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





Joined: 24 Aug 2004
Posts: 627 on topic

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PostPosted: Sun, 30. Nov 08, 20:10    Post subject: [MD] The Traveling Mechanic - v0.2 - updated 03.12.2008 Reply with quote Print

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:

(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:

(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.


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My scripts: The Marauder Shipyard | Pandora Tunings | The Traveling Mechanic


Last edited by Teladidrone on Wed, 3. Dec 08, 16:06; edited 4 times in total
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Teladidrone





Joined: 24 Aug 2004
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PostPosted: Sun, 30. Nov 08, 20:11    Post subject: Reply with quote Print

--reserved--


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My scripts: The Marauder Shipyard | Pandora Tunings | The Traveling Mechanic
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Lancefighter





Joined: 19 Dec 2004
Posts: 2936 on topic

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PostPosted: Sun, 30. Nov 08, 20:42    Post subject: Reply with quote Print

looks pretty nice, will try out.


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ChrisCorr
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Joined: 06 Nov 2002
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PostPosted: Sun, 30. Nov 08, 21:44    Post subject: Reply with quote Print

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.

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Teladidrone





Joined: 24 Aug 2004
Posts: 627 on topic

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PostPosted: Sun, 30. Nov 08, 22:22    Post subject: Reply with quote Print

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 Wink

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... Surprised


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corhen



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Joined: 16 Oct 2008
Posts: 335 on topic
Location: Angle 225.06, Distance: 7,295.43
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PostPosted: Mon, 1. Dec 08, 05:44    Post subject: Reply with quote Print

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.

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Thrandisher





Joined: 01 Jul 2007
Posts: 357 on topic

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PostPosted: Mon, 1. Dec 08, 06:04    Post subject: Reply with quote Print

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

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ChrisCorr
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PostPosted: Mon, 1. Dec 08, 06:12    Post subject: Reply with quote Print

Yep I found it Very Happy


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.

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Teladidrone





Joined: 24 Aug 2004
Posts: 627 on topic

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PostPosted: Mon, 1. Dec 08, 06:46    Post subject: Reply with quote Print

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 or Very Mad
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 Sad
Unfortunately changing this would require a mod...


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Lodger





Joined: 27 Oct 2008



PostPosted: Mon, 1. Dec 08, 07:54    Post subject: Reply with quote Print

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?

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Teladidrone





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PostPosted: Mon, 1. Dec 08, 15:19    Post subject: Reply with quote Print

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 Wink

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. Sad
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.


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ChrisCorr
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PostPosted: Mon, 1. Dec 08, 15:25    Post subject: Reply with quote Print

Can it fit a jumpdrive?

Would make an interesting baseship for fleet resupply and regroup.

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Teladidrone





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PostPosted: Mon, 1. Dec 08, 15:50    Post subject: Reply with quote Print

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. Wink


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Malakie





Joined: 13 Apr 2004
Posts: 650 on topic
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PostPosted: Mon, 1. Dec 08, 16:07    Post subject: suggestion Reply with quote Print

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.....


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fud





Joined: 25 Jan 2006
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PostPosted: Mon, 1. Dec 08, 16:20    Post subject: Reply with quote Print

You could make him a traveling parts store. Smile

Guns, missiles, shields, etc.

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