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

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

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

Kvalyr
Posts: 336
Joined: Sun, 1. May 05, 15:56
x4

Post by Kvalyr » Thu, 20. Apr 06, 02:04

I've considered having the AHR drain weapons-energy while in-use but it would be awkward for the player since the AHR is automatic and I'd rather leave it that way than make it command-enabled.

Your emphasis on "NANO" suggests that you didn't read the first post of this thread since that's the basic idea behind this plugin.

It's lengthy but it'd be best to read it if you're interested.


----


Plugin updated to v1.3 - Now with {EMP} Support. See first page for more info.

Kvalyr
Posts: 336
Joined: Sun, 1. May 05, 15:56
x4

Post by Kvalyr » Thu, 20. Apr 06, 03:30

Updated to v1.31

--CMH infinite-distance bug fixed
--Extra feedback to player from CMH added

Next release will hopefully include support for new ship-classes such as those in the Xtended Mod.

Skorne Tet'Zu
Posts: 126
Joined: Mon, 27. Mar 06, 11:42
x3

Great Job!!!

Post by Skorne Tet'Zu » Sun, 9. Jul 06, 16:41

I don't usually read through all the post unless I looking for a Resolution of a problem... but I read throgh this one for some odd reason. I really enjoyed the way you all worked together... and came up with a system that I Know is going to Seriously ROCK!!! I can't wait to run the Script and get it installed on my Carrier. I was just complaining to a friend that I should be able to have my Carrier repair its ships... and now I can also have the Destroyer Escort Squadron Repaired as well; DUDE... YOU SERIOUSLY ROCK!!!

GREAT SCRIPT Idea (I know its going to work)... and EXCELLENT Job getting it well Balanced into the game - I Love Scripts, but hate cheats (personal preference); and this one gives me a Real Good Feel.

Thanx for all the time you put into it... WELL DONE!!!
Skorne Tet'Zu
Corny Signture Saying Removed

Kvalyr
Posts: 336
Joined: Sun, 1. May 05, 15:56
x4

Post by Kvalyr » Mon, 24. Jul 06, 00:32

Thanks very much for the support and I'm glad you like it :D



Version 1.40 uploaded.
Race-specific bonuses/penalties to repair-efficiency added.

The next versions will add:
-Bonuses/penalties by race to costs of using CMH
-New balance-changes for the CMH (possibly including resources)
-Full support for the Xtended Mod (it currently works with the mod but the race-specific bonuses/penalties aren't applied to the new ships and repairs might not currently occur at the correct rate on new ship-classes in Xtended. This fix is priority and next on my list)

Black Gryphon
Posts: 4328
Joined: Mon, 13. Mar 06, 00:30
x4

A possible issue

Post by Black Gryphon » Thu, 7. Sep 06, 14:06

I ran your auto-hull repair script when I first started using the extended Mod (6a). I had several issues with updating to 6b and ended up doing a clean reinstall and started on a save back before I started the Extended Mod. Now that I have the 6b version up and running I have found, what appears to be, a link between your script and some forced reboots I have suffered.

I had thought it might be an issue with the asteroids in loomanckstrat's but I also had it happin in Rolks Legacy.
Here is the link to the Extended bug: http://www.thexuniverse.com/viewtopic.p ... 3a8150a4c6

dcmwai
Posts: 5
Joined: Wed, 27. Feb 08, 16:36

Remove???

Post by dcmwai » Fri, 29. Feb 08, 17:35

Dear All,

How could I remove it?

I've install 2 different Hull Regeneration plug-in and now my games is in a mess...

I've remove everything then... There is an empty items selling on the equipment dock.


Please help.

Thank You

xTemon
Posts: 996
Joined: Tue, 9. Jan 07, 20:01
x3tc

Post by xTemon » Fri, 29. Feb 08, 23:27

If you are using XPlugin Manager try doing a settings delete all unused scripts et al
:headbang: Microsoft

dcmwai
Posts: 5
Joined: Wed, 27. Feb 08, 16:36

Post by dcmwai » Sat, 1. Mar 08, 03:24

I've used the plugin Manager to Clear Installed packages and then remove later reinstall the X3...

That empty is still there :(

is that have something to do with the added ware???

Schabernack
Posts: 216
Joined: Wed, 18. Apr 07, 19:32

Post by Schabernack » Mon, 17. Mar 08, 11:16

one of my alltime favourit scripts, simple but effective to use and quite a piece of roleplaying feeling.

The carrier version costs about 900thousand credits where the RHS costs about 9million, bug or feature?

thanks
learn from the past, live the moment, dream of the future
tc-ap minimax

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Mon, 17. Mar 08, 15:27

the carrier version requires energy cells to operate i believe it was 7500 per M3 class ship so thats where the cost of that one is, whereas the main one which costs 9mill is always on on the ship it is fitted on, but only works from above 50%

Legionnaire

User avatar
Terre
Moderator (English)
Moderator (English)
Posts: 10494
Joined: Mon, 19. Dec 05, 21:23
x4

Post by Terre » Thu, 20. Mar 08, 20:41

One apostrophe error in file 448824.xml

Line 6

The technology allows a ship's hull

to

The technology allows a ships hull

My reason is that the current version reads 'The technology allows a ship is hull'.

I'm not sure as to whether you consider the use of 'commandconsole', instead of command console, an error or not.
Open Rights Group - Is your site being blocked
Electronic Frontier Foundation - Online Censorship
The Linux Foundation - Let’s Encrypt
Check if your Email account has been pwned

Factor
Posts: 18
Joined: Sun, 30. Nov 08, 17:51
x3tc

Post by Factor » Fri, 5. Dec 08, 17:38

Hey there,

I've been using this script for some time now, but recently I got a strange bug.

I bought 2 units of ARH and carried them with me to get a ship from pirates (from that cycrow bbs extra plugin).
so after long fight I got my ship and beamed one ARH aboard captured m2 class.

instantly this ships hull went to 0 and stayed there.
after some time I got it to shipyard, I tooked ARH from it, and - lol - all hulls of my other ships where ARH were installed dropped to zero, begun to regenerate, than dropped to zero again...


I like the idea tho.

Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Post by Legionnaire » Fri, 5. Dec 08, 18:01

From what i remember of using this, if the unit was put on a damaged ship it would drop the hull, but if equipped to a fully repaired ship it would operate normally, but it has been a long time since i used this.

Legionnaire[/code]

Factor
Posts: 18
Joined: Sun, 30. Nov 08, 17:51
x3tc

Post by Factor » Thu, 18. Dec 08, 20:27

It happend to me first time I hired crew member (from Cycrow's script).
Removed this script, and there are no bugs anymore.

mikik
Posts: 2
Joined: Sun, 22. Feb 09, 18:35

Post by mikik » Thu, 11. Jun 09, 00:10

can anyone help me because no paranid or boron equipment docks have any AHR or CHR instock ive looked in nearly all the sectors with equipment docks

Post Reply

Return to “X³: Reunion - Scripts and Modding”