Marine Repairs and Training [TC][AP][ALP]

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TheEarl
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Post by TheEarl »

Hi Bully ;-)

I like this Mod, because its not free of charge and it inlcudes training.
And the costs depend on the damage and not to the skill of the Marines.

1.)
But i repaired some ships when my player account was at zero (i cheated it to zero to be sure). They reapaired it without charge. In the text file it is on 8 credits per hull point.

2.)
3) Dock the TL at a damaged complex (I hope you are using the Advanced Complex Hub mod by Saetan). The marines will automatically repair the TL.
Why should i dock to repair the TL ? I think you mean the complex will be repaired.

3.)
And at text entry 410 you write: Default = 2
But its set to 1 as default.

Greetings !
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vukica
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Post by vukica »

i like the credits using marines. they have a budget, and they use it. player doesn't have to worry about anything.

i really love this script!
Split say NEED MORE FIREPOWER!!
TheEarl
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Post by TheEarl »

I retested 1.) and can say now:
If the amount for the actual rep cycle costs more then i have in my account, then they don't charge it. If i have about 8000 and it costs about 15000 my money is untouched. If i have more, the 15000 are taken from my account.
Please include a check for money here.
I suggest an entry in textfile to set a minimum so they don't consume all money.
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DrBullwinkle
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Post by DrBullwinkle »

TheEarl wrote:I like this Mod, because its not free of charge and it includes training.
And the costs depend on the damage and not to the skill of the Marines.
vukica wrote:i really love this script!
Thanks for the reports, guys. I am glad you like the script!


i repaired some ships when my player account was at zero ... They repaired it without charge.
Not exactly without charge. As vukica points out, they borrow the cost of repairs, and take it out of the small overhead that they charge for each repair job. This is intentional behavior. It prevents a potential problem seen in some other scripts: that they stop working for no obvious reason.


vukica wrote:player doesn't have to worry about anything.
Yes, that is the philosophy that I try to use throughout all my scripts. If the script is going to automate some process, then it should automate it correctly (and as completely as possible).


I think you mean the complex will be repaired.
Good catch! I fixed the paragraph, and expanded it slightly for further clarity.


And at text entry 410 you write: Default = 2
But its set to 1 as default.
Another good catch, thank you. I will fix that in the next release of Marine Repairs, whenever that may be.



Thanks again for the sharp-eyed report, Earl. :)

.
TheEarl
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Post by TheEarl »

Sorry, i didn't understand this, my english :-)
Now to be sure: they complete the work and when i have money later (perhaps after selling the repaired ships) they get what they worked for ?
That would be genius !
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DrBullwinkle
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Post by DrBullwinkle »

TheEarl wrote:they complete the work and when i have money later (perhaps after selling the repaired ships) they get what they worked for?
Yes.

Well, "mostly yes". :)

The marines charge a small service fee for all repairs, which is saved in an "insurance" account. The fund is then used, as necessary, to pay for any repair charges accumulated by "dead beat" (non-paying) customers.

As with all insurance plans, the marines usually earn a small profit from the insurance fee.
That would be genius !
Thanks. I'm just trying to add a little fun to the game. :)
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joelR
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Post by joelR »

Sooooooo....Shot in the dark here DrBullwinkle.

What are the odds of seeing an (optional?) version of marine Repairs that consumes resources? Or even one resource like hull plating for a little more of an RP factor. Maybe make the amount of hull plating adjustable?
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DrBullwinkle
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Post by DrBullwinkle »

joelR wrote:version of marine Repairs that consumes resources? Or even one resource like hull plating for a little more of an RP factor. Maybe make the amount of hull plating adjustable?
OK, you are the second person to ask for resource consumption, so I will put it on my "to do" list. More functional changes will get higher priority, and I seem to have a few requests waiting for free time to work on them... but I will get to it eventually.

Thanks for the feedback.
Osiris454
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Post by Osiris454 »

If resources are used, is there a way to make it show how much of a resouce is needed to fix the ship? Like, Repairs will cost = 952 Ore, and etc. and then telling them that they can go ahead and fix it?

I wouldn't mind if it required resources, I would just like to know how much it will take rather than guessing and hoping what is in the cargo hold is enough. It's one of my main gripes about using Marine Training Manager (not your's I know). I want to know what I'm going to be charged.
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joelR
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Post by joelR »

DrBullwinkle wrote:
joelR wrote:version of marine Repairs that consumes resources? Or even one resource like hull plating for a little more of an RP factor. Maybe make the amount of hull plating adjustable?
OK, you are the second person to ask for resource consumption, so I will put it on my "to do" list. More functional changes will get higher priority, and I seem to have a few requests waiting for free time to work on them... but I will get to it eventually.

Thanks for the feedback.
You rock. Thanks for considering doing this.
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DrBullwinkle
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Post by DrBullwinkle »

Osiris454 wrote:I would just like to know how much it will take rather than guessing and hoping what is in the cargo hold is enough.
Actually, I consider that an argument for NOT consuming resources. :)

Cargo holds are already too small, and adding resources to Marine Repairs would increase the problem of never having enough cargo space to carry what you need. That is one reason why I have resisted consuming resources in my scripts. There are several other reasons, including the fact that I don't love overly complicated scripts that have too many things that can break.

I do like the idea of giving the player more feedback, and I like having choices; but only if I can find a simple and reliable way of implementing them. The user interface you suggest would be quite a bit more complicated than the current script. So I will keep the idea in mind, but probably will not implement it unless something else changes along the way.

Thanks for the suggestion, though... I always like to hear feedback and ideas!
Last edited by DrBullwinkle on Thu, 27. Sep 12, 04:24, edited 1 time in total.
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CKYRules
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Post by CKYRules »

Hey Bullwinkle, ive got a question, in your OP, you listed a bunch of value to edit, which i have. though im not quiet sure which one speeds up repairs(I know it takes a long time to repair, but i really just want to speed things up) Thanks in advanced!
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joelR
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Post by joelR »

DrBullwinkle wrote:
Osiris454 wrote:I would just like to know how much it will take rather than guessing and hoping what is in the cargo hold is enough.
Actually, I consider that an argument for NOT consuming resources. :)

Cargo holds are already too small, and adding resources to Marine Repairs would increase the problem of never having enough cargo space to carry what you need. That is one reason why I have resisted consuming resources in my scripts. There are several other reasons, including the fact that I don't love overly complicated scripts that have too many things that can break.

I do like the idea of giving the player more feedback, and I like having choices; but only if I can find a simple and reliable way of implementing them. The user interface you suggest would be quite a bit more complicated than the current script. So I will keep the idea in mind, but probably will not implement it unless something else changes along the way.

Thanks for the suggestion, though... I always like to hear feedback and ideas!
Exactly. No sense in complicating it. Thats why I was thinking keeping it to something like Hull Plating only which I think is small enough.
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DrBullwinkle
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Post by DrBullwinkle »

CKYRules wrote:in your OP, you listed a bunch of value to edit, which i have. though im not quite sure which one speeds up repairs?
id="410" -- Total Effectiveness Multiplier . Default = 2. Higher = Faster Repairs
id="411" -- Total Effectiveness Divisor . Default = 1. Higher = Slower Repairs

So increase the value for id="410" and leave id="411" at 1.
Xannn
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Post by Xannn »

Nice Script, although I found what could be a bug, but not really sure to be honest.

The thing is that I trained some marines, captured the Aran (Finally! :D ) and when the marines inside the Aran reached 100x4 they kept using credits each repair tick and the repairs went slower than when they weren't maxed, which is odd.

Also, they should not use any money at all as I have disabled the hull repair costs, and sice they are maxed they should stop "training" isn't it?.

Last but not least, here is my L044 text to see if I did anything wrong:

Code: Select all

<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">50</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">0</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 = 50x. -->
  <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="404">yes</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 = 2. Higher = Faster Repairs -->
  <t id="411">1</t>          <!-- Total Effectiveness Divisor. Default = 1. Higher = Slower Repairs -->
Thanks in advance, I hope there is a way to explain/fix this. Have fun and fly safe ^^.
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DrBullwinkle
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Post by DrBullwinkle »

Xannn wrote:Nice Script, although I found what could be a bug, but not really sure to be honest.

The thing is that I trained some marines, captured the Aran (Finally! :D ) and when the marines inside the Aran reached 100x4 they kept using credits each repair tick
Oooh... I think you are on to something there, Xannn. There is code to prevent the marines from training when there are no repairs to do, but it may not be working properly.

I will post a fix in the next couple of days, along with a couple of other requested enhancements.


repairs went slower than when they weren't maxed


I have no explanation for that one. If you see the same thing after the upcoming bug fix, then report it again, please.

And thanks for the report, Xannn!
Probe1
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Post by Probe1 »

Nice. When you post that I think I'll upgrade to your marine repair. I've wanted exactly what this script does for a very long time.. but I'll wait a little while longer for those bugs to be ironed out!
Xannn
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Post by Xannn »

Glad to be able to help :) .
DrBullwinkle wrote:Oooh... I think you are on to something there, Xannn. There is code to prevent the marines from training when there are no repairs to do, but it may not be working properly.
I may have not understand well what you said, but in order to make things clear, I will try to clarify myself in that part.

What I did was to capture the Aran with some marines with almost 100 in all skills, they got the ship and kept inside it. They started the repair process of the ship, and achieved 100 in all skills before the ship was totally repaired (that huge thing has lots of hull :D ) and should have stop using money as they were fully trained already, but they kept using money from my wallet (Bear in mind that I had the hull repair costs at 0 in the L044 t file, so they should do free repairs as soon as they achieve perfection in their skills, unless I'm missing something).

In resume, they kept training their skills while repairing after reaching their skill cap, which is really odd. Maybe this has something to do with what you said, as you are their co-father and the expert after all :) .

Of course I managed to see that the money was being used by them by deactivating them from the AL and reactivating, using SETA and of course all my other ships with marines had 100% hull and were docked at the headquarters which never gets attacked.

It's also nice to see so fast respones here, though it was gonna be like when I posted on the turbo boost thread, never had answered there when I first posted here, and still no answer >.<.

Which leads me to [Offtopic]DrBullwinkle, would it be hard to "hack" the turbo boost extension to add a very simple yet effective menu to config the order and up to what percent each kind of "fuel" is consumed?

It seems a lot of people managed to alter their scripts, but I can't find neither in the x-studio or the in-game script editor what to change as I don't see any number or logical tips of what I should change to achieve what I desire in those scripts, so something a bit more noob friendly to alter it would be greatly appreciated[/Offtopic]

Thanks in advance for everything and sorry if I didn't explained myself well the first time. Also, sorry for the off topic comment, but I though it was my only chance as I have the feeling that the post in the Turbo boost thread was gonna be forgot in the history, I hope you don't mind ^^u.
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DrBullwinkle
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Post by DrBullwinkle »

I understood you the first time, Xannn. To clarify my response: I am working on it. :)


Xannn wrote: would it be hard to "hack" the turbo boost extension to add a very simple yet effective menu to config the order and up to what percent each kind of "fuel" is consumed?
There is already a configuration menu for the Turbo Booster. It is on the Community Configuration Menu. You must assign a hotkey to the Community Configuration Menu. Hotkeys only work when undocked.

Further questions about the Turbo Boost [X3TC Bonus Plugin] should go in that thread.
Xannn
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Post by Xannn »

Damn this was a really fast response, thank you a lot ^^.

And glad to see I expressed myself well the first time, I was worried about that as my limited logic said "Marines training when no repairs are needed ≠ Marines training when repairs are needed but not training required".

That and my poor confidence at expresing myself in English ignited the paranoia :shock: .

And again sorry for the off-topic I did before, I just saw that the topic was slowly banishing from the first page and nobody said a thing, and I entered in panic without real reason :roll: .

Well, now that everything is settled, I will wait and test it as soon as possible, and tell you what changes I see. Good luck ^^.

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