[SCRIPT]----Regenerative Hull Systems----[Updated v1.41: 24-07-06] {EMP}

The place to discuss scripting and game modifications for X³: Reunion.

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Good idea or bad idea?

Good idea
134
82%
Good idea but needs balance (suggestions please)
25
15%
Bad idea - Could be good with...... [suggestion - please post]
1
1%
Bad idea because of..... [reason - please post]
3
2%
 
Total votes: 163

Blinki1984
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Post by Blinki1984 » Thu, 5. Jan 06, 20:49

so it doesn't make a lot of sense getting the AHR installed into an argon buster ?

Will some AI ships allso be randomly equiped with this technology

And can I have an M1 with both softwares one for him the other for the support

Rasdan
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Post by Rasdan » Thu, 5. Jan 06, 21:30

Excellent info text. I like it a lot.
Strangely enough the AHR concept sort of resemble something in real life.
I read about this a couple of weeks ago; selfrepairing car paint.
Embedded in the paint are very small balls of unhardened paint, so when you or some fool scratches the car, the small balls breaks and the paint inside fills the scratch and hardens.
So the concept isn’t far fetched at all.

I like the additional resources needed for the CMH

I have some more info regarding ship repair cost from 50% to 100%
If you want, you could use it for balancing the CMH.

M6 Nemesis 4506750
M6 Hydra 2969155 (cheap!)
M6 Centaur 4771900
M6 Dragon 3711450

TP Hermes 211550
TP Manta 228500
TP Iguana 161050
TP Toucan 240000

Hope it’s useful

999-JAY-999
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x3tc

Post by 999-JAY-999 » Thu, 5. Jan 06, 22:38

Great idea with the script,,,....

LV

a tip for any scripter.

on installing x3 and the patches immidiatly zip the scripts and t folders as backups so you can just delete the current folders and go back to as fresh start with a new save Smile

I do recall the original script and t directories remain accessable off the X3 DVD as well I found..... needed those a fair few times I tell you. :thumb_up:
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Kvalyr
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Post by Kvalyr » Thu, 5. Jan 06, 23:30

so it doesn't make a lot of sense getting the AHR installed into an argon buster ?

Will some AI ships allso be randomly equiped with this technology

And can I have an M1 with both softwares one for him the other for the support
Why not stick it on a Buster?

It's handy to use on any ship that you don't want to have to send to a shipyard constantly. Especially useful on whatever ship you use as your main ship.
The slow-nature of the regeneration means that it's handier in combat terms for the smaller ships such as an M5 or an M4.
Avoid enemy fire for 100 seconds real-time or 10 seconds SETA in an M5 and you'll have your hull restored to 100%.
It doesn't make things much easier though, and the bigger the ship; the less combat-effect it'll appear to have.

As I said in the main post; the AI ships won't use it as it'd be too much of a processor-drain for a lot of ships to use it.

Both extensions can be installed on Any M1 or TL, simultaneously if you want. They work seperately.


Rasdan: Thanks for the comments :D

The AHR concept is something that might someday be possible with Nanotechnology. I always like to keep things as much within the bounds of 'realistic' science fiction as I can ;)

And thanks for the info too, I'll definitely make use of that as soon as I start on the CMH.
It'll definitely be useful in deciding the amounts of Silicon & Teladianium required for repairs.


Jay: Cheers for the comment :)
I do recall the original script and t directories remain accessable off the X3 DVD as well I found..... needed those a fair few times I tell you.
That'll definitely be handy - thanks for the tip ;)

Kvalyr
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Post by Kvalyr » Fri, 6. Jan 06, 03:09

Plugin Released.

Blinki1984
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x3

Post by Blinki1984 » Fri, 6. Jan 06, 07:59

What about the lost Items and technologies?

Once you loose some tec during your damage it should stay away until you buy it again

Kvalyr
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Post by Kvalyr » Fri, 6. Jan 06, 11:07

Lost tech stays lost.
The AHR *only* repairs hull damage - It doesn't repair/restore damaged extensions or equipment.

Kvalyr
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Post by Kvalyr » Sun, 8. Jan 06, 03:46

Plugin Updated to v1.2

999-JAY-999
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x3tc

Post by 999-JAY-999 » Sun, 8. Jan 06, 11:47

Brilliant........ keep up the great work ..... :thumb_up:
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AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
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Kvalyr
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Post by Kvalyr » Sun, 8. Jan 06, 13:10

Cheers :)

Tritous
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hmm

Post by Tritous » Sat, 21. Jan 06, 23:28

now this is very interesting....

there are a few comments though...

1) the idea of using the repair drones is a great one. perhaps if someone was to develop that it could be used as a third module in the system, something that is capable of getting the hull up to 50% (requiring a small number of energycells to do it) then the quicker and more efficient bio-repairs can start. I think that would be the completion of this script once and for all.

2) those times are far too fast. where in the script are they? because if they are easy to change I may be able to change them fro myself. I think that they should be at LEAST 5 times slower. 100 seconds for a ship to regenerate???? not while flying surely. perhaps it could run at that speed if you are stationary, but it should be longer. as for the cap ships....that would mean the hull would regenerate faster than the shields. again, I wonder if you can upgrade the script so there are two types of repair, the current speeds for when the ship is stationary (or veyr slow) then a slower (or maybe two levels) rate for when the ship is moving.

otherwise...fabulous idea. if one of you can get back to me on if it's possible to change those times then I'll probably get this script
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

Kvalyr
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Post by Kvalyr » Sat, 21. Jan 06, 23:50

Thanks for the feedback, it's greatly appreciated :)
But...
I'm not so sure I agree with you on the times taken. Are you sure you read the table right? :P

It takes 100 seconds of real-time to repair 50% of an M5's hull, but it takes 3000 seconds (50 minutes) of real-time to repair 50% of an M2's Hull..
That couldn't be faster than the shield-recharge rate.........right? :?


In my "infinite wisdom" (read; lack of foresight) I wrote the scripts in a way that makes it quite awkward to change the times taken.
It works in a system of incrementing the ship's hull stat by an amount specific to the ship's class, every time the script runs through a cycle of a pre-defined amount of time.
Actually changing the values would be easy, but changing them to ones which are balanced-by-class and produce nice times (100 seconds, 3000 seconds, etc) is awkward and requires lots of calculator-work and number-scribbling. :P

I'll think about making the repair-rate dependent on the ship's motion, but the problem with doing that is actually just laziness/reluctance on my part. It'd be easy to do, but quite laborious.
I'd have to re-write chunks of the scripts into using subs & use extra variables, or type the same chunks out again for varying ship-speed percentages..

I'll definitely take the repair drones idea on-board though, as a lot of people seem to want something along those lines.
What would you think of Repair Drones which function in a similar manner to the in-game Fighter Drones?
ie;
Eject drones from freight bay, They activate, but instead of shooting hostile ships they repair friendly ships.

Or I could make the CMH TS/TP-mountable so that they could be used as repair-escorts? (Could be impractical because of the energycell costs, which I'm reluctant to change because of how they've been balanced for the Carriers)

Tritous
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hmm

Post by Tritous » Sun, 22. Jan 06, 02:32

thanks for the fast reply. now I'm not a scripter but have studied small amounts of programming. it is extremely crap practise to put it bluntly, but there is the lazy man's method...

duplicate code lol. every second or two (tremendously slow responce but less drain) there is a check for what speed the ship is at. if it a low speed it calls one copy of the script. if it is a high speed, call another copy with different values. run each copy of the script for 1 second only and that counts as an update lol. since scripts are so small it's not a problem with distribution really, but don't scale that method up.

repair drones: ideal behavior...you buy each drone separately and when you activate it it spawns nearby. so if you want to buy several of these superadvanced drones at about 2 million each, go ahead :P. they fly in very close proximity to the ship and each does tiny and slow repairs.

the sorts of speed im talking about is repairing about 10 hull per second (about 20% of the speed of the current regeneration). and taking one e-cell every 30s (300 hull). so an m3 could be taken up to halfway from 0ish in about 500 seconds, for about 15 e-cells. then the rest is done with the main system.

now here are my ideas on what to do with these drones....slow them down. make them travel at only 7m/s so if you fly off they can't keep up. to do repairs then you have to go very slow. they should be close, the sort of proximity you would need to get into a ship from at most. how that is to be done I don't know but this way you have to go very slow and not turn much or you lose the drones.

costs: ~2M per drone. if you want 30 drones to get faste emergency repairs on your m2 go ahead...you'll still take 300 seconds.
size: M class, but perhaps 70 units in size. hugely limits the smaller ships which should be docking for repairs anyway.
speed: ~7-8 m/s
turning ~500%, keep them fast turning lol
defence: 1MJ shield + 20 hull, but no recharge on the shield.

how you are going to do that I don't know, but that's the ideal I see.


As for the speed...how about a short wait function between each repair cycle...would slow down the repairing and is easier to code surely.
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

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StarTrekMarc
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Post by StarTrekMarc » Mon, 30. Jan 06, 21:06

Hello,

I translated the t-file into german, please add it to the archive, for the other german users ;)

498824.xml

Greets
Marc
Last edited by StarTrekMarc on Mon, 30. Jan 06, 21:08, edited 1 time in total.

Kvalyr
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Post by Kvalyr » Mon, 30. Jan 06, 21:08

Excellent :D
I was going to do that myself eventually, but my german wouldn't read naturally so I decided to wait.

Greatly appreciated - I'll stick it in the file right now. ;)

Kvalyr
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Post by Kvalyr » Mon, 30. Jan 06, 21:21

What area proved problematic for you, LV?

My plan (when I get around to it) is to adapt the CMH scripts for use in a drone script. The bit I'll have to figure out will be the Automatic-behaviour of the drones, as I've never done anything like that before.. (Actually, I'm figuring everything out as I go along here - this plugin is my first X-scripting project :P)

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StarTrekMarc
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Post by StarTrekMarc » Mon, 30. Jan 06, 21:25

Zurechial wrote:[...]

Download Plugin

Now with German translation included, thanks to StarTrekMarc.
(Cheers Marc ;) )

[...]
@Zurechial

No problem, but you forgot to upload it again :D

greets
Marc

Kvalyr
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Post by Kvalyr » Mon, 30. Jan 06, 21:27

No I didn't, the updated version is uploaded :P

Check that your internet-cache is cleared or your browser might not download the new file from the link. ;)

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StarTrekMarc
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Post by StarTrekMarc » Mon, 30. Jan 06, 21:29

Oh, you are right :D

Firefox loaded the old file :roll:

js434
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Post by js434 » Sat, 15. Apr 06, 16:51

has anyone made a NANO Repair upgrade for ships

uses ships power (guns) == can't fire while using it.
Maby no shilds, can't move
slow as hell
fixes up to 10% of hull.

I had a argon mecury crawling back to a shipyard with like 3 on speed
took ages on 10XSET in a astroide belt.

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