[Request] Engineers repair subordinates
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[Request] Engineers repair subordinates
We have working engineers modded. An add on to that mod or a separate one that allows engineers to launch construction urvs and repair subordinate ships components would be awesome. Don't want them fixing other ships hulls though personally.
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^^^^Tarazu wrote:Would it perhaps also be possible to have a subordinate in a fleet act as a repair support ship? I'm thinking about eventually having like a scaldis or titurel acting as a resupply and repair ship for a fleet.
That would be awesome!! This will be awesome when we can move wares from ship to ship and then perhaps have certain ships able to carry more than 2500 fuel cells so that we can have *real* fleets with a supply chain.
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Hmm, the difficulty is with the subordinate/commander system. I'd really prefer the support ship style. Ok I'll give it a try.
Design goals
1. Player Capital Ships with an active engineer and over 100 construction drones will repair other Player Ships nearby.
2. Initial range will be 3km, adjusted if needed for playability.
3. Both ships must be stopped. (seems a requirement, but also makes sense in game).
4. Ship doing the repairs must be operational (hull fixed and components below threshold.)
5. [considering] ship being repaired must have engineer. Alternative ship without engineer gets repaired very slowly, ship with gets bonuses to speed depending on skill.
Design goals
1. Player Capital Ships with an active engineer and over 100 construction drones will repair other Player Ships nearby.
2. Initial range will be 3km, adjusted if needed for playability.
3. Both ships must be stopped. (seems a requirement, but also makes sense in game).
4. Ship doing the repairs must be operational (hull fixed and components below threshold.)
5. [considering] ship being repaired must have engineer. Alternative ship without engineer gets repaired very slowly, ship with gets bonuses to speed depending on skill.
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Ok I think I've got it, check out Hull Engineer mod version .50c (the complete version).
It proved harder than I expected and I had to make some compromises.
If a ship has over 100 drones and is not repairing its own components it'll search for friendly ships within 3km and run a single repair tic on each of them for a number of seconds equal to the number of drones on board. Once that limit is reached it'll take the standard 20-25 second cooldown before repairs begin again.
I've also changed the limit of hull repair to 75% in this version, no more full heals outside of shipyards
. Old version still available for the 100% repair.
It proved harder than I expected and I had to make some compromises.
If a ship has over 100 drones and is not repairing its own components it'll search for friendly ships within 3km and run a single repair tic on each of them for a number of seconds equal to the number of drones on board. Once that limit is reached it'll take the standard 20-25 second cooldown before repairs begin again.
I've also changed the limit of hull repair to 75% in this version, no more full heals outside of shipyards

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