[MOD] Improved (full rewrite) Engineer

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_nox_
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Post by _nox_ »

Hull engineer, and the 'fix components' engineer also appear to interfere. Obviously
No good deed goes unpunished.
mitasamodel
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Post by mitasamodel »

balogt wrote:i dont have that mod installed. one hint down :)
The best way to check if mod work for you is disable all of the mods and check. If it will help, then add one of another mod and check. And next, and next ... =)
balogt
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Post by balogt »

i will ahve to do that as my hull wont budge, i do get a real time report...that never changes(hull). his skill is 5 and i have drones, not that i can use them. i was shooting the crap out of my sul to see if he would fix it..he did a couple components but the hull is not going up.
Jey123456
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Post by Jey123456 »

if you get a realtime report, then the script is definitly running.

Whats the exact report you are getting ?
Bobucles
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Post by Bobucles »

i will ahve to do that as my hull wont budge, i do get a real time report...that never changes(hull). his skill is 5 and i have drones, not that i can use them. i was shooting the crap out of my sul to see if he would fix it..he did a couple components but the hull is not going up.
The hull repair is far more limited and requires more skills than turret repair (yes I cheated and looked at the source).The typical engineer can only patch up a really bad ship.

How bad is the damaged ship compared to the engi's skill?
balogt
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Post by balogt »

i hacked my engineerr 2 5 in all skills for the sake of testing. hull 73% from the info check but the engineers outside report says 17% noting else is damaged.

btw thanks for the help folks
Jey123456
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Post by Jey123456 »

17% is his capability, not the current hull value. the engineer without construction drone, has a base hull repair capability of 10%, so he wont repair hull past that 10% mark
Pimpace
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Post by Pimpace »

Guys, and what if I can't get repair drones for ship? I mean, in previous versions of game (before beta 1.18 ) I didn't see my ships in ship vendor's list so I can't add drones to it. In this case with this mod, I can only repair 10% of hull? :?
Jey123456
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Post by Jey123456 »

for the repair in shipyard thing. Go to a shipyard (like the one in albion shadow something), dock in one that is empty (no ship building or heading toward the big yellow structure dock thing). Then youll have option to modify your ship on the shipyard npc.

If you need one for the bigger ships (construction ship and most warship), there is one slightly in the back that is separated from the rest, its a different set of ships here.
astaldion
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Post by astaldion »

Are you sure the component repair priorities are working? I boarded a taranis heavy cruiser and the engineer repaired 4 turrets until it got stuck (probably not enough replace turrets/spare parts for turrets) leaving the jump drive/engines destroyed. Thats why i had to install the other engineer mod, so i could jump out my boarded ships.
csaba
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Post by csaba »

astaldion wrote:Are you sure the component repair priorities are working? I boarded a taranis heavy cruiser and the engineer repaired 4 turrets until it got stuck (probably not enough replace turrets/spare parts for turrets) leaving the jump drive/engines destroyed. Thats why i had to install the other engineer mod, so i could jump out my boarded ships.
They get tired after a while and begun repairing more slowly. Although I seen it buged out before.
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_nox_
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Post by _nox_ »

astaldion wrote:Are you sure the component repair priorities are working? I boarded a taranis heavy cruiser and the engineer repaired 4 turrets until it got stuck (probably not enough replace turrets/spare parts for turrets) leaving the jump drive/engines destroyed. Thats why i had to install the other engineer mod, so i could jump out my boarded ships.
The priority is not working right. Looking at the code the logic seems right if the tests are valid. It's possible that the comparisons to type are not working right so it's simply defaulting to the first object in the collection (since that one gets the default weight of 5)
No good deed goes unpunished.
Katerchan
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Post by Katerchan »

This mod is great work, much better engineering, but it's kinda sad that the priority's are not working :/ just boarded a completly destroyed arawn: 130 turrets need repair, and my little engi has not intention to repair the jumpdrive or the engines first...
thats gonna take a while!
Jey123456
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Post by Jey123456 »

Feel free to invert the check or mess around with it, i tried to keep the file documented and clean.

Its a pretty short read through. Just open it in a text editor. Ideally with xml support (like notepad++), but even notepad can do fine.
Katerchan
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Post by Katerchan »

i Already tried. I'm not an experienced modder at all, hardly understand whats written there (Learned a bit of c++ when i was 12 from my father..) but i tried to invert the values you gave the components (instead of 90, it got 15 and so on) but it didnt change anything at all, even after switchting out the engineer on board of the arawn hes still only repairing the Guns :/
sadly, thats all i can think of with my limited knowledge :<
foxtrot76
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Post by foxtrot76 »

Jey123456 wrote:Feel free to invert the check or mess around with it, i tried to keep the file documented and clean.

Its a pretty short read through. Just open it in a text editor. Ideally with xml support (like notepad++), but even notepad can do fine.
I'm no expert but if the priority values are being ignored then messing with them would be unlikely to have any effect.
Jey123456
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Post by Jey123456 »

Well, the thing is they shouldnt. Its most likely something pretty stupid that broke it.

I will fix it as soon as im done with my other project. If someone find the problem before, ill gladly update the mod with the fix. I just dont have time to find the problem myself right now.
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_nox_
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Post by _nox_ »

I can't dig into this right now but I looked at the code, and the behaviour of my game and it's acting as if hullpercentage always returns 0.

<do_if value="$damagedelements.{$i}.hullpercentage ge $EngineerRepairComponentMaxPerc">

and

<do_if value="$damagedelements.{$i}.isclass.engine">

is always failing.

there are other ways for the behaviour I am seeing to occur, but if those two things were happening, it would cause the code I am looking at to do what I see.

1) engine normalization is not working
2) components are fully repaired, in the arbitrary order they appear in the object persistency
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Jey123456
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Post by Jey123456 »

if its broken, it wont be in the damaged list, its in the wrecked list
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_nox_
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Post by _nox_ »

I copied the wrong code segment for the second part. But yes, if the wrecked test was not evaluating true on component type, the behaviour would be what I see.
No good deed goes unpunished.

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