Marine Repairs and Training [TC][AP][ALP]
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- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
You probably have discovered the answer already: Wait a bit.
Placing the wares in cargo is the only thing you have to do. The marines will collect them when they are ready, which will be on the next training cycle.
You may have to wait as long as an hour, and you may have to have enough credits in your account for a training cycle to occur.
Placing the wares in cargo is the only thing you have to do. The marines will collect them when they are ready, which will be on the next training cycle.
You may have to wait as long as an hour, and you may have to have enough credits in your account for a training cycle to occur.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- Black_hole_suN
- Posts: 362
- Joined: Thu, 2. Aug 12, 07:30
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Turn off MRT in the Artificial Life settings.Black_hole_suN wrote:How do I uninstall this mod?
Will it mess up my game since it is a Artificial Life mod?
Wait one minute.
Remove the files (specifically: addon\scripts\al.plugin.Bw.MarineRepairsAndTraining.xml).
If turned off and removed, then MRT will no longer have any affect on your saved game.
Of course, for testing purposes, all you really need to do is to turn MRT off. No need to uninstall it.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Ship class is the only way. Marine capacity is fixed by class.
You can, of course, change your Hyperion Vanguard into a TP, for example. That would change marine capacity from 8 to 40 (in AP).
TP's cannot be carriers. So, in our Hyperion example, you would give up the ability to dock two fighters.
Hope that helps.
You can, of course, change your Hyperion Vanguard into a TP, for example. That would change marine capacity from 8 to 40 (in AP).
TP's cannot be carriers. So, in our Hyperion example, you would give up the ability to dock two fighters.
Hope that helps.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- X2-Illuminatus
- Moderator (Deutsch)
- Posts: 24960
- Joined: Sun, 2. Apr 06, 16:38
No, you cannot do that.
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The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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- Posts: 277
- Joined: Thu, 7. Feb 08, 22:07
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- Posts: 38
- Joined: Fri, 30. Sep 11, 14:09
While I'm loving this mod, why did you choose to use an illegal ware as the placeholder? It makes the marines very difficult to use outside of pirate/unknown/xenon space. If I don't remember to eject the slaves immediately after they spawn, I risk getting scanned before the marines are done repairing something. I've even gotten shot a few times by having SETA on while sending out the marines!
Is there any way to change or remove the placeholder ware? Alternatively, is there a way to make slaves legal?
I'm using the mod in both LU and XRM (two different install folders!)
Is there any way to change or remove the placeholder ware? Alternatively, is there a way to make slaves legal?
I'm using the mod in both LU and XRM (two different install folders!)
is there a possibility that instead of specifying repair cost per hull point in the xml file, to call in the script the following info: ship price (new from shipyard) divided by some amount?
i would like to adjust that a full repair to be around 90% of the new ship cost, but strictly in relation to the new ship cost
$repair.cost.per.hull.point = read text: page=$PageID id=304
does anyone know how can i call this in the script? if it is possible if course...
i would like to adjust that a full repair to be around 90% of the new ship cost, but strictly in relation to the new ship cost
$repair.cost.per.hull.point = read text: page=$PageID id=304
does anyone know how can i call this in the script? if it is possible if course...
Loving the mod, but I ran into a bug with station repairs (specifically, that they don't work) after some Terrans got angry over my Goner booze complex.
I took a couple hours to go through the scripts and traced down the bug. In al.Bw.MarineRepairsAndTraining.station.xml at line 62, you have:
However, mothership.hull.set is unitialized at this point (it is not written until line 75). In the .cost script, it checks this input and returns 0 if there is a problem:
The .station script then checks the repair cost, sees that it is 0, and skips doing repairs. At a glance, the .docked.at.hub script (for repairing hub substations) has the same bug at line 71.
The quick fix I applied is to move up the hull.set variable writes to before the .cost script call, in the .station script and .docked.at.hub script respectively:
I took a couple hours to go through the scripts and traced down the bug. In al.Bw.MarineRepairsAndTraining.station.xml at line 62, you have:
Code: Select all
$repair.cost = $mothership->call script 'al.Bw.MarineRepairsAndTraining.cost' : target=$mothership target.hull.current=$mothership.hull.current target.hull.set=$mothership.hull.set
Code: Select all
if not $target.hull.set
return 0
end
The quick fix I applied is to move up the hull.set variable writes to before the .cost script call, in the .station script and .docked.at.hub script respectively:
Code: Select all
$mothership.hull.set = $mothership.hull.current + ( $effectiveness * $c.station.effectiveness.multiplier )
$repair.cost = $mothership->call script 'al.Bw.MarineRepairsAndTraining.cost' : target=$mothership target.hull.current=$mothership.hull.current target.hull.set=$mothership.hull.set
Code: Select all
$station.hull.set = $station.hull.current + ( $effectiveness * $c.station.effectiveness.multiplier )
$repair.cost = $station->call script 'al.Bw.MarineRepairsAndTraining.cost' : target=$station target.hull.current=$station.hull.current target.hull.set=$station.hull.set
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Apologies to several of you. Apparently the board stopped sending me notices of new posts in the thread. Hopefully just temporarily. Catching up...
I never really thought of slaves as being illegal, although you are certainly correct that they are. Yes, you could change the ware with the script editor. There is no way to make slaves legal.
Another solution is to not use SETA while marines are on an op. The odds of you being scanned during a boarding op are tiny, and you will have more to worry about from the cops than contraband when you complete the op.
Likewise, the odds of your being scanned during a spacewalk repair seem small, as well.
Nevertheless, I appreciate your report and will fix it in the next version. Thank you.
Yes, I have a similar change planned for the next version. Will be based on repair cost at a nearby station rather than ship cost, although the results should be similar.
Specifically, I intend to replace the cost system in the main code with the cost system from spacewalk repairs, which does a more accurate job of costing.
Good catch, SirNukes. Thanks for tracking down the bug (and fixing it!). I will add your change in the next version, with thanks to you.
Sure, Tom. Many players use both.TomRobinson wrote:any idea whether this is compatible with anarkis defence systems as they both handle marine repairs?
avilonrayne wrote:While I'm loving this mod, why did you choose to use an illegal ware as the placeholder? ... Is there any way to change or remove the placeholder ware? Alternatively, is there a way to make slaves legal?
I never really thought of slaves as being illegal, although you are certainly correct that they are. Yes, you could change the ware with the script editor. There is no way to make slaves legal.
Another solution is to not use SETA while marines are on an op. The odds of you being scanned during a boarding op are tiny, and you will have more to worry about from the cops than contraband when you complete the op.
Likewise, the odds of your being scanned during a spacewalk repair seem small, as well.
Nevertheless, I appreciate your report and will fix it in the next version. Thank you.
adriancos wrote:is there a possibility that instead of specifying repair cost per hull point in the xml file, to call in the script the following info: ship price (new from shipyard) divided by some amount?
Yes, I have a similar change planned for the next version. Will be based on repair cost at a nearby station rather than ship cost, although the results should be similar.
Specifically, I intend to replace the cost system in the main code with the cost system from spacewalk repairs, which does a more accurate job of costing.
SirNukes wrote:Loving the mod, but I ran into a bug with station repairs (specifically, that they don't work)
Good catch, SirNukes. Thanks for tracking down the bug (and fixing it!). I will add your change in the next version, with thanks to you.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- LordSekmeth
- Posts: 13
- Joined: Thu, 21. Nov 13, 04:03
- LordSekmeth
- Posts: 13
- Joined: Thu, 21. Nov 13, 04:03
- LordSekmeth
- Posts: 13
- Joined: Thu, 21. Nov 13, 04:03