[REL][SCRIPT] - SLAM - Ship Labor and Maintenance, with Repairs!

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Corporeal
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[REL][SCRIPT] - SLAM - Ship Labor and Maintenance, with Repairs!

Post by Corporeal »

Ship Labor and Maintenance

REQUIRES Cycrow's Community Plugin Configger http://forum.egosoft.com/viewtopic.php?t=218088

DOWNLOAD Release 2: http://www.megaupload.com/?d=3RLBGPSN

Release 2 RAR package: http://www.megaupload.com/?d=9U1ZSWV0


Release 1: SPK http://www.megaupload.com/?d=UQUBETFP

Ever wondered why there are so many windows on ships with only one pilot?
Maybe it's just a bit much to believe one person can maintain all the systems on a Boreas while piloting it?
And of course military hardware never breaks down.
Want to be able to repair your ship at any dock (or anywhere)?

If these things drive you nuts then SLAM it.

_____
Author: Corporeal

The SPK should work, if not get the RAR package.

Turn it on in the AL Plugins list. Use Cycrow's Menu to change all the options.
If you're updating, the script will detect a version change and reinitialize the plugin. Once it does you need to reactivate it and reset any options to desired values.
____
Purpose:
Imposes a maintenance cost on your ships that's collected every hour. An unobtrusive report will be sent to you regarding the amount, missed payments, and a list of any damage done.
A damage penalty is inflicted for every missed payment. The minimum is 1% (not my choice).
Optionally it can also repair your ships for a fee proportional to the maintenance cost. You can limit this function. Sends a separate report.

Options: Options are accessed through Cycrow's CPCM so you need ot install it and set the hotkey first
Maintenance Cost Multiplier - Maintenance costs are a product of this and the ships' class fee. Setting this to 0 will completely stop maintenance
Minimum Credit Balance - The mod will always leave you at least this much money, at the expense of your ships.
Damage Penalty Percent - This is how much your ships' hull will be damaged for a failed maintenance check. It's also used by both repair and maintenance functions; do NOT set it to 0.

Base Costs - are multiplied by the Global Cost Multiplier to get the actual costs. Used for both repairs and maintenance. 0 is okay. Setting any one above 2500 may result in integers wrapping around to negative numbers.

Repair Cost Multiplier - All repair costs are a product of this and their class fee. Setting this to 0 will completely stop repairs.
Maximum Hull Percent for Repairs - Your ship can only repair up to this percent without a shipyard.
Maximum Repair Percent/Hour - How quickly your ship can repair itself.
Require Docking at Any Station - If this option is set to 1 your ships' can only repair themselves while docked somewhere.

Tip:
Try combining the options for different effects like: docking required, fast repair rate, higher cost (for 'purists')

Bugs:
The game does not come with floating point math so repair costs can only be estimated to within 100 credits.
For the same reason setting any base cost above 2500 will cause integers t wrap around to negative numbers.
If you experience this try lowering the appropriate values or posting in the mod's forum thread.
Last edited by Corporeal on Wed, 23. Dec 09, 15:09, edited 8 times in total.
Lord Dakier
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Post by Lord Dakier »

What's the advantages to this?
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Idea
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Post by Idea »

Lord_Dakier wrote:What's the advantages to this?
Realistic gameplay :wink:
Corporeal
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Post by Corporeal »

Yeah but in terms of game-play it adds another economic factor to consider.
Depending on what you set the maintenance costs to; you might need to do some serious thinking about military/economic balance. Taken to an extreme you might even end up like the NPC fleets. Trying desperately to protect a vast trade empire without enough firepower. Good DID/RP opportunities there.
Lord Dakier
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Post by Lord Dakier »

I suppose I don't think this will interest the more casual players too much however.
Cycrow
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Re: [REL][SCRIPT] - SLAM - Ship Labor and Maintenance

Post by Cycrow »

Corporeal wrote: *Sorry for keeping the text file separate but I'm working on several mods and updating every zip file isn't an option.
there is an easier way.
you could use the plugin manager to pack your scripts instead.

it will check the files to make sure only the latest one is installed, so the latest test file will always be available, regardless of the order the mods are installed.

or, you could use the packager script feature. These are small scripts that can create the file automatically, just have to double click on the script file and the spk file will be created, and can also be uploaded to an ftp server automatically if needed.

what i do with my scripts is create a batch packager script, i simply double click and it will create all my scripts and upload them all automatically
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Robert Foster
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Post by Robert Foster »

Lord_Dakier wrote:I suppose I don't think this will interest the more casual players too much however.
Obsolutely true.!
The last thing I need is more damages and expenses
making it harder for me to keep up with the invading Pirate, Xenons, Khaak and the questionable Yaki's.
Specially when I am having my arse handed to me every so often in dog fights.
While losing wingmen while im at it.
The on top of that trying to keep up with everyone else.
Ending up like the NPC fleets. Trying desperately to protect a vast trade empire without enough firepower, as mentioned before.
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Predator02
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Post by Predator02 »

Interesting mod idea.
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joelR
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Post by joelR »

Great idea. It is definitely for a small group of players but for the hardcore realism types this is a great addition.
Corporeal
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Post by Corporeal »

Thanks Cycrow. Original post updated. Can't open the packager's help file(burn Vista 64) so I assume that by marking the text file as shared or by doing nothing it will check the version.

I appreciate the feedback. Whoever actually runs this, please let me know how it runs. It's tested but there's no test like the user's.
I suppose I don't think this will interest the more casual players too much however.
True that

@Robert:
What did you do to yourself? Start a DID game with no Jump Drive's as a rule?
Treelor
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Post by Treelor »

You should have it repair a certain amount of hullpoints every payment, as well, so that way its both a positive and negative script. It becomes more useful as a passive repair script and still retains balance by punishing the player for not meeting certain requirements.
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vampirecosmonaut
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Post by vampirecosmonaut »

This is a really good idea.
I've been looking for something like this since X3R.
I'm so insanely rich, especially since X3TC is so easy. :roll:
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Requiemfang
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Post by Requiemfang »

such a thing reminds me of using CODEA and MEFOS with the personal for fighters and turrets :lol:
Cycrow
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Post by Cycrow »

Corporeal wrote:Thanks Cycrow. Original post updated. Can't open the packager's help file(burn Vista 64) so I assume that by marking the text file as shared or by doing nothing it will check the version.

I appreciate the feedback. Whoever actually runs this, please let me know how it runs. It's tested but there's no test like the user's.
I suppose I don't think this will interest the more casual players too much however.
True that

@Robert:
What did you do to yourself? Start a DID game with no Jump Drive's as a rule?
the help files are basically just a webpage, you can also view it from my site

http://cycrow.thexunvierse.us

the packager help files are at

http://cycrow.thexuniverse.us/help_sp.html

you dont need to set the file to shared, the plugin manager will do it regardless

the shared flag jsut prevents files from ever being removed.
Ie, say you install 2 scripts, that share a file. That file will not be removed when u uninstall either, only when both of them are removed and no scripts use them.

with the shared flag, the file wont be removed, every if both are uninstalled.

this is mainly used if you include librarys that might not always be part of other spk files.

ie, if a scripter uses certain librarys, but doesn't use the plugin manager to install them
Corporeal
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Post by Corporeal »

Thanks for the docs Cycrow.
Treelor wrote:You should have it repair a certain amount of hullpoints every payment, as well, so that way its both a positive and negative script. It becomes more useful as a passive repair script and still retains balance by punishing the player for not meeting certain requirements.
This is an interesting idea. Can I get some more feedback on it? Maybe something like it repairs at 0.1% every time maintenance is successful.

It makes more sense for a surplus cost to be charged for repairs up to a certain %/hour. Not going for space-yard replacements here. Should it be an optional function?
feygan
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Post by feygan »

Havent tried this yet but i'm definitly in the camp of leaving it as it is. Anything that adds realism is a good thing, and money sinks are realism.
feygan
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Post by feygan »

Does this require libaries as I keep getting a Readtext9001-801 upon start and thenthe config menu is all readtext too?
Corporeal
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Post by Corporeal »

Are you running the .spk or previous .zip file download? If you downloaded the zip re-download the .spk. Be sure to have Cycrow's CPCM installed. I'm checking the .spk file...
Everything is there. Anyone else having this problem? I'm playing it and it works fine. Check that 9001-L044.xml is in your t directory.

Are you getting read-text errors everywhere in in one spot?
Treelor
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Post by Treelor »

I believe it should be an optional item, since players like Feygan don't seem to like it.

I think 0.1% is far too low for it to be of any effect. Something along the lines of 5%, but capped up to 75% so that if you want full repairs you need to return to a shipyard or start cranking away with the repair laser yourself.
Corporeal
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Post by Corporeal »

Treelor wrote:I believe it should be an optional item, since players like Feygan don't seem to like it.

I think 0.1% is far too low for it to be of any effect. Something along the lines of 5%, but capped up to 75% so that if you want full repairs you need to return to a shipyard or start cranking away with the repair laser yourself.
or have marine repairs installed :twisted:


5% every hour...I have a better idea. it will just be another setting. come to think of it, the damage done should be a setting too. The most it repairs up to can also be made adjustable. 14 hours to go from 5->75%, yeah that makes sense.


So this will be a new option:
apply maintenance cost
if cash available and hull < 75(adjustable)%
repair up to 75(adjustable)% by 5(adjustable)%

okay, i'm on it

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