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Troubleshooter11
Joined: 08 Nov 2008 Posts: 669 on topic

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Posted: Mon, 9. Jul 12, 16:14 Post subject: |
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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. 
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3401 on topic Location: Boston, USA

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Troubleshooter11
Joined: 08 Nov 2008 Posts: 669 on topic

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Posted: Mon, 9. Jul 12, 16:48 Post subject: |
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| 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.
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3401 on topic Location: Boston, USA

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Posted: Mon, 9. Jul 12, 17:14 Post subject: |
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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?
_________________ 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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Troubleshooter11
Joined: 08 Nov 2008 Posts: 669 on topic

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Posted: Mon, 9. Jul 12, 17:20 Post subject: |
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| 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 
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TheEarl
Joined: 03 Aug 2007 Posts: 258 on topic

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Posted: Sun, 19. Aug 12, 17:35 Post subject: |
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Hi Bully
I like this Mod, because its not free of charge and it inlcudes training.
And the costs depend on the damage and not to the skill of the Marines.
1.)
But i repaired some ships when my player account was at zero (i cheated it to zero to be sure). They reapaired it without charge. In the text file it is on 8 credits per hull point.
2.)
| Quote: |
| 3) Dock the TL at a damaged complex (I hope you are using the Advanced Complex Hub mod by Saetan). The marines will automatically repair the TL. |
Why should i dock to repair the TL ? I think you mean the complex will be repaired.
3.)
And at text entry 410 you write: Default = 2
But its set to 1 as default.
Greetings !
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vukica

Joined: 10 Aug 2008 Posts: 507 on topic Location: Croatia

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Posted: Sun, 19. Aug 12, 17:43 Post subject: |
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i like the credits using marines. they have a budget, and they use it. player doesn't have to worry about anything.
i really love this script!
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TheEarl
Joined: 03 Aug 2007 Posts: 258 on topic

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Posted: Sun, 19. Aug 12, 17:50 Post subject: |
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I retested 1.) and can say now:
If the amount for the actual rep cycle costs more then i have in my account, then they don't charge it. If i have about 8000 and it costs about 15000 my money is untouched. If i have more, the 15000 are taken from my account.
Please include a check for money here.
I suggest an entry in textfile to set a minimum so they don't consume all money.
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3401 on topic Location: Boston, USA

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Posted: Sun, 19. Aug 12, 18:57 Post subject: |
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| TheEarl wrote: |
I like this Mod, because its not free of charge and it includes training.
And the costs depend on the damage and not to the skill of the Marines. |
| vukica wrote: |
| i really love this script! |
Thanks for the reports, guys. I am glad you like the script!
| Quote: |
| i repaired some ships when my player account was at zero ... They repaired it without charge. |
Not exactly without charge. As vukica points out, they borrow the cost of repairs, and take it out of the small overhead that they charge for each repair job. This is intentional behavior. It prevents a potential problem seen in some other scripts: that they stop working for no obvious reason.
| vukica wrote: |
| player doesn't have to worry about anything. |
Yes, that is the philosophy that I try to use throughout all my scripts. If the script is going to automate some process, then it should automate it correctly (and as completely as possible).
| Quote: |
| I think you mean the complex will be repaired. |
Good catch! I fixed the paragraph, and expanded it slightly for further clarity.
| Quote: |
And at text entry 410 you write: Default = 2
But its set to 1 as default. |
Another good catch, thank you. I will fix that in the next release of Marine Repairs, whenever that may be.
Thanks again for the sharp-eyed report, Earl.
.
_________________ 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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TheEarl
Joined: 03 Aug 2007 Posts: 258 on topic

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Posted: Sun, 19. Aug 12, 19:47 Post subject: |
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Sorry, i didn't understand this, my english
Now to be sure: they complete the work and when i have money later (perhaps after selling the repaired ships) they get what they worked for ?
That would be genius !
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3401 on topic Location: Boston, USA

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Posted: Sun, 19. Aug 12, 19:57 Post subject: |
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| TheEarl wrote: |
| they complete the work and when i have money later (perhaps after selling the repaired ships) they get what they worked for? |
Yes.
Well, "mostly yes".
The marines charge a small service fee for all repairs, which is saved in an "insurance" account. The fund is then used, as necessary, to pay for any repair charges accumulated by "dead beat" (non-paying) customers.
As with all insurance plans, the marines usually earn a small profit from the insurance fee.
| Quote: |
| That would be genius ! |
Thanks. I'm just trying to add a little fun to the game. 
_________________ 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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joelR

Joined: 09 Jul 2007 Posts: 1891 on topic Location: Seattle

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Posted: Wed, 26. Sep 12, 18:40 Post subject: |
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Sooooooo....Shot in the dark here DrBullwinkle.
What are the odds of seeing an (optional?) version of marine Repairs that consumes resources? Or even one resource like hull plating for a little more of an RP factor. Maybe make the amount of hull plating adjustable?
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3401 on topic Location: Boston, USA

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Posted: Wed, 26. Sep 12, 21:52 Post subject: |
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| joelR wrote: |
| version of marine Repairs that consumes resources? Or even one resource like hull plating for a little more of an RP factor. Maybe make the amount of hull plating adjustable? |
OK, you are the second person to ask for resource consumption, so I will put it on my "to do" list. More functional changes will get higher priority, and I seem to have a few requests waiting for free time to work on them... but I will get to it eventually.
Thanks for the feedback.
_________________ 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: Thu, 27. Sep 12, 00:43 Post subject: |
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If resources are used, is there a way to make it show how much of a resouce is needed to fix the ship? Like, Repairs will cost = 952 Ore, and etc. and then telling them that they can go ahead and fix it?
I wouldn't mind if it required resources, I would just like to know how much it will take rather than guessing and hoping what is in the cargo hold is enough. It's one of my main gripes about using Marine Training Manager (not your's I know). I want to know what I'm going to be charged.
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joelR

Joined: 09 Jul 2007 Posts: 1891 on topic Location: Seattle

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Posted: Thu, 27. Sep 12, 02:06 Post subject: |
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| DrBullwinkle wrote: |
| joelR wrote: |
| version of marine Repairs that consumes resources? Or even one resource like hull plating for a little more of an RP factor. Maybe make the amount of hull plating adjustable? |
OK, you are the second person to ask for resource consumption, so I will put it on my "to do" list. More functional changes will get higher priority, and I seem to have a few requests waiting for free time to work on them... but I will get to it eventually.
Thanks for the feedback. |
You rock. Thanks for considering doing this.
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