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Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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OOooooooookay. This mod has a weird side effect in my game. It randomly crates things like missiles and ammo on board the ships that had the marine's repair them last. This is during and after repairs are finished.
Suddenly 50 mosquito missiles show up, or chain gun ammo and such. Is this an intended feature?
When I turn the marine repairs off, it stops. And if I start it again it will not continuing spawning on those ships until the marines start to repair something again.
Suddenly 50 mosquito missiles show up, or chain gun ammo and such. Is this an intended feature?

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Hi all,
Re: Balance.
I think the repair rates are fine...it's automatic, can be massively sped up via SETA and the player can get on with other things. I like it.
You could say that Marines have to get paid for these 'extra duties', say a few Cr. per hull repaired...I'd suggest a MUCH cheaper rate than Shipyard repairs...still, the Player can repair for free so why not Marines?
At the end of the day you've paid for the Marines and they're actively either saving you Cash or very very lengthy repairs...they're also not at risk floating around in their spacesuits like the player is while repairing.
One thing I was thinking of to 'balance' (very subjective!) was saying that the ship cannot be in combat at the time...Marines could in theory be standing by to repell potential boarding attempts...if that ever gets implemented! We already know that 10 Marines aren't really going to help if you hull is being hit by HEPT fire, let alone PPCs.
To confirm the ship is out of combat could you not simply say something like: If Shields = FULL and Weapons Energy = FULL then ship is 'safe' so begin repairs?
Just a thought.
Cheers,
Scoob.
Re: Balance.
I think the repair rates are fine...it's automatic, can be massively sped up via SETA and the player can get on with other things. I like it.
You could say that Marines have to get paid for these 'extra duties', say a few Cr. per hull repaired...I'd suggest a MUCH cheaper rate than Shipyard repairs...still, the Player can repair for free so why not Marines?
At the end of the day you've paid for the Marines and they're actively either saving you Cash or very very lengthy repairs...they're also not at risk floating around in their spacesuits like the player is while repairing.
One thing I was thinking of to 'balance' (very subjective!) was saying that the ship cannot be in combat at the time...Marines could in theory be standing by to repell potential boarding attempts...if that ever gets implemented! We already know that 10 Marines aren't really going to help if you hull is being hit by HEPT fire, let alone PPCs.
To confirm the ship is out of combat could you not simply say something like: If Shields = FULL and Weapons Energy = FULL then ship is 'safe' so begin repairs?
Just a thought.
Cheers,
Scoob.
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- Joined: Tue, 18. Nov 03, 00:46
HI tatakau!
Could you please explain how I can increase the amount of time it takes to repair a ship? Sorry for my ignorance. I suspect I need to edit an .xml file or something. Could you plese explain how I do that? Do I use notepad or wordpad? Can I do that with word?
Your script works great but the repair speed is so fast I feel like I'm cheating. I'd like something with SETA 10x enabled where you see a movment in hull intengrity every 30 seconds.
Something even cooler would be to have the marines outside of the ship and do the repairs. So you'd have to stop your ship, hit x key to launch your marines and then maybe another key to start repairs. A cool sound effect would be nice but I think that would be too much. Soo I'm rambling. Just a wa to slow the speed down would be great! Thanks!
Could you please explain how I can increase the amount of time it takes to repair a ship? Sorry for my ignorance. I suspect I need to edit an .xml file or something. Could you plese explain how I do that? Do I use notepad or wordpad? Can I do that with word?
Your script works great but the repair speed is so fast I feel like I'm cheating. I'd like something with SETA 10x enabled where you see a movment in hull intengrity every 30 seconds.
Something even cooler would be to have the marines outside of the ship and do the repairs. So you'd have to stop your ship, hit x key to launch your marines and then maybe another key to start repairs. A cool sound effect would be nice but I think that would be too much. Soo I'm rambling. Just a wa to slow the speed down would be great! Thanks!
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fine for me>?
i7-920
GA-EX58-UD5
6x 1gb DDR3 1600 hz OCZ
1 x Dell Perc 6/i
4 x Samsung HD103UJ 1TB (raid 5)
1 x WD VelociRaptor WD3000HLFS
Force3d 4870 512MB PCI-E
Dell Perc 6/i RAID project
GA-EX58-UD5
6x 1gb DDR3 1600 hz OCZ
1 x Dell Perc 6/i
4 x Samsung HD103UJ 1TB (raid 5)
1 x WD VelociRaptor WD3000HLFS
Force3d 4870 512MB PCI-E
Dell Perc 6/i RAID project
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I have this file on SPK, anybody wants you will find it here:-
http://hosted.filefront.com/spacefueladdict/
http://hosted.filefront.com/spacefueladdict/
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Mini-bar and adult videos keeps them happy for me.lastebil wrote:Nice script, however, if I am to complain about something, it is that I´d like to see the marines demand payment for their work, maybe moreso than at a shipyard.

Seriously, t'would be nice to throw a few coins for this service to help balance it with other vanilla techniques so wouldn't complain. Even if it equated to the same cost at a shipyard I wouldnt mind due to the time saved in the process. (Assuming the lack of funds doesnt cause a problem, which may be more of an issue early on with use of TM's). In which case you may want to be able to turn the feature on/off for a particular ship.
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If anyone is interested, I've made a couple of changes to the script to suit my personal tastes.
- Marines will repair other damaged ships while docked at any kind station if the station isn't damaged
- Marines will repair up to 80% of the hull while the ship is moving, but any more and you will need to be not moving. (Simulates them having to get outside and work on it.
* What I plan on adding.
- Marine effectiveness will be affected by their engineering skill.
If you are interested in getting the updated files, send me a PM and i'll send you the updates.
- Marines will repair other damaged ships while docked at any kind station if the station isn't damaged
- Marines will repair up to 80% of the hull while the ship is moving, but any more and you will need to be not moving. (Simulates them having to get outside and work on it.
* What I plan on adding.
- Marine effectiveness will be affected by their engineering skill.
If you are interested in getting the updated files, send me a PM and i'll send you the updates.
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Just for clarification, I assume you mean the rate of repair is increased and the time is decreased?tatakau wrote:Marine Repairs v1.02 now uses the marines' mechanical and engineering skill levels to determine rate of repair. Using fully trained marines for comparison, the rate of repair from previous versions has been significantly reduced.
Love this script, by the way

Cheers.
Tim
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