[SCRIPT] Capitol Ship Crews V1.31 : Update 24/01/2007

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Cycrow
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Post by Cycrow » Mon, 8. Sep 08, 17:39

if there moral is too low, then they wont repair thier ships.

does this happen fairly soon after assigning them ?

there are several ways to prevent thier morale from dropping. These include making sure you have enough money to pay them, that they are not overworked, ie constantly trying to repair your ship without any help.

you can also hire cooks and put food on board your ships to increase thier morale

bigdan6248
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Post by bigdan6248 » Mon, 8. Sep 08, 19:59

It seems to happen fairly quickly, yes. I'll hire one and put him on my only Colossus, I'm fairly certain I have a chef and surgeon, but I'll check again. I've got plenty of cash, and the ship never gets damaged. That, and whenever one of the TerraCorp pilots gets damaged, it gets sent to a shipyard instead of his home carrier (which is what I'm trying to get around by having a mechanic and crew).

Strange thing is, I just outfitted my new Elephant with a full crew and it seems to be repairing itself just fine, with 100% moral.

Like I said, I'll check to make sure there's a chef and surgeon on the Colossus. That's likely the problem.

Thanks.




-Big Dan

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Post by bigdan6248 » Mon, 8. Sep 08, 20:02

Wait, and when you say food, do you mean actually having a stock of meatsteak cahoonas and the like? And if so, do I need foodstuffs compatible with each species tastes?...

... :S

EDIT: Okay, so I found the readme. Sorry, I'm sure you guys get sick of answering questions that are already answered.




-Big Dan

Cycrow
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Post by Cycrow » Mon, 8. Sep 08, 20:40

any of the foodstuff will do, i didn't wanna go too complex and make each race need thier own food.

the food is not needed, but if its thre it will be used and it will help keep morale up

bigdan6248
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Post by bigdan6248 » Tue, 9. Sep 08, 00:29

Yup, they just needed some sammiches....

... :lol:




-Big Dan

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angelSak
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Post by angelSak » Tue, 16. Dec 08, 09:33

Hello.

Only one question please

Capitol Ship Crews V1.31 is compatible with X3 Terran Conflict?

Thank You

Cycrow
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Post by Cycrow » Tue, 16. Dec 08, 22:58

no its not compatable

but i will be making a new version for TC eventually

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angelSak
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Post by angelSak » Wed, 17. Dec 08, 11:29

Thank you Cycrow :)

For me, this script is very important and necessary. I thought that could be added it to the original game. It is the most similar to have a Star fleet.

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Post by darkkenobi » Tue, 7. Jul 09, 17:30

Cycrow, the links are dead including the 2 mirrors.
can you up them please I will try this scripts in my X3 with NH mod :D
And I think that I'am not the only one
Good job

Cycrow
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Post by Cycrow » Tue, 7. Jul 09, 19:32

the main link works fine for me

its on my main site, http://cycrow.thexuniverse.us

Gareth2050
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a problem

Post by Gareth2050 » Mon, 10. Aug 09, 23:38

The script is working fine, but i don't have any repair wares at the repair docks....any ideas whats going on?

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Post by Buck_Rogers » Tue, 11. Aug 09, 00:48

From the readme

11. Repair Docks

Repair docks are shipyards through the universe where you can get repairs.
Unlike normal shipyard repairs, these take time, but they are cheaper, roughtly half the price.
To use the repair docks, simply send your damaged ship to dock and you will get a message once its docked asking if you wish to repair the ship.
The message will also display the aprox time and cost for the repairs. You will lose ownership of the ship while its repairing.
You cant repair the current ship you are flying, so you must remote fly it to the repair dock, your current ship is ignored.

There is an option in the AL settings to remove the repair docks if you wish to.

12. Repair Componants

There are 2 new wares available in the universe, the Ship Repair Componants, and the Equipment Repair Componants. These are
required for the mechanics to make repairs to the ship. Just keep the ship supplied with these components.

in other words the repair yards don't stock the repair ware's. I think they are in EQ docks. I think!
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Post by jubjuby3 » Mon, 31. Aug 09, 20:10

Quick question here, after installing the mod, I seem to get a crash to desktop every time i attempt to enter paranid prime, any ideas on what might be the cause of this?
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Post by Buck_Rogers » Mon, 31. Aug 09, 22:56

A little bit more info might help :D

How did you install it? Via the PM? Manually? Which other scripts/mods do you have?
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Post by jubjuby3 » Tue, 1. Sep 09, 13:08

Buck_Rogers wrote:A little bit more info might help :D

How did you install it? Via the PM? Manually? Which other scripts/mods do you have?
Sorry, used the .spk pacakge, so via the script manager, current list of mods as follows

BBS Project 2
Escort (LVs escort plugin)
LV's Cheats
Race Responce Fleets Final
Scarp ship at Hq (the bonus pack version)
Sector Takeover
Self Repairing hull technology
TerraCorps Fleet Package
Xenon Migration
Yaki and missles (the yaki stations plugin)
And of course before, this mod itself, although it's temporarily off the list for the time being so i can get to paranid prime :P

There didn't seem to be any job centres or repair docks in paranid prime, nor do any of the other mods to my knowledge really change anything in that sector, so it leaves me quite confused as to why i suddenly can't go there anymore :?
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Post by Buck_Rogers » Tue, 1. Sep 09, 14:11

hmmm nothin immediate there.

Did you check the PM for any conflicts?
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Post by jubjuby3 » Tue, 1. Sep 09, 15:29

Buck_Rogers wrote:hmmm nothin immediate there.

Did you check the PM for any conflicts?
I wouldn't have a clue how, nor can i even work out what PM currently stands for, player mod? :oops:
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Post by Buck_Rogers » Tue, 1. Sep 09, 16:23

Lol Don't worry about it. Took me a while to get the hang of the PM (Plugin Manager or Script Manager) to.

The PM is what you use to install .spk files.

Off the top of my head, I think the way to check for conflicts is from the "Advanced" menu. Look for an option in there called "Game Resouces"? click that, the PM should then say "Reading Text files". When it is finished you will have another box open in front of you with 3 tabs on (I think) 1 is command slots, 2 is command conflicts and 3 is ware conflicts. Scroll through the lists on the 2nd and 3rd tans, any any problems will be highlighted.

If the above is not right I'm sure someone will correct me. Or I'll correct myself if I can get a look at the PM ;)

To Cycrow: You really need to get pluginmanager.co.uk back up mate! :D
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Post by jubjuby3 » Tue, 1. Sep 09, 18:19

Buck_Rogers wrote:Lol Don't worry about it. Took me a while to get the hang of the PM (Plugin Manager or Script Manager) to.

The PM is what you use to install .spk files.

Off the top of my head, I think the way to check for conflicts is from the "Advanced" menu. Look for an option in there called "Game Resouces"? click that, the PM should then say "Reading Text files". When it is finished you will have another box open in front of you with 3 tabs on (I think) 1 is command slots, 2 is command conflicts and 3 is ware conflicts. Scroll through the lists on the 2nd and 3rd tans, any any problems will be highlighted.

If the above is not right I'm sure someone will correct me. Or I'll correct myself if I can get a look at the PM ;)

To Cycrow: You really need to get pluginmanager.co.uk back up mate! :D
Doh, plugin manager, it's obvious afterwards :P

had a look through the conflict bits, everything seems to be filled with ticks, nothing seems to look out of place or anything, tis strange, oh well, no point worrying about it much i guess :P
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Post by Buck_Rogers » Tue, 1. Sep 09, 20:05

hmmmm

Your sure everything has a green tick next to it? There are no red crosses AT ALL? If that's the case. I think it could be an installation problem.

I did have a similar problem. When entering Kingdom End the game would crash to the desktop. However, that was due to the Xtended Mod and Unitrader's HUD Mod. Since you have neither of those, then like I said, I believe you have a problem with your X3R installation.
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