[MD] The Traveling Mechanic - v0.2 - updated 03.12.2008

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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ChrisCorr
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Post by ChrisCorr »

I don't know how realistic it is to call in a mega repair ship the size of a small planet ( :p ) just to do some repairs on a few ships. After all when your car needs fixing you drive it to the mechanic, they usually don't make house calls.
letherial
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Post by letherial »

I think ..if i understand this, it lets you overtune your ship past what you normally could, right?

is there a limit? could i end up paying 10 million for one upgrade, that would be sweet. exepnsive, but worth it.

What would be REALY cool is if you could add a ship to every race...AND randomly spawn a beefed up ship with all the races, including pirates, that way, you might be trying to cap that certain special ship, but it might be a fight you where not execpting. I love little suprises, esspically ones that kill you.

I like the idea, but some balance so the game would be fun with a little added flare would be cool...cant wait to try it.
Teladidrone
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Post by Teladidrone »

letherial wrote:I think ..if i understand this, it lets you overtune your ship past what you normally could, right?

is there a limit? could i end up paying 10 million for one upgrade, that would be sweet. exepnsive, but worth it.
Correct. There is no real limit - I think. Certainly not in my script but I don't know if at some point the game engine just says no to any more upgrades.
But for sure you can tune your ship so fast that it becomes practically useless (well, IS that is) because of your high speed you cant avoid obstacles in your path anymore. :o
letherial wrote:What would be REALY cool is if you could add a ship to every race...AND randomly spawn a beefed up ship with all the races, including pirates, that way, you might be trying to cap that certain special ship, but it might be a fight you where not execpting.
I am not sure that I understand what exactly you mean?
I did not add any "new" ships at all, I only made some ships and factories that are already there and buried deep down in the game files available...
letherial
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Post by letherial »

Teladidrone wrote:
I am not sure that I understand what exactly you mean?
I did not add any "new" ships at all, I only made some ships and factories that are already there and buried deep down in the game files available...
i mean, eventually, adding a process where NPCs can get these super ships also, wither it random, or some type of economy calculator, dont know...dont understand scripting. Just something to run into some ship that i just cant quite kill.
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Ketraar
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Post by Ketraar »

Hello

I took a swift look over it and would like to point out a few things.

Code: Select all

<find_sector max="75" race="boron" name="this.startsector" core="1"/>
max="" ist only vital when using multiple="1" so you can toss that since its not doing anything.

Code: Select all

<create_ship name="Traveling_Mechanic_setup.ship" ... racelogic="1"
I would advise to use racelogic="0" since it might get another task by GoD and start doing stuff that you don't want it to.

Very nice done though, keep it up. :thumb_up:

MFG

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Teladidrone
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Post by Teladidrone »

Ketraar wrote:Hello

I took a swift look over it and would like to point out a few things.

Code: Select all

<find_sector max="75" race="boron" name="this.startsector" core="1"/>
max="" ist only vital when using multiple="1" so you can toss that since its not doing anything.
...
I would advise to use racelogic="0" since it might get another task by GoD and start doing stuff that you don't want it to.
max in find_sector is the number of maximal jumps relative to the current player sector if not specified otherwise.

However, I didn't know that GOD may steal my ships with race logic enabled; will be changed in the next version.
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Ketraar
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Post by Ketraar »

Teladidrone wrote:max in find_sector is the number of maximal jumps relative to the current player sector if not specified otherwise.
True, but since 75 covers pretty much the entire universe...

Regarding racelogic, I had that experience myself. GoD shipnapped Ships that have a race which are covered in Jobs, specially when the ships Idle. Well just wanted to point that out, having racelogic="0" makes sure it does what you tell him to. Better be safe then sorry I guess. :)

MFG

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Teladidrone
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Post by Teladidrone »

Yeah, that's the plan - I want the script to consider ALL Boron core sectors as possible start sector and 75 is just a number to make sure it catches all no matter where the player may lurk around at the moment the setup runs ;)
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TSM
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Post by TSM »

out of interest is the HUGE ship the XTM goner repair ship?
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Teladidrone
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Post by Teladidrone »

No clue where/if Ego uses this ship model in the vanilla plots or where it came from.
I just spotted it in tships, checked if it is usable and not totally broken and then stole it for my fleet tender... 8)

If you know how the XTM Goner ship looks like, there's a screenshot in the first posting of this thread..
fud
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Post by fud »

I knew you used one fo the vanilla ships, since you didn't include a TShips with the mod. :)

That thing is a behemoth though.
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TSM
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Post by TSM »

Its not a ship, its a small city :wink:

Its cool though as is this add-on :)
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Graxster
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Post by Graxster »

Teladidrone wrote:Correct. There is no real limit - I think. Certainly not in my script but I don't know if at some point the game engine just says no to any more upgrades.
No hardcoded limit that I'm aware of. I have a hotkey script that adds 100 engine tunings to my ship, then boosts my speed up to its new max speed, then 3 seconds later removes the 100 engine tunings. Repeated tapping of the hotkey within those 3 seconds gets me 300-500+ engine tunings at the same time. Ship speed of anywhere from 3000-5000 m/s (ie: insane).

-Grax
999-JAY-999
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Post by 999-JAY-999 »

Any chance this gets spk support ?

Well done for such a great idea for a script.
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Saheike
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Traveling Mechanic

Post by Saheike »

Hi...

I have found that big ship, but it is identified as "TextIDNotFound" in the german version. Does anyone know any help to change that?

Greetings from Saheike :oops:
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...
Teladidrone
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Post by Teladidrone »

Same problem as always with other languages - you need to copy t/8371.xml to t/8371-L049.xml and change the language id on the second line to 49.
Usually this should be done before the script is loaded/run for the first time... ;)
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3D_Master
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Post by 3D_Master »

I like this :)

It's installed, not found him yet, but I am in the middle of nowhere right now.
ChrisCorr wrote:After all when your car needs fixing you drive it to the mechanic, they usually don't make house calls.
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masterw3
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Post by masterw3 »

you should have the ship offer repairs via repair laser ...
for a price
xiriod
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Post by xiriod »

masterw3 wrote:you should have the ship offer repairs via repair laser ...
for a price
If the ship had turrets, this would be rather cool :) You could mount repair lasers in them and then you had to park along side it. And after you paid for the service, the repair lasers would do their work. But I am not sure it could be done though :D

And looking at the design, I am quite sure it is an OTAS ship :)
CNiall
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Post by CNiall »

Actually, I'm pretty sure that the ship is
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the Goner Aran carrier.
Immensely slow with a huge cargo bay. Hell, that thing can dock an M2!

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