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[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010
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DrBullwinkle





Joined: 17 Dec 2011
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PostPosted: Thu, 28. Nov 13, 16:40    Post subject: Reply with quote Print

It will only auto-update when there is a new version. You may have to re-start CSecG on your ships when you update from a previous version of CSecG. At least there will be fewer clicks because the defaults are better now.


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Tom5Cat





Joined: 13 Jan 2008
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PostPosted: Wed, 8. Jan 14, 04:49    Post subject: Reply with quote Print

CSecG works gr8! Thx again for the info and the redirect to this thread, DrBullwinkle Wink

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Tom5Cat





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PostPosted: Fri, 10. Jan 14, 18:20    Post subject: Reply with quote Print

I'm thinking... wouldn't this be adaptable to also include ammunition? Wink

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DrBullwinkle





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PostPosted: Sat, 11. Jan 14, 00:32    Post subject: Reply with quote Print

Yep.

But is it necessary?

Historically, most people who mod their games have eliminated ammunition because there was a bug for several years that made all guns not fire when at least one of the guns on the turret was ammunition based (when OOS). Most major mods do not use ammunition for that reason. The bug is fixed as of AP 3.0, so an alternative may be appropriate.

However, AP also adds automatic reloading of ammunition for NPC's. Fighters can easily reload from their carrier. So only larger, player-owned ships are a potential issue. When OOS, it is better to simply mount energy lasers.

So that leaves large, player-owned, ships that are in-sector with the player. Or, mostly, the player-ship. How hard is it to keep your own ship equipped with ammunition?


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Tom5Cat





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PostPosted: Sat, 11. Jan 14, 04:44    Post subject: Reply with quote Print

There you go. I didn't even know about those worries concerning ammunition based weapons oos. It indeed changes things. Not the least because at this moment I'm still playing X3:TC (bought AP too, but decided to play them in sequence, after playing X3:R for a long time). So I guess that bug is still in my present game?!

I'll just listen to the master then and give up on ammo based weapons, apart from the player ship (Those Gauss Cannons are just too sweet. Especially combined with a good Ion Cannon barrage up front Wink ).

Thanks for the info!! Again Wink

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DrBullwinkle





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PostPosted: Sat, 11. Jan 14, 04:52    Post subject: Reply with quote Print

Yes, AFAIK, the OOS ammo bug is still in TC.

With X3Editor you can easily edit TBullets to remove the ammo requirements from the bullets for Mass Driver, EBCG, Gauss Cannon, and M/AML's. Just uncheck the "uses ammunition" checkbox.

Also, you know that you can play the TC Plots in AP? That allows you to have the fun of the rich TC plots with the bug fixes and improvements in the AP platform.


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Tom5Cat





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PostPosted: Sat, 11. Jan 14, 06:04    Post subject: Reply with quote Print

And thanks again Wink

Being 'in' TC for a while already, I think I will stick it out to the end of all plots, but your hint will surely come in handy once I start AP! I'll probably like to play some of the plots again anyway. I'm a patient fellow Wink

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builder680





Joined: 14 Feb 2011
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modified
PostPosted: Sat, 22. Feb 14, 11:06    Post subject: Reply with quote Print

For Bullwinkle's hacked version, wherein (and what file) would I edit to set the default to OFF for ECell generation? I'd also like to adjust the default amount to 500, as my universe never requires more than 400 Ecells to jump anywhere (due to being the XRM map, and HUB placement).

I ask because I want to be able to use Nav software on my CAGs and UT's but I don't want them defaulted to produce ECells (I only use this on my military ships).

Thanks Smile



Last edited by builder680 on Sat, 22. Feb 14, 11:09; edited 1 time in total
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DrBullwinkle





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PostPosted: Sat, 22. Feb 14, 11:09    Post subject: Reply with quote Print

I have commented all of my changes. They are easy to spot.


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builder680





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PostPosted: Sat, 22. Feb 14, 11:16    Post subject: Reply with quote Print

Your comments are there but they are not necessarily geared for someone who doesn't script or know what they're doing. Don't worry though, I'm sure I can figure it out.

Why don't you figure out how to write a drone fighter script that actually engages fighters before you look down your nose at other people on this forum? Prick.

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DrBullwinkle





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PostPosted: Sat, 22. Feb 14, 11:18    Post subject: Reply with quote Print

Confused


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builder680





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PostPosted: Sat, 22. Feb 14, 11:21    Post subject: Reply with quote Print

DrBullwinkle wrote:
Confused


I wouldn't know your "hacked" version exists if I hadn't already read your comments in this thread. So telling me to look in your comments doesn't help. Clear now?

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DrBullwinkle





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PostPosted: Sat, 22. Feb 14, 11:22    Post subject: Reply with quote Print

The comments are in the *code* (not in this thread). Just look for "bw:" -- you can't miss it. The code to change is well-marked and easy to understand.

If you need help learning MSCI (the script language), then the MSCI Programmer's Handbook is very easy to read, for a technical manual.

(And please edit your inappropriate and factually incorrect post.)


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RayF





Joined: 22 May 2013



PostPosted: Fri, 18. Apr 14, 16:44    Post subject: Reply with quote Print

Dr,
one question:
You mention in 2.06 histrory
-Charges max price for e-cells.

what does this mean? Do we pay for the cells generated?


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DrBullwinkle





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PostPosted: Fri, 18. Apr 14, 17:22    Post subject: Reply with quote Print

Yes. You pay the maximum price. In a vanilla-based game, that would be 20 credits per energy cell.


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