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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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tatakau
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Post by tatakau » Sat, 1. Nov 08, 10:17

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Baleur
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Post by Baleur » Sat, 1. Nov 08, 11:04

I love this! But is there any numbers we can see, as in exactly how fast they repair etc? The speed of 1 repair torch, multiplied by how many marines u have?
Also, do they eject and repair from space, or is it basically just like an auto-repair feature from within?
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fredmxm354
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Post by fredmxm354 » Sat, 1. Nov 08, 14:41

Baleur wrote:Also, do they eject and repair from space, or is it basically just like an auto-repair feature from within?
I saw something like this in the original thread, the calculations for this would be insane and a probably produce a noticeable performance drop.

I would say, its an internal repair system, but I'm nabbing it now anyway :)

nemesis1982
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Post by nemesis1982 » Sat, 1. Nov 08, 16:57

Ah finally a way to set those lazy b....... to work :)

Baleur
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Post by Baleur » Sat, 1. Nov 08, 17:43

fredmxm354 wrote:
Baleur wrote:Also, do they eject and repair from space, or is it basically just like an auto-repair feature from within?
I saw something like this in the original thread, the calculations for this would be insane and a probably produce a noticeable performance drop.

I would say, its an internal repair system, but I'm nabbing it now anyway :)
Wouldnt a crude way just be to make the script eject the marines, then order them to follow the ship at uhm... 500m or whatever, and fire on it? :P I suspect there could be alot of "incidents" if that was the case though, but a golden age for the Spaceship Window Washers Union :P
Where did all this red paint come from? :roll:
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Lancefighter
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Post by Lancefighter » Sat, 1. Nov 08, 20:15

brilliant, perfect... *downloads*
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skywalker3000
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Are you sure this script is working ?

Post by skywalker3000 » Sat, 1. Nov 08, 22:32

Hi, thanks for the script.

But i cant see anything happen after the installation , the scripts are in the scriptfolder, i checked.

I have a Split Panther with 32 docking places and 10 fighters with hull damage and 18 Marines on board, it happen nothing at all, souldnt be the repaier the docked fighters ?

I am playing German Version from TC 1.21. Modified , many scripts running all working and EMP Mod.

Anyone have tested this ?
Last edited by skywalker3000 on Sat, 1. Nov 08, 22:35, edited 1 time in total.

Lancefighter
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Post by Lancefighter » Sat, 1. Nov 08, 22:33

is your game ***modified***?
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tatakau
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Post by tatakau » Sat, 1. Nov 08, 23:22

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Tasolth
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Post by Tasolth » Sun, 2. Nov 08, 00:56

I'm not observing any results from this, Deimos Paranid M7, 2 discoverer haulers in my flight bay, one at 44%. I have 13 marines in my cargo, and in fact I have all skills covered for the marines just in case it matters. Two game hours later floating in space, and that discoverer hauler is still at 44%

I do have the modified tag, and am using several other scripts,

Explorer command Extension + fix pack
No civilians
Factory Complex constructor
Improved boarding
Salvage claim software
add.jumpdrives.and.triplex

and the plugin manager v2.20

tatakau
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Post by tatakau » Sun, 2. Nov 08, 02:24

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Lancefighter
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Post by Lancefighter » Sun, 2. Nov 08, 02:43

Strange; I had a chance to try it out, and either im not waiting long enough, or the ship i just captured with marines aboard isnt repairing either.

I am running the steam version, but its a fake 1.21 patch. >.>
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

tatakau
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Post by tatakau » Sun, 2. Nov 08, 03:05

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Lancefighter
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Post by Lancefighter » Sun, 2. Nov 08, 03:11

Ok great, thanks.
This is defiantly not being seen on my ships :\

Perhaps it is simply a problem with scripts being written for an older version of the game?
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

tatakau
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Post by tatakau » Sun, 2. Nov 08, 03:27

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