Marine Repairs and Training [TC][AP][ALP]

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Marine Repairs and Training [TC][AP][ALP]

Post by DrBullwinkle » Fri, 15. Jun 12, 04:47

.

Marine Repairs (and Training) v2.14
Over 6,900 downloads!

[ external image ]
Marine Repairs and Training (MRT)

[ external image ]

Marine Repairs and Training is the state-of-the-art in training your marines and doing field repairs.

Features
  • Marines will repair the ship that they are on, or any ship docked to the ship that they are on.
  • Marines will repair any station or complex that they are docked to.
  • Marines will spacewalk to repair targeted ship (when you press the hotkey).
  • Marines receive on-the-job training while they are doing repairs.
  • Training Fee is about the same as vanilla training, but the training is much faster (during repairs only).
  • Marines with higher skill levels in Mechanical and Engineering do repairs more quickly.
  • Faster repairs for stations and large ships; at a cost.
  • Default cost for full-hull repair varies from about 10% to about 40% of the cost of a new ship. While substantial, Marine Repairs are still less expensive than repairing at a shipyard.
  • Training, Pricing, and Repair Speed are customizable in the t file. You can even make Marine Repairs "free" if you want.
  • If Nividium, Microchips, Hull Plating, Quantum Tubes, Computer Components, Crystals, or Teladianium are in the cargo hold of the ship being repaired, then they will be consumed first; before credits. Optionally, resource-only mode (no credits) can be set in the t file.
  • Equipping marines with firearms gives one-time fight skill bonus. Amount of training depends on their current skill level (novice get more points than experienced marines).
  • The manual tells you to feed your marines. Now feeding them makes them stronger! (one-time-only boost to fight skill). What do marines eat? The usual: C-Rations, Terran MRE's, Meatsteak Cahoonas (and Space Fuel).
  • On Board Boot Camp. Computer Based Training and Simulators allow slow, gradual, training for marines under 2 stars. Player must maintain at least 1 million credits in his account in order for this feature to work (more than that for multiple marines). Each point of training for each marine costs 25,000 credits per skill (75,000 credits for all three trainable skills). (Cost is same as vanilla, but takes less time and can be done in-the-field while using your marine.)
  • Marines can partially repair capital ship shield damage if no enemies are nearby. This is a no-cost, no-resource service offered by your marines when they have nothing more pressing to do than run on their treadmills and ride their exercise bikes (which power generators that increase the shields). Marines cannot fully recharge shields, but they will give the shields a small boost when they are completely down.
(Thanks to kurush for the ideas for complexes and T&M costs, and to Aegyen, Vayde, Troubleshooter11, Nokimos, Zypherg, JoelR, Xannn, ezza84, RoverTX, and many others for their suggestions and test reports. And, of course, to Tatakau for the original version, on which this is based.)



Training Costs Money
There are two ways in which Marine Repairs and Training trains marines:
  • Marines gain experience through on-the-job training while they do repairs. This type of training is based on the amount of damage they repair. If they repair a heavily damaged capital ship, then they may gain training relatively quickly.
  • Bootcamp trains untrained marines slowly up to two stars over a period of time. This makes them more effective at both boarding and repairs.
In both cases, training costs are the same as vanilla: about 2.5 million per marine for full training (although Bootcamp trains only to two stars).



Recommended
  • Use with Mobile Mining Mk2 (MM Mk2) and Detector for terrific synergy! Detector finds Nividium rock clusters, MM Mk2 mines it, and Marine Repairs fix your ships and train your marines when ships get damaged during routine mining operations.

Compatibility
  • Works for TC and AP. Should be compatible with most stuff.

    If you ask me whether it works with XRM, I'm going to tell you to punch yourself for asking. :)
    • (it does!)

Requirements
  • X3TC or X3AP
    Marines
    Damaged ship, station, or complex

How to Install
How to Use
  • There are many ways to use Marine Repairs, but the marines do their job automatically, as long as the AL Plugin is "On".
    Here is one example:
    1) Put some marines in a TL.
    2) Dock a damaged fighter. The marines will automatically repair the fighter.

    Another example:
    1) Dock a TL or TP carrying marines at a damaged complex (Advanced Complex Hub mod will dock a TL). The marines will automatically repair the complex.

    Another example (New!):
    Target damaged ship and press the optional Marines Repair Target hotkey.

Configuration Options
  • The t file contains several options that you can use to configure the way that this script works.
    The options all have comments. I hope that the descriptions are clear. If not, then please ask so that I can clarify them in a future release:

    id="301" -- Number of points of training boost per repair cycle . Default = Minimum = 1
    id="302" -- Percent chance of training on any given repair cycle . Reduces the amount of training per cycle. Default = 10.
    id="303" -- Training cost per repair. Default = 25,000 which is 2.5 million / 100, or the cost for training 1 point in all skills.
    id="304" -- Repair cost per hull point. Default = 8. This is a different formula than shipyard; full repairs average 10-40% of new ship cost.
    id="305" -- Station Repair Effectiveness Multiplier. Stations repair faster because their hulls are very thick. Default = 50.
    id="306" -- Station Repair Cost Percentage. Station Repair costs are multiplied times this percentage factor. Default = 15%.
    id="307" -- Hugeship Repair Cost Percentage. Hugeship (M1, M2, M0) Repair costs are multiplied times this percentage factor. Default = 60%.
    id="308" -- Hugeship Hull Definition. Number of hull points which define "Hugeship" for cost calculation. Default = 1,400,000.
    id="309" -- Consume Hull Plating if available. Default = yes.
    id="310" -- Consume MicroChips if available. Default = yes.
    id="312" -- Consume Nividium if available . Default = yes.
    id="311" -- Consume resources ONLY (do not use cash). Resources must be in the cargo bay of the ship being repaired. Default = no.
    id="313" -- Nividium value . Default = 24200
    id="314" -- Microchip value . Default = 15200
    id="315" -- Hull Plating value . Default = 26800
    id="316" -- Consume Teladianium if available. Default = yes.
    id="317" -- Teladianium value. Default = 780 = 256 * 5. -->
    id="318" -- Consume Quantum Tubes if available. Default = yes.
    id="319" -- Quantum Tubes value. Default = 20890 = 4178 * 5.
    id="320" -- Consume Computer Components if available. Default = yes.
    id="321" -- Computer Components value. Default = 1698 * 1.
    id="322" -- Consume Crystals if available. Default = yes.
    id="323" -- Crystals value. Default = 7752 = 1938 * 4.
    id="324" -- Consume Cargo Bay Shielding if available. Default = no.
    id="325" -- Cargo Bay Shielding value. Default = 2940 = 2940 * 100.

    id="404" -- Marines get Fight training , in addition to other skills (yes/no: case sensitive). Default = no
    id="410" -- Total Effectiveness Multiplier . Default = 2. Higher = Faster Repairs
    id="411" -- Total Effectiveness Divisor . Default = 1. Higher = Slower Repairs
    id="413" -- Marines get Fight training bonus for weapons and food. (yes/no: case sensitive). Default=yes
    id="414" -- Marines repair capital ship shields when no enemies nearby. (yes/no: case sensitive). Default=yes
    id="415" -- No free repairs. (yes/no: case sensitive). Default = no (which means that marines will lend player the cost of repairs if his balance is too low.
    id="416" -- Boot Camp for novice marines (slow training up to 2 stars). (yes/no: case sensitive). Default=yes
    id="417" -- Minimum account balance. No repairs if player has less than this amount of credits. Default = 1000000 (1 million credits)

    id="3001" -- Cost Multiplier. Default = 50. (For Marines Repair Target Hotkey)

Which file do I edit in my t folder?
  • I got tired of constantly looking up PageID numbers, so I decided to come up with a way to see, at a glance, which t file goes with which script or mod.

    The -L089xxx file does the trick. Think of the -L089 files as "documentation"; it is merely a marker so you can easily find which file to edit.
    • (The reason for the funny name with the -L089 and .xml -- rather than just a .txt file -- is to trick the Plugin Manager into putting the file in the correct folder.)


    The -L044 file is the English language file. So, for Marine Repairs, the full file name for the English t file is "8501-L044.xml". <-- Edit this one.

    Language codes are the international dialing codes for your country:
    • - L007 - Russian
      - L033 - French
      - L034 - Spanish
      - L039 - Italian
      - L042 - Czech republic ?
      - L044 - English
      - L048 - Polish
      - L049 - German


History
  • Marine Repairs and Training
    --------------------------------------------
    Train your marines on-the-job, as they work to repair your ships, stations, and complexes automatically. Training is based on repair experience. Many configurable options (including fees for training and repair). Marines can use resources instead of credtis to do repairs. Bootcamp feature trains novice marines to 2 stars so that they can better do repairs and boarding ops.

    *************************************************
    New in: Marine Repairs and Training (MRT) v212
    *************************************************
    This is a major update, which reworks Bootcamp to control costs based on your bank account. I did this because some players were confused by marine training being expensive. With the new Bootcamp, it will never spend more than 5% of your bank account per hour. Bootcamp will not train at all until your bank account has at least $2 million credits in it. More money means faster Bootcamp training. Less money means slower training.


    **********
    Update Note:
    **********
    This update also changes script names for compatibility with Litcube's Universe. That means that you may want to uninstall older versions of MRT before installing v212. (Recommended)

    Uninstallation of previous versions is optional. (Probably).


    **************
    What is Bootcamp?
    **************
    Normally, marines train through on-the-job experience while they do repairs. However, completely untrained marines cannot do repairs, and they are not much good at boarding ops, either.

    Bootcamp gets your marines started. It trains them up to 2 stars in all skills, which is suffient for repairs and "easy" boaridng ops. It costs as much as normal training at an Equpment Dock or Military Outpost. Training happens gradually, over a period of hours or days, depending on how much money you have in your bank account.

    Resources Used:
    ---------------------------
    Page 17 ID's 15353, 15354

    History
    -----------
    v213 (2014-04-07)
    * Spacewalk: Prevent possible (rare) lockup due to running out of space for returning marines. Add slaves as "placeholder" when spacewalking in attempt to guarantee cargo space for returning marines. (p8SpespE)

    v212 (2014-04-05)
    * Rename files to integrate with LitCube's Universe (LU)
    * Added LU ware: MRT: Marine Repair Tools and Computer-Based Training Simulator
    * Bug Fix: More reliable repair of stations.
    * Major Enhancement: Slower Bootcamp to control training costs. (Vayde, many others)
    * Bug Fix: Bootcamp obeys minimum account balance in t file.
    * Bug Fix: BootCamp was not disabled by language file. (d_ka, Vayde)
    * Bug Fix: Bootcamp firearm and food training will not de-train experienced marines. (akruppa)
    * Bug Fix: Cargo Bay Shielding does not work. (Reido)
    * Better explanation of training in t file.
    * Repair Cost can now be zero. (cryptonite1)
    * Spacewalking marines now all player race to avoid in-fighting.

    v2.06 (Full Release) (2013-06-05)
    - Minimum player account balance. Default is 1 million credits (can be changed in t file). Marines will pause repairing if player account balance falls below this amount.
    - Fixed a couple of bugs in one-time fight bonus and Bootcamp. Well-tested this time.
    - Forever fixed AL Pileup possibility when using SETA.

    v2.05a (2013-04-25)
    - Fixed t file for Marines Repair Target hotkey (joelR).

    v2.05 (2013-04-24)
    - New: Added Marines Repair Target hotkey. Marines will spacewalk to repair the targeted ship. This feature is not perfect yet, but works well enough to be useful and fun.
    - Fixed a bug in .repair.single that may have miscalculated repair costs under some conditions.
    - Fixed comment on id 412 in t file.

    v2.04 (2012-10-18 )
    - Bug Fix: Calculate costs before repairing.
    - Improved cost calculation slightly.
    - Added timer interval to t file for debug and testing.

    v.203a (2012-10-14)
    - Turned off unnecessary debug code.

    v2.03 (2012-10-14)
    - Fixed bug that inadvertently increased repair speed.
    - Added Nividium as optional resource.
    - Added ability to modify resource values (prices) in t file.
    - Increased relative value of Hull Plating because of its large volume. Less Hull Plating; more repairs. (You can change it in the t file now).

    v2.02 (2012-10-13)
    - Added Optional resource consumption for ships. Configurable in t file. (Microchips or Hull Plating) (Troubleshooter11, JoelR)
    - Fixed bug that continued to charge for training after training was complete. (Xannn)
    - Fixed bug that prevented cost calculation from running on single ships.
    - Subtitle and tone signals player when repairs complete. (Vayde)
    - Improved training cost calculation for more accurate results.

    v2.01 (2012-06-15)
    - Minor bug fix: Training max = 100.

    v2.00 (2012-06-14)
    - Major version change to reflect feature upgrades.
    - New Multiplier and Divisor in t file make it easier to customize effectiveness (speed of repairs).
    (Remember that higher effectiveness means faster repairs but less training. So there is a trade-off.)
    - Reduce Hugeship definition to 1.4M in t file (means faster repairs for TLs)

    Version 1.12
    - Fight training is optional in the t file. Default is 'no' fight training. (kurush, Aegyen)

    Version 1.11
    - Improved cost calculation for repairing very heavy-hull ships (M1, M2, M0). Max cost for 100% repair now about 40% of purchase price.
    - Improved cost calculation for Station repairs. Cost calculation uses new Station Repair Cost Percentage (in t file).
    - Increased default station effectiveness multiplier from 20 to 50 (in t file). Means: Faster repairs for stations.
    - Fixed bug in training cost calculator -- should now approximate vanilla training costs.
    - Now repairs more station types.

    Version 1.10 Bullwinkle; first version
    - Now repairs complex hubs (and stations connected to complex hubs). (kurush)
    - Effectiveness improved for AP's stronger hulls (no change for TC).
    - Marines can gain small amount of training with each repair. Cost is similar to vanilla training.
    - Added Time and Materials charges for repairs. (kurush)
    - Costs for training and repairs are configurable in the t file.

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Links
.
Last edited by DrBullwinkle on Sun, 13. Dec 15, 08:52, edited 50 times in total.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 15. Jun 12, 04:47

Reserved 1

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 15. Jun 12, 04:48

Reserved 2

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 15. Jun 12, 04:48

Reserved 3

zhukov032186
Posts: 125
Joined: Sat, 18. Feb 12, 05:21
x3tc

Post by zhukov032186 » Fri, 15. Jun 12, 05:43

Does it work with XRM?

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 15. Jun 12, 05:50

zhukov032186 wrote:Does it work with XRM?

Since you are the first person to ask, zukhov, you get to test it and report back to everyone else!

(and please punch yourself for asking!) :)

.

Aegyen
Posts: 245
Joined: Sat, 31. May 08, 19:33
x4

Post by Aegyen » Fri, 15. Jun 12, 08:41

Good, now that Zhu has that covered, I just want to know.. If I break XRM, will it repair that too?... :wink:

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 15. Jun 12, 14:53

Aegyen wrote:If I break XRM, will it repair that too?... :wink:
I don't know, but I am going to punch you for asking. :)

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Minor (maybe) Bug Fix:
Marine Repairs v2.01
- Maximum training capped at 100 (oops). (UberWaffe)

. . I am not sure that skills above 100 have any effect in-game, but I figured it was better to post this now rather than wait until people had armies of "Rambos".
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Last edited by DrBullwinkle on Sun, 14. Oct 12, 05:32, edited 2 times in total.

kurush
Posts: 4320
Joined: Sun, 6. Nov 05, 23:53
x3tc

Post by kurush » Fri, 15. Jun 12, 19:03

DrBullwinkle wrote: - Maximum training capped at 100 (oops). (UberWaffe)
Did it just consume credits without giving you trainings? :) Or can you get an uber-marine who can bend the hulls of terran capital ships with his one hand?

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 15. Jun 12, 19:35

kurush wrote: Did it just consume credits without giving you trainings? :) Or can you get an uber-marine who can bend the hulls of terran capital ships with his one hand?
Now that you mention it, it can still consume credits without providing training under some (maxed) conditions. But we can call that a *cough* "feature" because you requested a salary for the marines. :)

My concern was more the latter... that marines could be trained above 100 skill. If you had Fight Training turned on then, yes, you could create a marine who could capture a Q by himself, like Rambo. :) Maybe.

In another thread, Uberwaffe mentioned that he once made the same error. I don't really know whether a marine with more than 100 points of skill can keep or use those points, but I figured that I should fix it before we had a galaxy full of Rambos to worry about.

(The salary thing can become a configurable option in a future version. Then nobody will know that it was ever a buglet. Except you and me. So don't tell anyone.)

(For anybody who wants to try to create a Rambo squad, Marine Repairs version 2.00 is still in the "Deprecated" downloads on the X3 Google Code site.)

kurush
Posts: 4320
Joined: Sun, 6. Nov 05, 23:53
x3tc

Post by kurush » Fri, 15. Jun 12, 19:45

DrBullwinkle wrote: (For anybody who wants to try to create a Rambo squad, Marine Repairs version 2.00 is still in the "Deprecated" downloads on the X3 Google Code site.)
I'm just looking at the other thread where Cycrow basically explains that there can be no Uber-marines because 100% is hard-coded somewhere. I still have the old version - didn't have time to upgrade. How much do I need to bump the repair price to make it comparable to the shipyard price? ~2.5 times? I never considered this script to be a way to save money, a lost cause in the X universe anyway unless you re-balance the hell out of the game.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 15. Jun 12, 20:05

I thought Cycrow's comment was ambiguous, so I went with better-safe-than-sorry.
kurush wrote:How much do I need to bump the repair price to make it comparable to the shipyard price? ~2.5 times?


That should be the right ballpark, although it varies from ship to ship.

To increase repair prices 2.5x, change Cost per Hull Point from 8 to 20 (in the t file).

Marine Repairs calculates repair prices differently than vanilla, because I would have had to write (and test) more code to do it the vanilla way. So it will never be the same as vanilla (unless you persuade me to do it the vanilla way in a future version).
I never considered this script to be a way to save money, a lost cause in the X universe anyway
Agreed. Later in the game, the vanilla pricing is good enough, I suppose.

However, early in the game, vanilla pricing is rather extreme. A lot of players complain about it. In fact, the classic version of Marine Repairs is extremely popular because it gives free repairs. (I just boost the bullet for my repair laser, but that's another story.)

So I figured that "moderate" repair prices were a good compromise. You can adjust as you like with the new Multiplier and Divisor in the t file.
Last edited by DrBullwinkle on Mon, 25. Jun 12, 08:16, edited 1 time in total.

Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 » Sat, 16. Jun 12, 02:23

What's the t file's name that you used so we can change some of the settings?

I've got an 8501-L044.xml and a 8501-L099 -- Marine Repairs.xml.

Do I edit both?

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Sat, 16. Jun 12, 02:47

Osiris454 wrote:I've got an 8501-L044.xml and a 8501-L099 -- Marine Repairs.xml.

Do I edit both?
No, but you bring up a good point. I should document this somewhere.

The -L099xxx file exist only so that you can see, at a glance, which text file(s) go with which number. Otherwise, it is a bit of a pain in the neck to constantly look up page ID's. So think of the -L099 files as "documentation".
  • (The reason for the funny name with the -L099 and .xml -- rather than just a .txt file -- is to trick the Plugin Manager into putting the file in the correct folder.)


The -L044 file is the English language file. So, for Marine Repairs, the full file name for the English t file is "8501-L044.xml". <-- Edit this one.

Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 » Sat, 16. Jun 12, 02:50

Ah, so the duplicate file is used as a marker so you can easily find which file to edit. Clever. :)

Troubleshooter11
Posts: 723
Joined: Sat, 8. Nov 08, 02:51
x4

Post by Troubleshooter11 » Mon, 9. Jul 12, 16:14

This script is very nice, i like it. Though i am not a big fan of repairs that seem to pull resources out of thin air. (Which is why i removed the space suit repair laser.)

Would it be possible to add in the option to use one or more resources insted of credits? I am thinking of tech resources like Quantum Tubes, Microchips, Computer Components and Crystals.

Alternatively it could require Ore and Silicon, which would have brilliant synergy with Mobile Mining v2. Just a thought, it would make me extremely happy. :)

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Jul 12, 16:37

I will give it some thought, Troubleshooter.

Any time the question of resources comes up, my first thought is to use Nividium. Mostly because Nividium is difficult to consume/sell, otherwise.

Thanks for the suggestion!

Troubleshooter11
Posts: 723
Joined: Sat, 8. Nov 08, 02:51
x4

Post by Troubleshooter11 » Mon, 9. Jul 12, 16:48

DrBullwinkle wrote:I will give it some thought, Troubleshooter.

Any time the question of resources comes up, my first thought is to use Nividium. Mostly because Nividium is difficult to consume/sell, otherwise.
Thanks for the suggestion!
You're welcome. :)

Nividium would fit for kha'ak ship repairs, but i am not sure if that would be suitable for the wide range of gamestyles you could use Marine Repairs for if you need it for all ships.

The 4 tech resources i mentioned would fit nicely 'lorewise' as those 4 are also required in the PHQ when repairing or constructing the ship. Even salvage or piracy games that do not do any mining could get their hands on these resources, which would extend the usefulness by broadening how many gamestyles you can use it with.

The 2 mineral resources approach would give the best synergy with several other mods that already have synergy with Marine Repairs.

- ASS-AP spawns ships that you find through Detector
- Marine Repairs fixes the claimed ship using resources gained from Mobile Mining v2
- Your Mobile Mining v2 ship is protected by fighter drones build by a DCS frigate.
- Your DCS frigate builds drones with supplies from your Mobile Mining v2 ship.

In my head it all works so perfectly...of course in my head everyone also looks like a Boron so your mileage may vary.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 9. Jul 12, 17:14

Yeah, I understand what you are suggesting.

However, when I first started playing X3, I was constantly frustrated by overly-complicated and unreliable scripts. That description fit most of the scripts that I tried.

So my goal is to make scripts that are more reliable and more user-friendly.

If you want complicated, unreliable scripts, then there are plenty of others from which to choose! :)

I am not saying "never" to adding resources -- I am just saying that, if I add optional resources, then it will be for *different* purposes than other scripts. Hence Nividium, which is a problem to sell. Other resources are easy to sell, and therefore do not need my scripts to help.

Does that make sense?

Troubleshooter11
Posts: 723
Joined: Sat, 8. Nov 08, 02:51
x4

Post by Troubleshooter11 » Mon, 9. Jul 12, 17:20

DrBullwinkle wrote:Yeah, I understand what you are suggesting.

However, when I first started playing X3, I was constantly frustrated by overly-complicated and unreliable scripts. That description fit most of the scripts that I tried.

So my goal is to make scripts that are more reliable and more user-friendly.

If you want complicated, unreliable scripts, then there are plenty of others from which to choose! :)

I am not saying "never" to adding resources -- I am just saying that, if I add optional resources, then it will be for *different* purposes than other scripts. Hence Nividium, which is a problem to sell. Other resources are easy to sell, and therefore do not need my scripts to help.

Does that make sense?
Yeah it makes sense :)

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”