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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Fri, 15. Jun 12, 04:47 Post subject: Marine Repairs and Training [TC][AP][ALP] |
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Marine Repairs (and Training) v2
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.
- New! 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 or Hull Plating 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.
(Thanks to kurush for the ideas for complexes and T&M costs, and to Aegyen, Vayde, Troubleshooter11, JoelR, Xannn, and others for their suggestions and test reports. And, of course, to Tatakau for the original version, on which this is based.)
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.
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. (Due to engine math limitations, anything from 50% to 99% is the same as 50%.) 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="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
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 -L099xxx file does the trick. Think of the -L099 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 -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.
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
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
.
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video)
Last edited by DrBullwinkle on Mon, 13. May 13, 22:35; edited 33 times in total |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Fri, 15. Jun 12, 04:47 Post subject: |
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Reserved 1
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Fri, 15. Jun 12, 04:48 Post subject: |
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Reserved 2
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Fri, 15. Jun 12, 04:48 Post subject: |
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Reserved 3
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zhukov032186
Joined: 18 Feb 2012 Posts: 114 on topic

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Posted: Fri, 15. Jun 12, 05:43 Post subject: |
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Does it work with XRM?
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Aegyen
Joined: 31 May 2008 Posts: 245 on topic

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Posted: Fri, 15. Jun 12, 08:41 Post subject: |
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Good, now that Zhu has that covered, I just want to know.. If I break XRM, will it repair that too?... 
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Fri, 15. Jun 12, 14:53 Post subject: |
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| Aegyen wrote: |
If I break XRM, will it repair that too?...  |
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".
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video)
Last edited by DrBullwinkle on Sun, 14. Oct 12, 05:32; edited 2 times in total |
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kurush
 
Joined: 07 Nov 2005 Posts: 3853 on topic

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Posted: Fri, 15. Jun 12, 19:03 Post subject: |
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| DrBullwinkle wrote: |
- Maximum training capped at 100 (oops). (UberWaffe)
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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?
_________________
Overtuning assistance in Albion Prelude
Want to run any script or mod without ***modified***? Click here |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Fri, 15. Jun 12, 19:35 Post subject: |
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| 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.)
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video) |
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kurush
 
Joined: 07 Nov 2005 Posts: 3853 on topic

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Posted: Fri, 15. Jun 12, 19:45 Post subject: |
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| 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.
_________________
Overtuning assistance in Albion Prelude
Want to run any script or mod without ***modified***? Click here |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Fri, 15. Jun 12, 20:05 Post subject: |
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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).
| Quote: |
| 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.
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video)
Last edited by DrBullwinkle on Mon, 25. Jun 12, 08:16; edited 1 time in total |
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Osiris454
Joined: 04 Jan 2011 Posts: 727 on topic

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Posted: Sat, 16. Jun 12, 02:23 Post subject: |
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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?
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3364 on topic Location: Boston, USA

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Posted: Sat, 16. Jun 12, 02:47 Post subject: |
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| 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.
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video) |
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Osiris454
Joined: 04 Jan 2011 Posts: 727 on topic

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Posted: Sat, 16. Jun 12, 02:50 Post subject: |
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Ah, so the duplicate file is used as a marker so you can easily find which file to edit. Clever. 
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