Thanks for that Zypherg
the shipyards are programmed to send re enforcements to other sectors, maybe every 3 mins is too quick
I'll also check the code again because that should only happen if there are < 10 fighters in the sec
i'll also add another check to the guardians code so they nuke overpopulated sectors
with luck next build today but it's probably going to need a fresh start
--
gridd
/feedback
With reguards to debris, I think it would be interesting to incorporate something like the Utilize debris scripts, Inasmuch that, the player could use Station or ship debris or, repair that debris for ships and stations.
/feedback
i don;t use other scripts made simply because i need to know if something goes wonky that it's my script casuing it during testing
/questions
as far as the recapturing the universe what is the requirement for the marines to do the hacking, IE Do the shields need to be at 0% The whole time?
Also if you end up destroying every station while the sector is Xenon, What would the player need to do to still get it transferred back to the owner Race?
atm, all the marines need to do is get the station to 0% shield, i'm open to other conditions if peeps feel they are warranted
i'll take a look at the code so empty sectors are reverted back periodically
And for the unknown sectors, can they be claimed by Player?
i'll think about it.
Zypherg
EQ dock ware: Ore Collector
done
Edit: a place to trian marines would be nice, i guess the new EQ dock would work, since there are already some in vanilla that allow training.
does the created barracks in the start sector not do this?
TP class ships:
the storm station command dosn't seem to apear on TP class ships.
intentional
Storming Station:
actually taking a station with 5 fully trained marines seems very hit or miss (they seem to dock and release instantly not waiting for the shields to go to 0 the "white" hacking marine happens so fast if at all that iv'e not been able to tell if they realy try to hack in or not), i've made at least 100 atempts with no skill to 5* and only managed to cap 2 stations in Menelaus' Oasis (i don't dare try Queen's Harbor 6 thresher groups and 2 rays sheesh Razz ) considering there are at least 1000 stations in the universe a scale of difficulty based on the cost of a station (if possible) would be nice making M Bio Gas fab for example very easy for an average trained (2-3 star) marine to a very difficult (for 5x5* marine) trade station/ship yard and almost impossible Corp HQ maybe
the instant dock/release is intentional as the station autokills them if docked due to vanilla code, they turn white when starting hacking, as i've done it at the moment smaller stations are capped quickly and the real challenging one is the shipyard
if marines are under a certain skill level the station detects them and kills them, it goes off the shield gen level atm but i can add some cost logic if there is consensus, i didn't want to make all stations a pain as like you said there are >1000
Edit2: just noticed theres a bunch of spam in the message log:
Added X units from debris yield X (lots and lots of them)
looks like the spam is coming fron the 2 miners i have running one on ore and the other on silicone (both are generating mesages)
i'll check the code, are you sure this logspam is related to this script?
Edit3: maybe a TP in the shipyard, TSs are easy to come by TPs not so much or an M6
done
E4: if you hire a TL before turning on the AL plugin on the TLs stay nutral and hired.
if there is a command for is tl hired, i'll forcegrip them. otherwise tough