[SCRIPT] Capitol Ship Crews V1.31 : Update 24/01/2007

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

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Cycrow
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Post by Cycrow » Sat, 4. Feb 06, 11:25

Identitystolen: No not yet, but they will once i add the workers

Morthais: It shouldn't conflict with any script

Morthais
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Post by Morthais » Sat, 4. Feb 06, 16:31

Cycrow wrote:Identitystolen: No not yet, but they will once i add the workers

Morthais: It shouldn't conflict with any script
Conflict not in the same address stuff thingy, but in the sense, does the script take over the "pilot" of the ship?

Cycrow
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Post by Cycrow » Sat, 4. Feb 06, 16:43

no, its other crew members that work independatly
so shouldn't really effect any other scripts, including ones that use pilots

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Stevio
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Post by Stevio » Sat, 4. Feb 06, 17:00

@Cycrow - everything seems to be in working order

incoming messages are fine (no wierd things)

BBS works, searched 5 stations to find it (all in same sector

they can be hired - mine was 7127 per hour (no rediculous prices, YET!)

it repairs the ship roughly 30 units every 15 seconds with 1 Cheif Mechanic at:

Managing - 6
Morale - 100%
Repairing - 3

cheers

stevio
Last edited by Stevio on Sat, 4. Feb 06, 17:25, edited 1 time in total.

Blinki1984
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Post by Blinki1984 » Sat, 4. Feb 06, 17:03

Concerning the Moral.
I don't know how the moral is managed,

But I suggest that if you would implant something like officers, they could reduce the chance of sinking moral.

Cycrow
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Post by Cycrow » Sat, 4. Feb 06, 18:07

atm, moral is only effected by not paying them on time.

however, it wll also be effected by how much they have to work, so if theres always ships to be repaired, thier morale will drop.

i was thinking of adding maybe a morale officer, to keep the workers morale up

resting your crew and paying them will increase thier morale

could do with any suggestions about balacing out the price of the crew, as well as the speed which they repair at.

DIGSIN
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Post by DIGSIN » Sat, 4. Feb 06, 18:10

What about cooks,cleaners and navigators?
Cooks could be used to help keep the moral up, if i was working on a ship i would get pretty annoyed if there was'nt anything to eat.
Cleaners to keep the ship in a hygenic condition,or are the workers going to do this?
Navigator to see increase your radar.

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Stevio
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Post by Stevio » Sat, 4. Feb 06, 18:16

the rate of repair should definately be improved by a factor of 10 i would say

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Post by Cycrow » Sat, 4. Feb 06, 18:29

remember the rate of repair will be improved when you employ more workers.

if it repaired really quickly, like say a whole ship in an hour, then it will cost you around 10'000 credits for the repair, compared to millions if you was to epair at a station.

so the rate of repair needs to be balanced with the price you pay

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Stevio
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Post by Stevio » Sat, 4. Feb 06, 18:37

Cycrow wrote:remember the rate of repair will be improved when you employ more workers.

if it repaired really quickly, like say a whole ship in an hour, then it will cost you around 10'000 credits for the repair, compared to millions if you was to epair at a station.

so the rate of repair needs to be balanced with the price you pay
1). it should still be cheaper than going to a shipyard.

2). are the mechanics payed hourly all the time or only during repair do they require wages

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Post by Cycrow » Sat, 4. Feb 06, 18:40

yes, they should be cheaper, but theres a huge difference between 10'000 and 40'000'000.

and yes, they get paid weather they work or not. Also, you unassigned crews if you have any will also get paid

roughtly how long does it take to fully repair your ship ?

Blinki1984
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Post by Blinki1984 » Sat, 4. Feb 06, 18:42

I guess all the time since they are hired. So the best would be to hire them right bevor joining a battle, and fireing them right after.

In my oppinion the level of mechanics should rise due their work slowly, but the payment should stay the same, this way it would make sense to keep the
workers for a longer time.

But if you hire skilled mechanics the payment should be of course be higher, because you are paying their experience.

Also they will cost you more than enough if you keep them for so long

In conclution.
If you train the mechanics they will be thankfull by not raising their wages,
but if you hire already well trained ones they will demand more money

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Stevio
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Post by Stevio » Sat, 4. Feb 06, 18:50

my colossus i shot it down to 95% (am i insane/ to test the script)

it took about 1/2 an hour to get back to 100% (might have been longer)

thats with the cheif at 7127cr

managing 6
morale 100%
repair 3


i sacked him :lol: what? he took too long

i now have a cheif at 10021cr

managing 10
morale 100%
repair 6

he works faster

5% = 30 minutes

:?

50% = 3 hours

:?

100% = 6 hours
Last edited by Stevio on Sat, 4. Feb 06, 19:08, edited 3 times in total.

Blinki1984
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Post by Blinki1984 » Sat, 4. Feb 06, 18:53

No offence, but i think the price of repairing such a huge ship is way too low, also it is way too fast.

In my opinion it should take something about 24 hours or a lot of mechanics, since otherwise it would be cheatlike

Cycrow
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Post by Cycrow » Sat, 4. Feb 06, 19:45

yeah i agree, with just a cheif mechanic, it should take quite awhile to repair a full m1

otherwise, there would be no point in hiring workers, if your cheif mechanic can do the job easy enuf on his own

when i get the workers in, your should be able to increase the speed it repairs, u just have to pay more ;)

althou it will still most likly be cheaper than if you was to repair it at a shipyard

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Post by Stevio » Sat, 4. Feb 06, 20:26

NOTE: If you sell the capital ship the the mechanics are assigned to, they dissapear from existence

Cycrow
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Post by Cycrow » Sat, 4. Feb 06, 22:00

yeah i know, coz there still assigned to your ship, you have to unassign them first

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Post by PabloRSA » Sun, 5. Feb 06, 10:20

Just and idea..

Idea 1.

What about trainnie mec's, say a BBS about a junior university kid wants to learn how to become a cheif mec so you can hire him for free at like experiance 1 and moral 15% then his stats raise over say a weeks game play.

After he has been trained to level 10 you get change to hire him at a reduced cost to a normal cheif.

Bring in the equal oppertunites policy or make a deal with argon prime university to train workers for free on small ships such as m4 or m5.

Or better yet at level 1 they start on m5's and as they work there level up they go up on ships aswell say a lvl 5 can work on m3 or below or lvl 10 can work on m1 or below. There will have to be some kind of limit though like a min or max ship they can work on to gain levels.

Idea 2.

When moral reaches 0% the man/woman will have a 50/50 chance of suicide.
If he/she suicides then that will create damage to ship like jumping in the engine will imobilize the ship for xx minutes/hours.

Hopefully this will create another way to always keep buying workers.

Edit:
Idea 3.

Races? Ingame races have a good knowledge of spacific weapons like boron has ion disruptor. What about race hireing, like if you get a BBS at paranid station, the worker will have something unique that the race is good at. Or hire at argon then that unique thing will be something else.
Ideas for this, Argon are better medics, teladi are better at some trade person, Pirate are better at tune-ups, paranid are mec's. etc...

This is assuming the workers have individual stat level for each job.

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Post by gray1107 » Mon, 6. Feb 06, 14:41

It might be more suitable to have an alternative cost mechanism as paying the mechanics wages doesn't really fit into the universe as none of your pilots or capital ship crews charge!

I'd suggest that repairs cost you in the form of onboard Ore & Silicon, in the same way as old sailing ships used to have a stock of materials to repair the ship at sea. This would fit in more with the universe and would also mean that there is more upkeep involved. Rather than just paying wages without noticing you need to return to your homebase every so often to restock.

Cycrow
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Post by Cycrow » Mon, 6. Feb 06, 15:49

actaully, thats not enterily true

your pilots and crew members do charge, if you have a UT or ST, they charge wages which comes out of the profits they make

BPH and SDS also charge for thier services

as does patrolling, the leader will charge you for his services

what you dont have to pay for is when you ships are running on autopilot using the software extensions, this is because there is no crews ;)

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