[MD] The Traveling Mechanic - v0.2 - updated 03.12.2008

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Teladidrone
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[MD] The Traveling Mechanic - v0.2 - updated 03.12.2008

Post by Teladidrone » Sun, 30. Nov 08, 20:10

MD Script: The Traveling Mechanic
Version: 0.2
Copyright (c) 2008 Teladidrone
All bugs you may stumble upon strictly belong to me and are to be turned over for questioning immediately!

Download:
Image
(spk format) - requires the Plugin manager.


Technical:
  • This MD script adds a special Mechanic ship to the X-Universe.
  • The ship is a big, ugly and slow monster - you will recognize it if you see it.
  • The ship's board engineer is the person you should talk to - he will offer overtuning services for your ship. For a good price of course.
  • The ship will slowly travel between random Boron shipyards. You better keep your eyes open out there...
Screenshot:
Image
(click to enlarge)

Resources:
8371
8371-L044

Changelog:
30/11/2008 Release of version 0.1 - BETA.
03/12/2008 v0.2: Minor update to disable race logic on spawned ships; change to spk distribution.
Last edited by Teladidrone on Wed, 3. Dec 08, 16:06, edited 4 times in total.

Teladidrone
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Post by Teladidrone » Sun, 30. Nov 08, 20:11

--reserved--

Lancefighter
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Post by Lancefighter » Sun, 30. Nov 08, 20:42

looks pretty nice, will try out.
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

ChrisCorr
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Post by ChrisCorr » Sun, 30. Nov 08, 21:44

Sounds pretty cool!

But is there any confirmation message you receive? Or mini-introduction like with your Marauder Shipyard script? Because I have no clue if the script got installed right and I don't feel like scouting Boron sectors for nothing.

Teladidrone
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Post by Teladidrone » Sun, 30. Nov 08, 22:22

Just one short notice in your log: "The Traveling Mechanic version X installed."
If you have got that all is well and the ship will start to move around... somewhere.

I did not include any more information because this ship should only add a little flavor to the X-Universe.
Maybe you will see it flying around some day, maybe not.

However, there will always be a ship somewhere. I am pretty sure I made the script stable enough to guarantee that. Well, I hope... you know... first released version and all ;)

If it is destroyed (or captured *hint, hint*) it will respawn. Destruction may happen from time to time - the ship will boldly go from one Boron shipyard to some other one and sometimes a Xenon or Pirate sector will be on route... :o

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corhen
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Post by corhen » Mon, 1. Dec 08, 05:44

sounds great, but could you upload a .spk version??
i dont like installing otherwise, as it makes it too hard to track what mods i have.

Thrandisher
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Post by Thrandisher » Mon, 1. Dec 08, 06:04

Looks great. Now if i could only get scorps map to work on 2nd monitor, id be all set!

ChrisCorr
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Post by ChrisCorr » Mon, 1. Dec 08, 06:12

Yep I found it :D


I like your scripts that add a "little flavor". But are the Nvidium mines bought at The Marauder supposed to have a 21 hour production cycle? Damn... Ah well, they're pretty useless anyway.

Teladidrone
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Post by Teladidrone » Mon, 1. Dec 08, 06:46

corhen wrote:sounds great, but could you upload a .spk version??
i dont like installing otherwise, as it makes it too hard to track what mods i have.
Updating is faster that way (for me that is because the dreaded Pluginmanager likes to crash on me 9 out of 10 times). :evil:
I'll make a spk as soon as the remaining bugs are found and killed - hopefully soon, still waiting for reports to roll in...
ChrisCorr wrote:But are the Nvidium mines bought at The Marauder supposed to have a 21 hour production cycle? Damn... Ah well, they're pretty useless anyway.
Yeah, I noticed that, too :(
Unfortunately changing this would require a mod...

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Post by Lodger » Mon, 1. Dec 08, 07:54

I have been looking at this ship previously in the cheat modpack but really didnt want to get it that way. In the next version could you make it so the otas or boron shipyards sell this ship (at a reasonable cost, 100m or so.)

Also is there any specs for this ship avaliable?

Teladidrone
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Post by Teladidrone » Mon, 1. Dec 08, 15:19

Well, my idea was that the player may try to board and capture this ship.
It is created as boardable by the script and I installed some defenses to prevent that ;)

I sure could add it to my Marauder shipyard with the next update if ppl want that.

Stats from memory, I cant look it up atm:
It is slow as hell. Max speed is about 12m/s or so, can't be tuned for more in vanilla.
Huge XL cargo bay - over 100k for sure and I think it can be extended even way beyond that.
30 docking slots, can dock up to M6 internally, can dock 1 M7/M2/M1 externally.
12 GJ shielding, 3 turrets but no compatible lasers. :(
Cost is indeed around 100m if one adds it to a shipyard for sale.

I'll post the exact stats later tonight if no one else has the time to do
it before.

ChrisCorr
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Post by ChrisCorr » Mon, 1. Dec 08, 15:25

Can it fit a jumpdrive?

Would make an interesting baseship for fleet resupply and regroup.

Teladidrone
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Post by Teladidrone » Mon, 1. Dec 08, 15:50

ChrisCorr wrote:Can it fit a jumpdrive?
Sure it can; it's considered as just another M1 from the game engine... a really slow and clumsy one.
And you better hope there is nothing in your way if you come out of that next gate. ;)

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Malakie
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suggestion

Post by Malakie » Mon, 1. Dec 08, 16:07

Suggestion: After so many overtunings there will be no use for the ship or engineer.. how about adding his ability to repair ship damage for a cost? Perhaps even equipment repair as well.....
Take it light.....

Malakie

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fud
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Post by fud » Mon, 1. Dec 08, 16:20

You could make him a traveling parts store. :)

Guns, missiles, shields, etc.

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