[SCRIPT] Mass-Driver Ammo Generator V1.01 : Update 22/07/2006
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Yes i see and it's true.
But i personnally dont care about money but yes about the ammo units.
If i only have to go buy some for me it's ok, but when a use many ship whit this the problem is always to refull the ships in ammo.
Does not have any way to be charged for the ammo renerated?
5 is very useless so i use it anyway.
Thank you.
But i personnally dont care about money but yes about the ammo units.
If i only have to go buy some for me it's ok, but when a use many ship whit this the problem is always to refull the ships in ammo.
Does not have any way to be charged for the ammo renerated?
5 is very useless so i use it anyway.
Thank you.
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Rather than have a generator why not add it to your capitol ship crews script? Munitions Expert Builds Mass driver ammunition if you have the resources and places it in your storage for resupplying docked fighters...neat? or no?
I for one prefer the mass drivers to impulse weapons because they ignore shields all together plus they are a must for those of us who enjoy Vipers insted of stock x3 ships
I for one prefer the mass drivers to impulse weapons because they ignore shields all together plus they are a must for those of us who enjoy Vipers insted of stock x3 ships
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sry but again i think one of youre scripts would be too mighty.
I use only ... 8 of yours ...
If i have to use at least energy cells to creat these amo or better,
like a amo fabs at the same rate with the same resources,
so it would be automaticly limited to TL, TS and M1,M0 as mobile amo fabs
which naturally cost more then a fab
that would be cool.
Perhaps i only cant imagine the micro-management problem that youre are solving with this script, but i think the realism lags with that kind of solution
I use only ... 8 of yours ...
If i have to use at least energy cells to creat these amo or better,
like a amo fabs at the same rate with the same resources,
so it would be automaticly limited to TL, TS and M1,M0 as mobile amo fabs
which naturally cost more then a fab
that would be cool.
Perhaps i only cant imagine the micro-management problem that youre are solving with this script, but i think the realism lags with that kind of solution
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- Joined: Sun, 19. Dec 04, 02:41
Note that he is only giving you 5 boxes... that is 1000 units of ammo... and it takes 25 minutes to generate. This is TOTALLY USELESS in a battle, it is only good if you are between battles... I would like to change it so that you can get 5 ammo per MD mounted - so 20 MD's on a capship actually can generate enough ammo to matter. (also edit so that you get 20 cases per 5 minutes - one case per MD. )
But... I am perfectly fine with it now.
But... I am perfectly fine with it now.
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Put it only on cap ships and require teladianium, silicon or ore to be used to produce them. Make it more expensive to make them there than in a factory (or atleast make it cost more to produce than to sell) then the player can make as much as they want.
Station Freight Transporter
B-O'F: Enjoy whatever you are doing, if you decide to try real scripting one day..
B-O'F: Enjoy whatever you are doing, if you decide to try real scripting one day..
m1s?
Kit out a load of fighters docked on an m1 / TL / m2 (they are great mobile bases for doing missions that require certain types of ships, you can just take a selection with you). I think there are a few scripts around that allow auto cargo maintainance on docked ships, just have them transfer the ammo to the mothership and then to your fighter.
The idea of munitions experts for capital ships is nice though. Another idea is to have this and munitions experts making "Advanced Ammo Packs" which can hold 1000 shots ea rather than 200, and so can increase the efficiency of small ships who have mass drivers...and they unpacking tools needed to use these compact racks. Not particularly tradable, but if you can turn 2 lots of ammo into the equivilent of 5 it could be useful for personal use.
The idea of munitions experts for capital ships is nice though. Another idea is to have this and munitions experts making "Advanced Ammo Packs" which can hold 1000 shots ea rather than 200, and so can increase the efficiency of small ships who have mass drivers...and they unpacking tools needed to use these compact racks. Not particularly tradable, but if you can turn 2 lots of ammo into the equivilent of 5 it could be useful for personal use.
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
Set a man on fire, he'll stay warm for the rest of his life
hmm
well apart from being hard to get, the ammo rapidly gets used up in any substancial battle. A way to not only sustain the ammo but to make it more efficient would be nice
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
Set a man on fire, he'll stay warm for the rest of his life
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nope. still cant fix it
ive tried removing it from the installer, then installing it again. ive also tried a fresh download and still get the readtext error in the AL settings.
i even tried lookin to use the genrator's uninstall script in the editor. i couldnt find the correct script to use?? which i found a bit weird.
ive tried removing it from the installer, then installing it again. ive also tried a fresh download and still get the readtext error in the AL settings.
i even tried lookin to use the genrator's uninstall script in the editor. i couldnt find the correct script to use?? which i found a bit weird.
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