[Release Vers. 3.1.2 - 12.11.04] Shipequipment Repair System

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Nemomuc
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[Release Vers. 3.1.2 - 12.11.04] Shipequipment Repair System

Post by Nemomuc »

Ok Ladies and Gentlemen,

i am releasing the CVRS (Carrierbased Vehicle Repair System) in Version 3.1.2 now.


Downloadlink for Version 3.1.2 :


http://www.charon-fieldbase.de/Uploadfi ... S3.1.2.zip


After beeing tested since several weeks by approx 500 users from the german script forum without reporting big problems, the script is ready for the Release of the international Version.

For that already know the Hullrepairsystem HRS by holo_doctor as a very useful tool- you will find the CVRS a perfect mate for it.

CVRS in Vers 3.1.1 will repair almost all kind of damaged equipment, shields and weapons on all kind of playerships including on Bigships.

Vers. 3.1.1 comes along with a script package using Xai Corp`s Towing device, the HRS 3.0 , AIM refuel and reload software, the AMADS Missileattacksystem 1.2 and the CVRS. Using all scripts will transform your carriers into more effective weapons and TL`s into Supply-, Repair- and Salvage ships doubling the efficiency of your battlefleet.

CVRS version 3.1.2

3 components:

1. The component repair system

Price: 6.8 million credits

Available at every Argon Equipment Dock

Needs CVRS spare parts (not spare parts, they belong to the Hullrepairsystem - HRS) and energy cells

15 energy cells per CVRS spare part

CVRS spare parts can be bought at the Equipment Docks of all races for the price of 7550 cr per part or produced by the CVRS replicator.

The component repair system is useable only on M1 carriers and TL transports

The monitor can be used on all kind of player`s ships including the capital ship class.

2. CVRS Monitor

The monitor is delivered automatically with every Fight Command MKII software and can be activated via the secondary command slot. It check´s and scanns your ship`s equipment, shields und weapons and reports any damage.

3. The CVRS – replicator

Price: nearly 18 million (and worth every credit)

Available at every Argon Equipment Dock

The replicator is a kit and needs 5000 energy cells and 1000 units of ore for permanent installation on a TL

After installation the replicator takes 5000 units of cargo space.

The replicator can produce spare parts for the HRS and CVRS systems as well as missiles, Cannonammunition and Energycells. Depending on the product the replicator needs microchips, computer components, Teladianum, silicon, ore or energy. The replicator can produce energy cells out of silicon and sun light without the use of crystals. The costs of the production are higher than the price of cells at SPP’s.

A TS equipped with a mobile drilling system and ore collector makes it easier to supply your ship with the necessary resources. If you use closed loops for the production of fabricated goods (f.ex. microchips) the costs of repair become up to 50% cheaper compared to the purchase of components or spare parts at an equipment dock

Due to the enormous energy consumption of both repair systems (HRS AND CVRS) the ‘energy cell modus’ will become your best friend after a hard battle. (If you don’t have transports filled with spare parts and energy cells landed on your carrier.


Features:
-small bugfix in 3.1.2 Module CSRS Script Interface.
-small bugfix in 3.1.1 Module autorepair and language file.
- Automatic Versionupgrade
- Usage of Jumpdrive on damaged ships for the transfer to a Carrier
- Automatic Repair of Fighters while landed on a Carrier equipped with a CVRS /HRS-System.
- Sophisticated Transfer- and Repairroutine for the Repair or Savalge of Bigships, including a Threat Check - protecting your expensive TL`s against jumping in Sector`s with too much enemies to handle. Manual Jumps are still possible.
- Lot`s of Security Protocols making almost "foolproof" usage possible. ( And be sure, in this aspect of testing my german testers challenged me to the max :wink: )


PLEASE CHECK THE README FILE FOR FURTHER INFORMATIONS.


Feedback and new ideas are welcome.


Have fun .
Last edited by Nemomuc on Sat, 11. Dec 04, 15:53, edited 3 times in total.
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Nemomuc
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Post by Nemomuc »

Post and Downloadlink updated for th release.
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Post by Nemomuc »

First Post updated for Version 3.1.1.



NO comments at all ? Come on guys new ideas are welcome .
jarmel
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Post by jarmel »

When I can afford a carrier I'll definitely give it go :)
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Nemomuc
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Post by Nemomuc »

Take this one for testing : www.charon-fieldbase.de/Uploadfiles/Carrier.zip

(Additional there comes a little money with the carrier in Argon Prime for testing purpose only :wink: )

:D


PS. The CVRS works on every TL too.
Last edited by Nemomuc on Wed, 1. Dec 04, 12:58, edited 1 time in total.
djleo9
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Post by djleo9 »

I'll give it a go when I get home today and report back. Sounds like a good idea and I've got 80mil to burn on my game.
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SirMathew
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Post by SirMathew »

A simple and maybe stupid question.
I have a captured Xenon m2,can i use the repair system on the m2??
And if yes shall it be cheaper than if i repair it in a shipyard.
From what i have seen i need around 1 mill to repair 1% .
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Post by Nemomuc »

SirMathew wrote:A simple and maybe stupid question.
I have a captured Xenon m2,can i use the repair system on the m2??
And if yes shall it be cheaper than if i repair it in a shipyard.
From what i have seen i need around 1 mill to repair 1% .
1.

Guess you are talking about Hulldamage on your captured Xenon M2.

In this case the answer is "NO"

The CVRS repairs ONLY equipment like shields, upgrades, weapons. The hullrepairsystem HRS by holo_doctor as a part of the zip Pack you have downloaded, "repairs" only hulldamage on small ships NOT on Capitalships like M2 `s.

As Egosoft did not create a script command for changing the condition of a ship`s hull. Any damage of a hull can be "repaired" outside the shipyard only by duplicating the ship and destroying the old one. Using this method for repairing Capitalships is problematic, therefore not supported by the HRS or CVRS.

If you have a M2 with hulldamage send it to the next shipyard or use the xai tech towing device to tow the ship to a shipyard with your Fleetsupply-TL (i.e. a TL using allscripts comming along with the CVRS zip Pack).

2.

if you are talking about damage on ships components like shields or weapons the answer is "maybe".

If a CVRS monitor has been started on the ship before the ship got damaged, the answer is "Yes"

otherwise the answer is "NO"


Each ship needs a running CVRS Monitor to archive the damage and make a repair possible. Repairing damaged equipment of Capitalsips with the CVRS is ONLY possible using a TL with the Repairsystem installed. The damaged Capitalship cannot repair itself, or be repaired by another M1 or M2.

REASON: M1 and M2 doesn`t have enough space for the needed Spareparts and Energy if some very costly components had been damaged, like a Gamma Pik= 220 CVRS Spare parts and 2200 Energycells -> more than the standard cargospace on most M1 and M2 without shields and weapons.

All small ships can be repaired by a TL or M2 with a Component-repairsystem installed, together with some Energycells and CVRS Spareparts, by landing the damaged ship in this bigship or use the special command "CVRS Repair in Carrier".

3.

Costs: buying CVRS spareparts in Docks will result in Repaircosts near to 100% of buying a new piece of this equipment.

Repairs are only cheaper if you produce all fabricated goods and resources needed to produce the spareparts with a CVRS replicator.

HINT: repairing low cost equipment with CVRS having a price under CR 7550 is VERY expensive as one piece of equipment needs at least one CVRS Sparepart and some Energy.

CVRS is usefull for high priced equipment or equipment you need RIGHT NOW on the battlefield without having enough time to travel half the universe to buy a new piece of this special equipment.
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Post by SirMathew »

Yes,i was talking about hull damage...
Too bad that M2's are not supported ...
Anyway,thanks for the quick reply.
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Nemomuc
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Post by Nemomuc »

Too bad that M2's are not supported ...

"Repairing" Bigships mean first archive all equipment from the bigship, name and type, then archive each ship on this carrier with name type, homebase, equipment. Doing this means something around 300 code lines per ship = something around a maximum, of 46000 code lines only to STORE the info of the Carrier load, then destroy all ships and rebuild ALL ships with this info. This means additonally 17000 code lines to process, because full equiped ships have around 100 waresubtypes in cargohold ( mine have).

The CPU load and the processing time would be immense something around one to two minutes ! AND the bigship will vanish in midspace and reappear after some seconds - not really realistic.

Additionally you must store this data on your harddisk in case something goes wrong during the process - lots of Space in your savegame.

AND the repair price must be the almost the same as the price in the shipyard - this would take so much resources to hit this price that even a TL cannot store them. Most wares in X2 are in the low price segment so reaching even one million with wares mean per example almost 7700 units of Ore ! You would be forced to loot half the universe to get enough wares to repair a damaged M1 . As a Result the universe`s economy would collapse. For the same reason there ain`t any official player shipyards available.

And other solution would be a new ware for the repair must be created using a wareslot for 1 Million Crds , which means that the Docks cannot store more than 4 to 5 pieces. Result : Not acceptable.

If someone finds a better idea- Ok but i won`t write a cheat script only to repair bigships hull`s.
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Post by SirMathew »

I see your point here but IMHO always i do not find it usefull to install such a repair system when you have the ability to dock your m3,m4,m5's on your TL and jump to the nearest shipyard and repair them.

Now what I PERSONALLY find a good idea is the ability to put an auto repair system on your big ships (from m6 and above).
To not make and look as cheating it MUST be very expensive (20-50 million) and the repair MUST have a LONG duration (2-3 gaming hours).
Also i think that you must have AoA 1st grade combat rank to be able to purchase it from some equipment docks.

And you must be able to unequip it and equip it to other big ships.

I don't know if it is easy to script something like that now,maybe in the expansion we will have the ability to do that.

such a system shall add a lot of fun to high ranked (in combat) players and will make the low lvl players try more to reach AoA 1th grade.
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Post by Nemomuc »

Agreed , nice idea.


only 2 two small problems :


1. No ware slot left for this. Reven`s gunnery script will use the slot in this price segment, and the script will be signed.

2. No script command to do this. You cannot sit in the bigship doing a repair , or you will be killed the moment the ship will be destroyed during the "repair".


i still hope Egosoft provides the community with such a script command in the add on.

In this case the CVRS will repair ship`s hulls in future.
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Post by frymaster »

I am not sure about reven's script; last thing I remember him saying he was rewriting the script to work without using a ware slot (though I could be wrong...)
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Post by Nemomuc »

frymaster wrote:I am not sure about reven's script; last thing I remember him saying he was rewriting the script to work without using a ware slot (though I could be wrong...)

i ve read a comment from ticaki about a new signed combat script that would be very expensive.

Guess he meant Reven`s script or the sector defense from merlinschmidt.

And i ve read the same in a post conerning the gunnery script rom Reven.

But anyways. There ain`t much high priced wareslots available.
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Post by Nemomuc »

Version 3.1.2. available


The old Zip File for Vers 3.1.1 had been damaged on my server during the last week. So please dowlnload agin if you have problems with 3.1.1 using the CVRS.

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