[Request] Engineers repair subordinates

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Grimm Spector
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[Request] Engineers repair subordinates

Post by Grimm Spector »

We have working engineers modded. An add on to that mod or a separate one that allows engineers to launch construction urvs and repair subordinate ships components would be awesome. Don't want them fixing other ships hulls though personally.
Tarazu
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Post by Tarazu »

Would it perhaps also be possible to have a subordinate in a fleet act as a repair support ship? I'm thinking about eventually having like a scaldis or titurel acting as a resupply and repair ship for a fleet.
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ltdan81
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Post by ltdan81 »

Tarazu wrote:Would it perhaps also be possible to have a subordinate in a fleet act as a repair support ship? I'm thinking about eventually having like a scaldis or titurel acting as a resupply and repair ship for a fleet.
^^^^
That would be awesome!! This will be awesome when we can move wares from ship to ship and then perhaps have certain ships able to carry more than 2500 fuel cells so that we can have *real* fleets with a supply chain.
wwdragon
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Post by wwdragon »

Both OP and second post are good ideas! :)
Editing posts since long before I remember.
Grimm Spector
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Post by Grimm Spector »

Ships trading with cargo urvs should be implementable
Kierk
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Post by Kierk »

Hmm, the difficulty is with the subordinate/commander system. I'd really prefer the support ship style. Ok I'll give it a try.

Design goals
1. Player Capital Ships with an active engineer and over 100 construction drones will repair other Player Ships nearby.

2. Initial range will be 3km, adjusted if needed for playability.

3. Both ships must be stopped. (seems a requirement, but also makes sense in game).

4. Ship doing the repairs must be operational (hull fixed and components below threshold.)

5. [considering] ship being repaired must have engineer. Alternative ship without engineer gets repaired very slowly, ship with gets bonuses to speed depending on skill.
seedee
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Post by seedee »

i'd like engineers on XL ships being able to repair their S/M subordinates
or that they could dock
on stations too btw

but i'm dreaming :p
Bobucles
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Post by Bobucles »

You're going to work that engineer to death!

I think a new squadron mechanic guy should do the role. Only carriers need one. A new guy lets you set unique repair rules and have a fresh command menu to work with.
Tarazu
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Post by Tarazu »

Would be nice if it could be compatible with other engineer mods to make the extent of the engineers repairs (surface or also hull) be customizable by other mods.
Grimm Spector
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Post by Grimm Spector »

The game may be rough, but our community is awesome as ever :-)
Kierk
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Post by Kierk »

Ok I think I've got it, check out Hull Engineer mod version .50c (the complete version).

It proved harder than I expected and I had to make some compromises.

If a ship has over 100 drones and is not repairing its own components it'll search for friendly ships within 3km and run a single repair tic on each of them for a number of seconds equal to the number of drones on board. Once that limit is reached it'll take the standard 20-25 second cooldown before repairs begin again.

I've also changed the limit of hull repair to 75% in this version, no more full heals outside of shipyards :). Old version still available for the 100% repair.
Grimm Spector
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Post by Grimm Spector »

Yay Kierk! 75% I can do. Full free heals are too much.

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