[SCRIPT] Capitol Ship Crews V1.31 : Update 24/01/2007

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gray1107
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Post by gray1107 »

Ah, I stand corrected! I do still think it would be nice for the repairs to use resources though, adds more depth and involvement from the player.

Small suggestion for your next crewmember; an engineer next who is able to increase ship speed slightly(5-20%). You could also include turn speed but I think capships might start to look a little strange.

Maybe your engineer will be able to divert power between weapon generators, shields and engines. I know that shield properties can't be modified but you could drain the energy in the shields to give a speed increase.

Keep up the good work, capships have no depth in the vanilla game!
Cycrow
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Post by Cycrow »

engineer is already planned :P

will allow you to increase speed turning and shielind, as well as give you the option to divert the engineer to focus on just one to increase it more

that will most likly be the next crew member to be added

another one is the cook/cleaner, which helps boost the crews morale
and i think i might make it so they require food in the ship to feed the crew members
Tritous
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hmmm

Post by Tritous »

my thoughts:

so you have a chief mechanic, what about the lower level mechanics...

the wages should be lower....but so should the repair speed be, excessively so, so you need at least a few dozen engineers to get the current rate, but the cost shouldn't be much more

there should be lots and lots of low level staff, top ones should be rarer than the X2 lottery

as for an experience system...over time a rookie should be able to become a master...but it should be a logarithmic scale, so it takes 100 points to get from level 1->2, 1000 to get from 2->3, etc. experience gained = 1 if moral is 50-80%, 2 if 80-90% and 4 if 90%+. That's per hour....so a well tended lvl 1 engineer could advance in only 25 hours...to get from lvl 5-6... 250,000 hours....you are better off finding a new staff unless.....

Trainers. A trainer should cost at least 5 times that of a normal person of their class. when a trainer is present for a particular skill all experience gains are increased by one...you still need greater tha 50% moral though. so if you had 10 trainers your level 5 could reach level 6 after....71k hours? bit better perhaps. but another hundred trainers would eat your bill and still not make it worth while. but ten trainers would advance a lvl 1 in only 8 hours, and to level 3 after that in only 70 hours rather than 250...so there are benifits, just dont expect the high levels to advance without an army of trainers (a training ship maybe? centralisation?)

the cooks/support staff
picture this: staff moral naturally falls by 10% an hour, ungrateful sods. the pay will increase it by 5% so that's still a loss of 5%. a cook can increase the moral of staff by a total of 100%, so you'd need one for every 20 staff to not be in deficit. makes the support staff critical.

moral should have effects on the speed of training too.

ideas for the management thing...
a 100% management skill could be compensation for 200% moral, so if there were 10 basic mechanics at 90% moral they would then perform as if they were at 100%. if there were 20 mechanics at 90% though 10 would act at 100%, then 10 at 90%. you could take average, but a straight add is probably easier. so in effect, while a chief is not only more productive in their own right (higher skill for one thing), their real skill is the power to increase the performance of subordinates. It also means you'd need chiefs for every X workers to ensure moral.

moral should be made hard/expensive to maintain at 100% so the management and moral things becomes quite important.


other ideas...you are hoping to work on engineers and cooks, the ideas above sort of covers what you mentioned before as workers??? I've given my ideas on experience and specialist trainers that increase ecperience gains. how about general handymen...just skilled workers who can be sent between departments as needed to fill in the gaps. not that highly skilled, but highly available and very very cheap. whatever system is being used for the rates of repair and such...they could be 2/3 of the ability of a specialist at the same level. higher moral drain too, maybe 12% an hour.
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Set a man on fire, he'll stay warm for the rest of his life ;)
Cycrow
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Post by Cycrow »

workers are like the lower ranks, so you have the cheif mechanic, and aload of workers to help him, the chiefs management skill determinates how well the workers perferm, also the workers have levels.

trainers sound like a good idea thou, can imcrease the workers skills, so a good worker could turn into an excelant one
Tritous
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welll..

Post by Tritous »

a good worker can turn into an excellent one....but you're gonna need to wait a while. it brings up the feasability of a cap ship with TONNES of trainers and you send workers there for a while before assigning them, or put them there between assignments maybe?

also, how about you sponsor them for training, cost something like 1 x level credits per experience. so lvl 1-2 would only cost 100 credits, 2-3 2000, 3-4 30,000, up to 1,000,000,000,000 for the final jump to level 10. i.e. buying someone to the top 2 levels is impossible in a single go, you can get them part way at best but it's really not worth it. this way the top levels are almost exclusive to the rare ones you find on the bbs. but if you want to kickstart a bunch of level 1s up to level 4 for instance...the cost would be a total of 32,100. if you wanted to get to level 5 though, 432,100, and that's per worker. so boosting all those cheap workers you hire en mass is okay to a point, but unrealistic for higher levels.

this way, after a point it starts to become more viable to just get loads of trainers still, but the impatient lazy rich people can jump ahead....a little. the lazy poor can just sit and wait for the training to happen. the lazy rich can pay trainers to make training faster, and the impatient poor can just search the bbs for better staff to begin with
Give a man a fire, he'll stay warm for a day
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siath70
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Post by siath70 »

You should add three new wares.
small/med/large repair parts

small could cost something like 20,000
med 40,000
lrg 80,000

small repairs 3% of a ship
med 6%
lrg 12%
those numbers could be modified per ship class

should also make it so that if a ship is damaged past a certain point like 25% hull the crews will repair it to 65% the other 35% will need a equipment dock or ship yard to allow your crews to finish the needed repairs. Those yards should charge hourly for this service unless owned (parts and supplies) player dock should require repair parts in stock.

this would offset some of the cheapness and also show sometime you still need a dock to repair things.
Cycrow
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Update v1.10

Post by Cycrow »

V1.10
* Added workers to increase performance
* Added Hotkeys for easy opening of various menus
* Mechanics will repair docked ships
* Morale is effected by overworking

new update avaialble :)

mainly added morale and workers to increase performance

capitol ships now repiar any docked ships as well
X-it
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Post by X-it »

I've had a break from X3 and this forum for a while, waiting for 1.4 and playing other games. Seems others are keeping busy!

Cycrow, I know you've said that you'll be starting working for a software (gaming?) company soon and won't have much time for scripting then, but in my opinion Egosoft should do all they can to overbid the other company to hire you! So many great scripts popping up from you continously.

Thanks for the efforts you're doing for this community!
Cycrow
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Post by Cycrow »

well, im going for job interviews, but its not definate ill get the job :P

got an interview on monday at Frontier Development, David Brabhams company
B-O'F
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Post by B-O'F »

Hi Cycrow,

I wish you the best of luck in your job interview, and thanks for all the scripts. Whatever you do - have fun, it's great to get paid for enjoying yourself.

Boron - Ol Fh'art
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Cycrow
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Post by Cycrow »

thanks :)

althou even if i get a job, i will still most likly be making some more scripts ;)
B-O'F
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Post by B-O'F »

Hi Cycrow,

I hope you will be doing more scripts, but if you *really* enjoy your job, it will take up a lot of your time - mine used to take up 48 hours a day...

Boron - Ol Fh'art
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X-it
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Post by X-it »

Cycrow wrote:got an interview on monday at Frontier Development, David Brabhams company
:o They have to hire you! You'd be perfect as lead programmer for Elite4! :goner:
AalaarDB
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Post by AalaarDB »

Cycrow wrote:well, the problem with some of them is that there not possible via scripts
as scripts cant change the anything to do with weapons or shields

i will most likly have Engineers, that can tune the ship, increase speed and steering

and i will look at adding medics, but first need to add damage to crew members when the ship is under attack :P

Code: Select all

current = ship-> get current shield strength
maximum = ship-> get maximum shield strength
percent = ship-> get shield percent
if percent < 25
*Engineers stop what they are doing and divert all power from life support etc to shields
  = ship-> set current shield strength to current + x
else if current < maximum
*Bonus efficiency to recharge rate
  = ship-> set current shield strength to current + y
end
Cycrow
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Post by Cycrow »

yeah, im already planning on doing that ;)

althou im gonna add options to allow you to assign your engineers to either work on shields, speeds, or steerings.

its a shame you cant do much with wepaon energy
Fachtna
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Post by Fachtna »

installed latest capital crews, and in my hotkey interface, i ahve 2 entries for mechanics and 2 entries for the crew management

is this normal?
Cycrow
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Post by Cycrow »

erm, no, you should just have 1 entry for each, it it reigsteres them twice, then it will put 2 entries on the list, but that sohuldn't happen, ill have to check that
djssuk
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Post by djssuk »

I hav eonly had a quick go but hired one excellent worker. However, when I look at the additional commands, I only have the option for 'Report'? I can't seem to assign the worker to anything?.

I reloaded to before the hiring stage and look at the additional commands and I had the two options. So, I hired someone and I am back to just one command for 'report'

Do I have to hire a cheif first? Have I missed a step or has my option vanished (assign crew)?

Thanks
Cycrow
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Post by Cycrow »

you need a chief to assign workers

then you check the cheifs report, and you have options in the report for assigning and removing workers to the chief
djssuk
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Post by djssuk »

Sorry if this has been coverred before but...

It seems this script is clashing with another script.

Sometimes this script works but sometimes, when I select Manage, a script boxc appears asking Protect = 1, Attack Enamies = 2.

When I look at other schips, the manage option sometimes is not there and in its place is a comand SCRAMBLE: Protect = 1, Attacke Enemies = 2.

As I jump or load games things swap and change between the two scripts.

Also, when I can get it to work, the assign cre to a cheif returns NULL whn I expect a list of workers to assign, so instead of offering me 8 Excellent workers or 6 Good Workers to assign, I get two rows of NULL.

Let me know if you want any more details. UInfortunately, I have many scripts installed so I am not sure which one is clashing (the scramble script).

Thanks

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