Marine Repairs and Training [TC][AP][ALP]
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Hey, just a question. I've got XRM installed and I installed this script. I configured my t file so that it should only use repair if resources are available, but it still uses cash on a docked L that is damaged to 63%. How can I prevent that? I have it docked on a chokaro and have 8 marines who are all some what skilled in engineering.
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Do the marines consume resources to do the repairs?
The cash that they use could be training cost.
If you set "Consume resources ONLY (do not use cash)" to "yes" then the marines should never use cash to do repairs. But they will pay training fees (in cash).
The cash that they use could be training cost.
If you set "Consume resources ONLY (do not use cash)" to "yes" then the marines should never use cash to do repairs. But they will pay training fees (in cash).
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That is normal behavior (unless you set "Consume Resources Only" to "yes" (case-sensitive)).
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just tested )
do a fresh .spk over XRM install
modified 2 lines inside 8501-L044.xml
kill all player ships and stations but [PLAYERSHIP], set account to 200kk, set my Bragi's hull to 1 (0% of 1,725,000 hull points), got 20 x ???x100x100x100 skilled marines onboard and 37 Nividium.
turn on SETA.
after while:
10% of hull (174,401 HP): account 199.896.566, 37 Nividium onboard
EDIT:
setting "Effectiveness Divisor" to 1 turns on resource consumption )
EDIT2:
in my first post i copy-pasted a wrong line of config, sorry. edited.
EDIT3:
ejecting all of Nividium from cargobay does not stop repair )
do a fresh .spk over XRM install
modified 2 lines inside 8501-L044.xml
Code: Select all
<t id="311">yes</t> <!-- Consume resources ONLY (do not use cash). Default = no. -->
<t id="411">5</t> <!-- Total Effectiveness Divisor. Default = 1. Higher = Slower Repairs -->
turn on SETA.
after while:
10% of hull (174,401 HP): account 199.896.566, 37 Nividium onboard
EDIT:
setting "Effectiveness Divisor" to 1 turns on resource consumption )
EDIT2:
in my first post i copy-pasted a wrong line of config, sorry. edited.
EDIT3:
ejecting all of Nividium from cargobay does not stop repair )
Last edited by cyrusx on Mon, 28. Jan 13, 23:06, edited 4 times in total.
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OK, that could be normal with a large divisor. The Script Editor cannot do floating-point math, so you have to be careful with large divisors.
Try setting id="311" -- Consume resources ONLY (do not use cash) -- to "yes".
Thank you for posting your exact settings.
Try setting id="311" -- Consume resources ONLY (do not use cash) -- to "yes".
Thank you for posting your exact settings.
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OK, thank you. Posting actual lines from the t file helps.
There is not much that I can do about the lack of floating-point math. It is a limitation of the script engine.
If your goal is slower repairs, then it would be easier to slow down the timer for the AL loop: Increase <t id="412">15</t>. (Warning: do not *decrease* the number -- it can cause AL Pileups, which can ruin your saved game.)
There is not much that I can do about the lack of floating-point math. It is a limitation of the script engine.
- (I *could* work around it, but your scenario is very unusual).
If your goal is slower repairs, then it would be easier to slow down the timer for the AL loop: Increase <t id="412">15</t>. (Warning: do not *decrease* the number -- it can cause AL Pileups, which can ruin your saved game.)
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Try setting id="311" -- Consume resources ONLY (do not use cash) -- to "yes".cyrusx wrote:But how about "no resources - no repairing"? )
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Interesting. Is that true even with the divisor (411) set to 1?cyrusx wrote:..Code: Select all
<t id="311">yes</t> <!-- Consume resources ONLY (do not use cash). Default = no. --> <t id="411">5</t> <!-- Total Effectiveness Divisor. Default = 1. Higher = Slower Repairs -->
EDIT3:
ejecting all of Nividium from cargobay does not stop repair
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OK, that is unintended (that marines will repair even with no resources when "Consume resources only" is "yes").
Under certain circumstances, if the marines believe that you are low on cash, then they will "lend" you the credits to complete the repairs. They earn the cost back by adding a small service charge onto all normal repairs. My guess is that the conditions of your test provoke this response by the marines.
I will look into it for the next version. It should not be hard to fix.
Thanks for the report, cyrus!
Under certain circumstances, if the marines believe that you are low on cash, then they will "lend" you the credits to complete the repairs. They earn the cost back by adding a small service charge onto all normal repairs. My guess is that the conditions of your test provoke this response by the marines.
I will look into it for the next version. It should not be hard to fix.
Thanks for the report, cyrus!
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Resource consumption is "on" by default. Check your t\8501-L0xx file for:
The values must be in English and are case-sensitive: "yes"
Code: Select all
<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="312">yes</t> <!-- Consume Nividium if available. Default = yes. -->
The values must be in English and are case-sensitive: "yes"
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<?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">no</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>
this 8501-L044 three resources is on,but marines dont use it.
<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">no</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>
this 8501-L044 three resources is on,but marines dont use it.
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Do you play in English?
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