[JCC revival] Improving my script for carriers management...

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Gazz
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Post by Gazz »

Targ Collective wrote:On a rather more serious note, it would be great if you could get this signed. You'd have to cut out the balance-breaking issues and make a 'light' version of the real script. Egosoft can't sign scripts which bend the rules, you see, even though ten resources is a little heavy.
Egosoft makes the rules, Egosoft can break them.
If a script is technically unbalanced but uses other balancing mechanisms, that just don't fit into the "signable" scheme, it doesn't hurt to ask.

Rule 0 is: common sense. =)

JumperBR wrote:- Docked fighters replenished from mother ship (works great with previous feature)
Are you just using the built in autosupply feature?
It works quite well and there's no need to reinvent the wheel. It even comes with a complete interface...

!something.with.supply.or.equip is tied to SIGNAL_DOCKED and that's it.

JumperBR wrote:- Resources to produce are the same that a PHQ would require, but only credits may be used if player wishes, or a % between then, say 100k of resources and 100k of credits for a 200k total. (this needs to change, I will speak of this later)
You could allow the player to refit one of his tech factories to produce fighter parts.

Tech factories are those that have a Maintype 13 as one of the resources. =)
Maybe EC + Microchips + Ore = Construction Equipment

One resource is easy enough to manage. Protoss Interceptors only take minerals to produce, either. =P
My complete script download page. . . . . . I AM THE LAW!
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JumperBR
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Post by JumperBR »

Egosoft makes the rules, Egosoft can break them.
If a script is technically unbalanced but uses other balancing mechanisms, that just don't fit into the "signable" scheme, it doesn't hurt to ask.

Rule 0 is: common sense. =)
Once the script is released and it has no critical bugs I will see this part of signing. I really think is a no go.
Are you just using the built in autosupply feature?
It works quite well and there's no need to reinvent the wheel. It even comes with a complete interface...

!something.with.supply.or.equip is tied to SIGNAL_DOCKED and that's it.
I havent tested that one... I made it because I was already looking for what the docked ship was using... example, if I has set that the ship uses 4 hept and only 3 are equipped then one more is loaded, I just extended that to missiles and other wares. I will take a look at the autosupply but isnt that only for ECs?

You could allow the player to refit one of his tech factories to produce fighter parts.

Tech factories are those that have a Maintype 13 as one of the resources. =)
Maybe EC + Microchips + Ore = Construction Equipment

One resource is easy enough to manage. Protoss Interceptors only take minerals to produce, either. =P
One resource its easier to manage, I remember that in Homeworld the player only had one and he could create anything with it.
About the factory, I dont need to go that far... I could set the MobileHQ (a TL) to produce construction kits from those items. Its something that I will look after the release and bug fix.
Mai ingrish iz gud?
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Gazz
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Post by Gazz »

JumperBR wrote:I havent tested that one... I made it because I was already looking for what the docked ship was using... example, if I has set that the ship uses 4 hept and only 3 are equipped then one more is loaded, I just extended that to missiles and other wares. I will take a look at the autosupply but isnt that only for ECs?
EC, ammo, missiles, as set in the supply settings of the ship.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Troubleshooter11
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Post by Troubleshooter11 »

I reaaaally like the idea of a single resource for easier management and then having a mobile HQ (TL) provide the ships with this single resource. This would make the fleet less dependant on the existing infrastructure.

As for which resources this mobile HQ needs: microchips have been mentioned, yes but those microchips are build from silicon wavers right? Silicon, Ore and Energy seem to be the core resources required for every piece of tech. We could assume that the Mobile HQ is able to process large amounts of these raw materials into every required piece of component. (Like the "Battlestar Pegasus" appearantly was able to do) It seems a little odd to include 1 'advanced' resource like Microchips but leave out Quantum Tubes (for engines) or Crystals (for computers/lasers).

So: Energy Cells + Silicon Wavers + Ore = Construction Parts ?

I personally like the sound of that. Its simple, easy to manage and effective. (On a side note: my PHQ has been modded to use these three resources + food for producing fighters)


(Alternatively we could make a resource called "fighter-powder", then have the carrier mix this with "water" and presto! instant-fighter!)
JumperBR
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Post by JumperBR »

You have to keep in mind that the production isnt limited to ships... laser, shield, missiles can be produced as well.

For now I will restrict to a single resource, Ore more likely, ships/goods will be deconstructed into ore and new items will be made of Ore...
In a next release depending on feedback I may increase the resources needed.

(not the "single" resource, btw... marines are created from civilians)

Edit: I hope to finish this soon... I want to try a new start... full pirate, all races as enemies, no buying or selling of anything, only capture and disassemblying ships that I get to produce new ones.
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Troubleshooter11
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Post by Troubleshooter11 »

JumperBR wrote: Edit: I hope to finish this soon... I want to try a new start... full pirate, all races as enemies, no buying or selling of anything, only capture and disassemblying ships that I get to produce new ones.

Ooowh i wanna try that aswell :D looking forward to your next release.
Troubleshooter11
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Post by Troubleshooter11 »

Question.

Im unable to check atm but can your current script build boarding pods? And if not, would that be an option in a future release?

There are no boarding pod factories in the game, so being able to train marines and aswell as being able to construct boarding pods on a single ship would be awesome.
Meros
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Post by Meros »

I think boarding pods are "missiles" so it could be possible if JumperBR want to add them :)

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