Question/Req- Squadron/Proximity repairing?

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SyberSmoke
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Question/Req- Squadron/Proximity repairing?

Post by SyberSmoke »

So, I was wondering if it would be feasible to have ships in a squadron, that have repair drones, to repair other ships that do not?

So say...you have a capital ship with a fighter escort of say 8 fighters. They get into a fight and win, but the fighters take damage and are banged up. The cap ship, once out of battle, sends out it's welding drones and patches up the fighters based on the skill of the engineer.

An alternative could be you capture a ship. You bring in a ship with a lot of repair drones and order it to commence repairs on you captured ship. That way it can get up and running faster.

Could this be done as a mod?
w.evans
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Post by w.evans »

Got this working in MICT_supp8, except for the drones part. Got repair ships launching drones to repair other ships, but they lost control of their drones between save-load cycles so that's deactivated for now.
SyberSmoke
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Post by SyberSmoke »

So does it work on fighters? And is this game wide behaviour or does it only apply to the rapid response units?

Edit: Ok read the Supplement, interesting but not really what I am after. I am after something a little more general purpose. So say I can get a Canteran Stromvok and assign it some fighters. The Stromvok could then repair the fighters (that survive) after the fight.

I get the idea behind your mod though and I like it. Sadly it just does not fit the bill. Plus it is a little odd from my point of view that a military ships would not be able to support it's fighter escort when a civilian craft will.
Last edited by SyberSmoke on Sun, 8. Nov 15, 10:40, edited 1 time in total.
w.evans
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Post by w.evans »

Works on fighters. And the repair ships are completely separate from rapid response units. You'll need:

a non-combat ship,
with a crew with better than 4 stars in all primary skills,
and at least 1 construction URV equipped.

They'll repair any ships:

owned by the same faction
with hull below the limit that the engineer can repair
within the repair ship's radar range.

Also, if not interested in the rest of the mod, you can install just MICT_supp8.

Forgot to mention, yes, NPC ships which fulfill those requirements will function as repair ships as well, but they will only repair damaged ships owned by the same faction.
SyberSmoke
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Post by SyberSmoke »

Heh, was editing as you posted. Gotta love when that happens.
w.evans
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Post by w.evans »

SyberSmoke wrote:Heh, was editing as you posted. Gotta love when that happens.
Heh. Yeah, funny when that happens.

The Carrier mod might be of interest too. You could assign fighters to a carrier (Arawn or, with the MoreCarriers add-on, a Sul), and the fighters are repaired when they're docked. You still have to have them dock, though.
SyberSmoke wrote:Plus it is a little odd from my point of view that a military ships would not be able to support it's fighter escort when a civilian craft will.
Intention was to make having a repair ship deliberate rather than making fleets in general just harder to defeat. Sad it wasn't what you were looking for, but oh well.

If you're handy with an xml editor, you could alter w.e_mict\aiscripts\engineer.ai.xml from MICT_supp8 and delete this line:

Code: Select all

<check_value value="this.defensible.primarypurpose != objectpurpose.fight"/>
That'll enable all capships to function as repair ships.

Change to:

Code: Select all

<check_value value="this.defensible.primarypurpose == objectpurpose.fight"/>
if you want only military ships to function as repair ships.
SyberSmoke
Posts: 655
Joined: Sat, 11. Feb 12, 04:03
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Post by SyberSmoke »

w.evans wrote:
SyberSmoke wrote:Heh, was editing as you posted. Gotta love when that happens.
Heh. Yeah, funny when that happens.

The Carrier mod might be of interest too. You could assign fighters to a carrier (Arawn or, with the MoreCarriers add-on, a Sul), and the fighters are repaired when they're docked. You still have to have them dock, though.
SyberSmoke wrote:Plus it is a little odd from my point of view that a military ships would not be able to support it's fighter escort when a civilian craft will.
Intention was to make having a repair ship deliberate rather than making fleets in general just harder to defeat. Sad it wasn't what you were looking for, but oh well.

If you're handy with an xml editor, you could alter w.e_mict\aiscripts\engineer.ai.xml from MICT_supp8 and delete this line:

Code: Select all

<check_value value="this.defensible.primarypurpose != objectpurpose.fight"/>
That'll enable all capships to function as repair ships.

Change to:

Code: Select all

<check_value value="this.defensible.primarypurpose == objectpurpose.fight"/>
if you want only military ships to function as repair ships.
Well the idea was that repairs would have to be after action. So during a fight the assigned craft would be fighting and have the potential to die of coarse. After the battle when the ships return to idle, then they would get repairs, what remains of them of coarse.

The reason I was thinking about this is that Fighters are powerful, but fragile. They suffer badly from attrition and with out regular maintenance a wing of fighters will whittle down pretty fast meaning the player then has to micromanage more.

By allowing after action repairs on attached squadrons, the craft will potentially last longer for the purpose of patrol units and the such. So I could assign a Stromvok with 8 fighters and it can happily patrol killing small bands of raiders. But bigger assaults, well...it would be wiped out.

So it was not meant to be an idea to impose indestructibility, instead just to offer hands off maintenance.

As for the edits...I think before I were to make them I would need to understand the repair behaviour. Just because I do not want to have a fleet of ships where they are all mutually repairing each other...that would just be messy and not that fun.
w.evans
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Post by w.evans »

Fair enough. Happy hunting!
SyberSmoke
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Post by SyberSmoke »

I will be giving the mod a shot it does sound interesting. I am just hoping that may be some one will pick up my thought on the subject.
w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

w.evans wrote:MICT_supp8...

NPC ships which fulfill those requirements will function as repair ships as well, but they will only repair damaged ships owned by the same faction.
Just wanted to correct this. Forgot that I had to change the way MICT_supp8 is implemented, and it only works with player ships.

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