self repairing hull??

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Self repairing hull?

I would like Egosoft to put it in
55
79%
I would like somebody else to do it
4
6%
I am quite happy the way the game is
11
16%
 
Total votes: 70

Johnn
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self repairing hull??

Post by Johnn »

:( I looked on my box at the description of the game and it says on the box Self repairing hull
I wonder if people would like to see this added to the game by Egosoft or if some body could write the code?
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Burianek
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Post by Burianek »

I saw a thread a while back in this forum where, IIRC, someone was experimenting with creating a new 'repair station factory' that produced a new ware called 'repair/construction machinery.'
They were then trying to script using the repair machinery to fix ships.
Clever idea, but I haven't seen progress in a while.
You're welcome to search the back threads of this forum and see if you can revive the project.
Cheers.
"Nature's first green is gold" . . . stay golden.
The_Tigers_Eye
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Re: self repairing hull??

Post by The_Tigers_Eye »

Johnn wrote::( I looked on my box at the description of the game and it says on the box Self repairing hull
I wonder if people would like to see this added to the game by Egosoft or if some body could write the code?
I'd like to see the repair option in Carriers for fighters at the very least! i'd also like to see a factory that not only repairs ship hulls but also gives em customisable paont jobs... :D
Johnn
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Post by Johnn »

:) Yes I reccon a repair option on carriers would be handy +maybe a reload missile would also be good if you have them in store.
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Unimaginative
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Post by Unimaginative »

If someone did make a self-repair, I think it should consume a certain amount of ore and energy cells for a certain amount of hull being repaired. Could make for some interesting situations where you have to decide whether to repair the hull or keep the energy cells in order to make a jump ^_^
The_Abyss
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Post by The_Abyss »

Unimaginative wrote:If someone did make a self-repair, I think it should consume a certain amount of ore and energy cells for a certain amount of hull being repaired. Could make for some interesting situations where you have to decide whether to repair the hull or keep the energy cells in order to make a jump ^_^
Exactly - everything must come at a price - particularly if you want to get your script signed off :wink:
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Unimaginative
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Post by Unimaginative »

Looked into it a bit, and there doesn't seem to be a way to change the current value of a ship's hull via scripting. Or the current value of sheilding, for that matter. There are 'getters' to retrieve the current and maximum values, but not any 'setters'. So I guess we'll have to wait until at least patch v1.4 to have self-repairing hulls.
Scoob
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Post by Scoob »

I'd like to see the option to purchase a ship extension which would enable hull autorepair - only for Capital class ships including M6s though.

As previously suggested this will need to have a resource cost per unit repaired...Ore would seem to be a good choice. This would mean you'd have to weigh the pros and cons of stocking up with cells to jump away from trouble or Ore to repair after you've dealt with said trouble - pretty cool. :)

Also it'd be good to have a second purchasable extension which would *slowly* repair any ships docked at a carrier, again at a certain ore cost.

I'd envisage these extensions as costing well into the millions, taking up a fair amount of cargo space (XL of course) and repairing damage relatively slowly over a period of time. Also maybe it wouldn't work while you're actually under attack, you'd need to retreat to a safe location for the autorepair to work.

It would be great if this could be scripted and released as an "official" script. I did try to produce a script to do something similar a while back but, like a previous poster, couldn't suss how to actual set the Hull repair state.

This would be a valuable addition to the game IMHO.

Scoob.
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Unimaginative
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Post by Unimaginative »

Working on the assumption that more control will be added to the scripting at a later patch, did some research, and it seems that each class has a different repair cost for each unit of hull, TPs and TSs being around 4-5 credits per unit, M5s beign around 80-85 credits per unit and M3s being around 100 credits per unit. I'll do some more research on this to get more accurate numbers, but it seems that such a script will be nice and complicated :)
Wilbo_Baggins
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Post by Wilbo_Baggins »

Maybe like Privateer's damage robot. That would be nifty, and like someone said, it should require Ore and Energy cells.
Johnn
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Post by Johnn »

:) I like the idea if having to use EC+Ore to repait the hull if your ships as this might be chaeper than repairing at a shipyard.
Ive had to repair my Paranid Odysseus about 4 times and it as dammed expensive and it has skinted me each time( But I have killed all the Xenon+stations in the map).
I have now started on the Khaark.
Horris
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Post by Horris »

I dont suppose ne has noticed, but on the back of the game box it says, and i quote:-

"Employ a myriad of offencsive & defensive weponry, including lasers, missiles, mines, remote droids, shields, self-repairing hulls and intercept rockets"

I've got the box version, but that what it says. So it should be in there. I thougt the boron would as they have organic looking ships.
Jungleer
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Post by Jungleer »

Didn't I see "repair drones" somewhere in the game?

I'd assume this is in the game already, but not active.

It would be nice to load up a TS with repair drones and send them out after a huge battle to repair the fleet. The more damage there is, the more drones, or longer it takes to repair.

And add my vote for repair stations in the hanger bays of the capitol ships!
Howlingmad
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Post by Howlingmad »

Or just have a repair ship that stocks the energy cells and ore. That way you have support craft that must be protected too. Something along the size of an M6 so it is fast but unarmed.
What no sig or avatar. I wonder why?:(
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bryant
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Post by bryant »

Well if its on the box, then chances are they thought about it but didn't get round to it.

I go with the idea of a repair vehicle, that you can pay in the same way as a station plus additional charges for each gate passed like the tl transporters. You should be able to contact it over any station menu, then the nearest free vehicle probably placed by the ship yard makes its way to your ship station. Didnt I see something for stations in the bbs for station repairs?
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Horris
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Post by Horris »

What bout a modified mamoth? Or somthing from its class, if it can hold a station surly it could be modied for repair??

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