/carrier - to name a few.

Back to top
View user's profile Send private message
Graxster





Joined: 14 Oct 2006
Posts: 801 on topic

Thank you for registering your game
PostPosted: Mon, 3. Nov 08, 09:00    Post subject: Reply with quote Print

Teladidrone wrote:
Hm, mod package. Can this be used as a false patch, too?


False patches don't work in X3TC, unfortunately. Why don't you want a mod package? If you need to merge Mods, just use the Mod Manager.

And yeah, I agree with both of you (insomnia again, so I came back on, lol). Was laying in bed thinking about it, and since the game has the autojump and fuel resupply, I'll probably just delete that code completely. Also going to add 1 more factory if I can get it to work this time. But for the moment, at least, I think I'm just going to go play the game! Smile

-Grax

Edit: v1.6 update.

Version notes:

v1.6:

Removed all code dealing with "automagically" adding energy cells needed for a jump.
Removed all code that told the repair ship to go purchase energy cells when repairs were completed.
Removed "fly to homebase" when repairs were completed.

Just set the Auto Jump and Fuel Resupply options in the ships command console.

Back to top
View user's profile Send private message
amirite





Joined: 23 Oct 2008



PostPosted: Mon, 3. Nov 08, 21:22    Post subject: Reply with quote Print

Sweeeet, thanks a ton for doing this dude. This is already quite fleshed out. Another one of those no-brainer features that should have come along with the astronaut repair beam in the first place.

I've been meaning to get into X3 modding and I think I might make my first project an improvement of the currest beam effect. It sucks major booty and I think I could make something cool looking.


_________________
-TEVE
Back to top
View user's profile Send private message AIM Address
Gruntwhistle





Joined: 03 Nov 2008
Posts: 36 on topic
Location: Just to the left of it.
Thank you for registering your game
PostPosted: Mon, 3. Nov 08, 21:28    Post subject: Reply with quote Print

If you have Cycrows cheat package, why not just create a TB factory and add RL as another product. Not really spiffy I know, but quick and easy. Smile

there's a script in the library to initialise a product to random docks too.

Back to top
View user's profile Send private message
SadisticSid





Joined: 30 Oct 2005
Posts: 22 on topic

Thank you for registering your game
PostPosted: Tue, 4. Nov 08, 01:42    Post subject: Reply with quote Print

Hmm. Just installed the factory version and repair lasers are coming up at 64cr each, with the factory producing thousands of them in minutes. I've bought and sold a couple of M3s to waste the extra cash that I assume they cost, but it would be nice to have them priced correctly in future.


_________________
Even a broken clock is right twice a day.
Back to top
View user's profile Send private message
amirite





Joined: 23 Oct 2008



PostPosted: Tue, 4. Nov 08, 01:51    Post subject: Reply with quote Print

Yeah I'm getting the same thing. Grax's description makes them sound expensive so I think it's a bug atm.

All this needs now is a 'Repair All' or 'Repair Standby' command or something. it would be nice to equip a few TMs with repair lasers, give them an order and then forget about them in the middle of a big battle.


_________________
-TEVE
Back to top
View user's profile Send private message AIM Address
Lancefighter





Joined: 19 Dec 2004
Posts: 2935 on topic

Thank you for registering your game
PostPosted: Tue, 4. Nov 08, 02:11    Post subject: Reply with quote Print

wait wait..

You cant use false patches in x3tc?


_________________
in the market for a new sig, willing to pay 1 billion credits for a proper sig...
Back to top
View user's profile Send private message
Graxster





Joined: 14 Oct 2006
Posts: 801 on topic

Thank you for registering your game
PostPosted: Tue, 4. Nov 08, 02:39    Post subject: Reply with quote Print

Lancefighter wrote:
wait wait..

You cant use false patches in x3tc?


You can't use false patches, and you have to select the MOD at the pre-load screen

The reason you're getting 64cr RL's is bc the MOD part isn't loading.

-Grax

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page Previous  1, 2, 3, 4 ... 10, 11, 12  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Sun, 26. May 13, 05:29

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.28145 seconds, sql queries = 75