[SCRIPT]----Regenerative Hull Systems----[Updated v1.41: 24-07-06] {EMP}
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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.
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Plugin updated to v1.3 - Now with {EMP} Support. See first page for more info.
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.
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Plugin updated to v1.3 - Now with {EMP} Support. See first page for more info.
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.
--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.
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- Posts: 126
- Joined: Mon, 27. Mar 06, 11:42
Great Job!!!
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!!!
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
Corny Signture Saying Removed
Thanks very much for the support and I'm glad you like it
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)
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)
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- Posts: 4328
- Joined: Mon, 13. Mar 06, 00:30
A possible issue
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
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
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- Posts: 216
- Joined: Wed, 18. Apr 07, 19:32
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
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
tc-ap minimax
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- Posts: 1368
- Joined: Sun, 8. Feb 04, 16:28
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.
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.
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The Linux Foundation - Let’s Encrypt
Check if your Email account has been pwned
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.
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.
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- Posts: 1368
- Joined: Sun, 8. Feb 04, 16:28