Marine Repairs and Training [TC][AP][ALP]

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DrBullwinkle
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Post by DrBullwinkle »

Yes, that is the default behavior now, mrowka. Players who want wares-only behavior have to change one of the settings in the t file.
mrowka
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Post by mrowka »

Forgot to ask is it possible to make it that a ship with marines will repair other player ships in player station ( mainly i had in mind player HQ or eq docks )
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DrBullwinkle
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Post by DrBullwinkle »

It's possible, but it is easier to just put some marines on an Aran and use the Aran as your Repair Ship. It gives you something to do with an otherwise "albatross" of a ship. :)

I will look into when I do a future release.
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Post by mrowka »

Aran is slow, im faster in astronaut suit :P
Thrugh with bit of luck you could make marines to push aran to make it faster :D
Troubleshooter11
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Post by Troubleshooter11 »

Thank you for adding the option to use wares for repairs DrBullwinkle. It's greatly appreciated!
Vayde
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Post by Vayde »

You can still strafe with the Aran. Admittedly it wont get into the drifters car club but then again none of them has the boot space to match :p
Still life in the old dog yet...
mrowka
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Post by mrowka »

I prefer 50 marines pulling my aran from front, this will make him go like whole 14 speed :D
Btw i might got a wierd idea, why not make marines jump in thier space suits and blast the ship with repair lasers insted :P

Edit: Got another one a bit more sain the the last one :D
Battle repair ther would be a hot key to switch between them, battle repair could use resource only and alot of them, since what sain trader would go and sell you repair materials in the middle of battle ( excluding Teladi ofc ). So mainly it would be 2-3x faster than normal one, eat arond 8-10x more resources, and eventually use hacker skill of some of marines to get shield regen boost in battle mode only thats eat extra large portion of your energy cell reservs and some boffu :D
MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
zoommooz11
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Post by zoommooz11 »

Got a bit of a problem.

Originally I had the 1.02 marine mod installled, and then I noticed this version, and liked what I read. So, I uninstalled the other (using the plugin manger) and installed this one. As I understand it, I should be able to have any one of the three resources in my bay, which will instead then use these instead of credits. In my game, even with hull plating in the bay of the ship, I still only pay money for repairs. Any ideas why this would be?

Also, when I do get it working what exactly do the numbers (ie 26000 odd for armor plating) actually mean?

Cheers
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DrBullwinkle
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Post by DrBullwinkle »

What are you trying to repair, where are the marines, and where is the Hull Plating, Zoommooz?

It is probably unrelated to v1.02, unless you have an "AL pileup". Version 1.02 was prone to those. Check Global Tasks in the Script Editor. If you see a lot of copies of marine repairs running (pages of them), then that is the problem. If you see few (or none), then it is something else.

The Hull Plating Value of 26,800 is the value that marines place on Hull Plating. Repairs costs are first calculated in credits, then equivalent amounts of resources are consumed. Therefore, when the marines consume a unit of hull plating, they do 26,800 credits worth of repairs.

You will notice that the maximum in-game value of Hull Plating is 268 credits per unit. Also, each unit consumes 10 units of cargo space. If the marines used the vanilla value for Hull Plating, then you would need freighters full of Hull Plating just to do a small repair job. That would be immersion-breaking, so we artificially increase the "value" of Hull Plating to make it match its huge size.

Microchips and Nividium have higher values in-game, so the default values in Marines Repairs are the same as the maximum vanilla values of those wares.



@mwrowka: When using the Aran as a Repair Station it does not need to move. Just leave it in your Home Sector and send ships to the Aran when they need to be repaired.



@Troubleshooter11: You are welcome, and thanks for the idea!
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Post by zoommooz11 »

Repairing various ships, elites, khaarks, anything thing that I pick up. Usually fighter class, but my damaged tl's as well.

These damaged ships have landed on my carrier ship (terran tepeki)

Hull plating is in the carrier ships cargo bay, marines are on the carrier ship.

Could not see any marine scripts running.

Unrelated, wouldn't training that is recieved while repairing a ship be 'on the job', and hence free training? Just a thought.
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DrBullwinkle
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Post by DrBullwinkle »

Wares are consumed from the ship that is being repaired (the damaged ship).

I will look into consuming wares from the carrier in a future release.

Yes, training is OJT (On the Job Training). However, it does cost the same as vanilla training because the marines still need access to simulators and CBT (Computer Based Training) software.

You can set the training cost to zero in your own game, if you prefer. Set ID=303 to zero (0) in the t file (8501-L0xx).
zoommooz11
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Post by zoommooz11 »

Thanks for the answer. Now however, with my above set up it is working???


I landed a badly damaged m6, with marines on my carrier, navidium on my carrier, and noticed that the naviduim was going down as repairs were made. The only differece here was that I just happen to have another m6 docked with its own marines on board.

This is the first time that I had naviduim on board (the unused hull plating is still there). But if I understand your above statement, the naviduim (or hull plating) should have been on board the damaged ship to work? (which was not the case here)

Sorry for being such a pain. Is it possible for the repairs that are less then 26800 (like my little fighter repairs) that money would have been used instead. Also, the time that it worked (just now) I had the three original marines (which reside on the carrier) and an additional 8 that came in on the other m6. The amount of marines would not affect the dynamic would it?
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DrBullwinkle
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Post by DrBullwinkle »

zoommooz11 wrote:Is it possible for the repairs that are less then 26800 (like my little fighter repairs) that money would have been used instead.
Yes. That was not my intention, but division is tricky in the script editor -- anything less than one (1) is zero (0). So, yes, the ware calculation would act the same way that it would if did not have sufficient wares -- which is to consume credits instead.

I am glad to hear that wares were consumed from the carrier. I thought that I had tried to handle that case.

Thanks for the report 11zoommooz11.
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Post by zoommooz11 »

DrBullwinkle wrote:
zoommooz11 wrote:Is it possible for the repairs that are less then 26800 (like my little fighter repairs) that money would have been used instead.
Yes. That was not my intention, but division is tricky in the script editor -- anything less than one (1) is zero (0). So, yes, the ware calculation would act the same way that it would if did not have sufficient wares -- which is to consume credits instead.

I am glad to hear that wares were consumed from the carrier. I thought that I had tried to handle that case.

Thanks for the report 11zoommooz11.
A bit of additional info. The threshhold for using money or wares is marine number dependant. All the problems I had, stemmed from having only three marines on board, and their combined repair ability must have been less the 26800, hence each repair cycle, they used money. However, when I added more marines (11 in this case), the hull plating started being used. Not sure what the exact amount of marines required to cross this threshhold (also, differnt threshold's for differnt materials, and differnt skill marines output differnt amounts) but probably worth mentioning in the OP.
mrowka
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Post by mrowka »

zoommooz11 try repairs on other ship( not tupekai) or in friendly race station ( not playerowned), if they wont work then its foult of another mod/script.
If i remmber good tupekei is a mod ship and it might be not proper set for script to see it like it see other ships (just a gut feeling).
MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
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DrBullwinkle
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Post by DrBullwinkle »

Thanks for the detailed research and report, Zoommooz. When you have more experience with the script, you will find that just turning it on and using it works pretty well! :)

I will keep your report in mind for future versions.

@mrowka: Marine Repairs should work fine with modified ships.
mrowka
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Post by mrowka »

Sorry did just a test with tepukei ( which i should do before), script works perfect.
MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
Troubleshooter11
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Post by Troubleshooter11 »

Hey Doc,

As mentioned in the XTM thread, i noticed a strange behaviour when repairing a ship using Marine Repairs.

I'll give as much detail as possible:

Game: X:TC + XTM 2.0
MR version: 2.03a, id="311" set to yes.
Problem: Marines on a M7 class ship kept repairing the hull without using up any hull plating or microchips that were on board the ship. Player credit account did not seem to be affected though there was only ~500 credits on it.
Further testing showed that the jarheads kept doing this on a new savegame on a damaged ship without any resources on board at all. They also kept doing this dispite the player bankaccount being at 0, basically meaning free repairs.

Although Troubleshooter Inc admires the mindblowing resourcefulness of said marines when it comes to plugging hull breaches with vacuum, we feel further investigation is required.
:D
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DrBullwinkle
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Post by DrBullwinkle »

From your description, it sounds like a problem with your edited t file. Please post the entire file.

With id 311 set to "no" (the default), it is normal for the Marines to "lend" you credits for repairs when your account runs out of money. Their normal fee includes a service charge that acts like "emergency insurance" to cover a brief lack of credits.

The situation does not happen often because, if you can afford marines, then your account will soon have more credits available.
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Post by Troubleshooter11 »

Code: Select all

<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
 <page id="8501" title="Marine Repairs">
  <t id="0">\033BMarine Repairs\033X - Marines repair your ships and stations</t>
  <t id="301">1</t>             <!-- Number of points of training boost per repair cycle. Default = Minimum = 1 -->
  <t id="302">10</t>           <!-- 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.-->
  <t id="303">25000</t>     <!-- Training cost per repair. Default = 25,000 which is 2.5 million / 100, or the cost for training 1 point in all skills. -->
  <t id="304">8</t>            <!-- Repair cost per hull point. Default = 8. This is a different formula than shipyard; full repairs average 10-40% of new ship cost. -->
  <t id="305">50</t>           <!-- Station Repair Effectiveness Multiplier. Stations repair faster because their hulls are very thick. Default = 50. -->
  <t id="306">15</t>           <!-- Station Repair Cost Percentage. Station Repair costs are multiplied times this percentage factor. Default = 15%. -->
  <t id="307">60</t>           <!-- Hugeship Repair Cost Percentage. Hugeship (M1, M2, M0) Repair costs are multiplied times this percentage factor. Default = 60%. -->
  <t id="308">1400000</t>  <!-- Hugeship Hull Definition. Number of hull points which define "Hugeship" for cost calculation. Default = 1,400,000. -->
  <t id="309">yes</t>		<!-- Consume Hull Plating if available. Default = yes. -->
  <t id="310">yes</t>		<!-- Consume MicroChips if available. Default = yes. -->
  <t id="311">yes</t>		<!-- Consume resources ONLY (do not use cash). Default = no. -->
  <t id="312">yes</t>		<!-- Consume Nividium if available. Default = yes. -->
  <t id="313">24200</t>		<!-- Nividium value. Default = 24200 -->
  <t id="314">15200</t>		<!-- Microchip value. Default = 15200 -->
  <t id="315">26800</t>		<!-- Hull Plating value. Default = 26800 -->

  <t id="404">no</t>          <!-- Marines get Fight training, in addition to other skills (yes/no: case sensitive). Default = no -->
  <t id="410">1</t>          <!-- Total Effectiveness Multiplier. Default = 1. Higher = Faster Repairs -->
  <t id="411">1</t>          <!-- Total Effectiveness Divisor. Default = 1. Higher = Slower Repairs -->
 </page>
</language>

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